This mod adds a few buildings that apply permanent [well...until they die that is] upgrades to nearby mechanoids.
Currently available upgrades:
The upgrade gets applied once a mechanoid spends enough time within the building’s range [can take a bit, it should still take less than an in-game hour, done to prevent just that little bit of lag].
Each upgrade consumes a bit of the building’s “fuel”, the amount depends on the upgrade’s level and the mechanoid’s weight class.
The fuel can be replenished using mechanoid upgrade cells [craftable at the fabrication bench, can also be salvaged at the smelter].
The building allows the player to choose which mechanoids are to be affected.
Currently available settings:
The building starts with only one available upgrade level, additional [2] levels get unlocked with further mechtech research.
The current cost of an upgrade cell is:
The cost gets multiplied by the upgrade’s level:
And the mechanoid’s weight class:
The upgrades do disappear on death sadly. I could make them stay, but reviving a mech removes all health conditions from it anyway.
The actual stats of the upgrades might still require some work, I’m still not 100% sure whether an x160% boost [on level 3] to armor is overpowered or underpowered considering the cost.
I’m open to feedback on this one.
Requires: DLC Biotech
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