Home Creators Posts Import Register Favorites Logout

Content

Hey everyone!

I came back from my holidays and the survey has concluded. It turns out that a vast majority of people who voted would like us to start developing Vanilla Factions Expanded - Mechanoids 2 right now, so that's what we're going to do!

Now, development of a mod of that magnitude requires a few steps to be completed first. The most important one, I think, is something I call 'touching RimWorld grass', which means playing the game, and doing a run related to the particular aspect I'm expanding. This means I will be doing a Mechanitor run in my spare time to see what avenues for expansion there are.

Second step is of course gathering your ideas, so that's what I'm here to do: I want to know what the expectations are. What would you like to see in Vanilla Factions Expanded - Mechanoids 2. What we need to add for you to say 'this is exactly what I was looking for'.

So, go ahead, let me know in the comments what content do you expect to see in that mod!

Files

Comments

Jake

We need more mechanitor upgrades and integration of all of the Mechanoid upgrades mods, Mechanoid upgrades adds a whole new layer to mechanoid mechanics and makes them more a threat

gabriel julien

Stream ur run! And take the dlc in mind for the dev don't limit ur self with vanilla!

Games Dean

Maybe a xenotype that is designed for mechanitors.

Michael Petsche

I love doing themed runs. Maybe a new meme, precept, style and gene catered specifically to the classic mechanitor play through

Paton Yecla

I hope to see the war against the mechanoids again, maybe integrated with gravships, so we can destroy both spacial and ground bases

J

I’ve actually thought about a few things. The ability to add upgrades to mechanoids like implants on a pawn. These could be weapons or stat improvements like speed, evasiveness or bubble shield. More mechanoids obv. In my run I’ve definitely missed or wanted a mechanoid that’s dedicated to the drill or one that simply is a drill👀 Mechanoid Psycaster abilities would be nice as well. Things like a straight repair/ charge ability or more bandwidth kinda like the puppeteer with mind-split. I know shuttles are about to be released but I’d like to see the shuttle for mechanitors get some use. Also enemy mechanitors making use of them. Just some ideas. Thanks for reading this far

Logan Rhodes

Perhaps different types of mech clusters like Insectoides? Something like a EMP cluster which would specialize in knocking out your defenses and power or a Fire cluster with that would pretty obviously socialize in setting stuff on fire, maybe they could have something like Napalm or thermite with each Cluster having their own version of a Boss unit.

Games Dean

I suppose you’re right. They have crafting and intelligence. I was thinking of a cyborg xenotype or something.

John Sterlacci

would be nice to have a mechanoid tradeship that you could have make automated trade runs for you

lunarWITCH

i would definitely appreciate some overhaul of mech chargers, now i always download a Universal Mech Charger mod to make using them less annoying

anonymoose

more integrated into biotech I think would be the main wish. it was strange having two seperate systems for controlled mechanoids. the automation was cool but I never found myself using it.

Gertjan Van Damme

Upgradeable mechanoids absolutely definitely A mechanoid that can aid in caravans Mechanoid appropriate genes Integration with recycling expanded Improved trash storage

Zachary Fewins

Ideas: Mechanoid upgrades Mechanoid gravship parts A way to turn a mechanitor partially into a mechanoid? Central/automated mechanoid control in place of a mechanitor Enemy mechanitors Purchasing mechanoids from traders Lower tier of industrial robots that don’t require a mechanitor(like original mechanoids expanded) Complex mechanoid faction that can be allied and have quests More mech bosses Ways to incorporate persona cores into mechanoids Mechanoids that can equip different weapons Spreading faction like original mechanoids expanded or insectoids expanded 2. A lot more interesting things happening in space with mechs perhaps Pilotable mechanoids?(probably not) That’s it for now.

Bluejay

Maybe a building that’ll increase bandwidth more than just one? Some bases don’t have the room for like 20 antennas.

Michael Petsche

I love that idea of a mech that functions like a mobile deep drill that you could set to a specific resource

Stem :3

Mayhaps there could be special mental breaks for mechanators that affect both them and their mechanoids. Maybe something along the lines of mechanoids turning on their mechanator, or somehow taking control of them via their mechlink.

Wheatly Core

Would love a mechanoid type that is essentially a standard humanoid infantry unit, and is capable of wearing human armor and using weapons, whilst not being a colonist. Although this may sound similar to androids, I find that their niche is already spacer/ultratech and I really have been looking for a combat force of b1 battledroid or ultrakill streetcleaner type of unit. Which can be equipped with different weapons that makes them more versatile than a standard mech. Im not sure where it could lie in terms of tech level, maybe high-mechtech. I know this would be quite the ask though.

The Dragonborn

What about an upgrade for or a new mech that expands/has bandwidth, it can control mechs independent of your mechinator. The balancing act would be the more it has independent control the more likely it is to go "deviant". I'm thinking kinda like Geth

Azhrei_

I personally have two things I’d like to see. The first, and much simpler, one is a better way to get large amounts of bandwidth late game. Trying to do so with band nodes gets very space and power hungry quickly. The second is (and this is quite out there) is some sort of mechanitor “ascension” victory. This ending would be someone similar to the anomaly ending in that it gives a major power boost to a singular pawn. It could potentially involve entombing themselves in some sort of command structure that gives mechanoid buffs, bandwidth, and map wide or even unlimited range.

BrenTenkage's Gaming

I feel like things that we need would be...maybe exploration for finding new unique mech implants. Perhaps ways to upgrade individual mechs to add more abilities to them.

J

I’d say genies work well but a xenotype that is specialized. Like let’s say a gremlin type pawn with baked in bandwidth, is small and agile and has improve repair speed.

waterpotcat

I love this idea so much

Nor

It would be nice to have a way to upgrade your mechanoids like a separate chamber where you can add modifiers to the mechanoids ex: increasesing armor but decrease move speed. I also always thought it would be nice to have a tier two version of the worker bots like the the lifter, agrihand, etc. Lastly more implants, always felt like more mechinator implants pertaining to things other than bandwidth or control would be nice like an integrated shields, work node, or just ones that apply buffs to mech in the area!

Jack Coles

1. Ever play Phoenix Point? There are little spider drones that explode on command. Something like that, maybe with a "hop" ability where they explode on landing. 2. A companion mechanoid for those mechanitors that well and truly get lost in their isolation. 3. A stonecutting mechanoid, basic tier. Can only cut stone though. 4. A high-tier sniper that can briefly turn invisible?

J

I’d add to the list a caravan mech. I know there’s a bunch of flying ships and grav ship stuff but in my current run not having a caravan specific mech is a thing I’m noticing that I’m missing.

Green Guy

More mechanoid types for sure. And a way to actually craft mech chips. All of the implants require chips in bulk and fighting the same bosses 15 times is just tedious. If we're smart enough to gestate mechs I feel like it's not a reach for the colony to reverse engineer mech chips.

Sr. dino

Hey guys! Really excited to hear about the upcoming Mech Expanded 2. I'm currently doing a dedicated Mechanitor playthrough and it sparked a few ideas and concepts I wanted to share with you for the new mod: 📡 Infrastructure & Control Mechanics .Advanced Bandwidth Relays: It would be great to have more variations of bandwidth towers. For example, "Signal Repeaters" that create localized control zones. This would allow mechs to operate at full efficiency and remain connected even when they are on the opposite side of the map from the Mechanitor. .Emergency Failsafe Protocols: A new implant or mechanic that prevents the colony from becoming completely defenseless if the Mechanitor is knocked unconscious or put into a coma. It could be an "AI Subpersona Backup" that takes temporary control of the mechs, allowing them to execute basic defense or rescue protocols until the master wakes up. ⚙️ Upgrades & Mod Synergy .Integrated Modular Upgrades: It would be amazing to integrate mechanics from existing mech upgrade mods directly into this one. Having a comprehensive, centralized upgrade system (maybe even with visual changes, like reinforced armor plates or different optics) would make mech progression much deeper. .Odyssey Hivemind Synergy: More compatibility and cross-mod possibilities with the Odyssey hivemind! It would be incredibly fun to see unique interactions, hybrid technologies, or specific mechanics for players running both. 🏗️ New Buildings & Defenses .Stasis Pods / Overcharge Cradles: Specialized sleeping pods designed specifically for combat mechs. While docked, they consume minimal power/pollution but slowly build up an "Overcharged" buff. When a raid hits, they can be awakened with temporary boosts to movement speed and fire rate. .Mechanitor-Linked Defenses: Mechanoid-styled turrets and automated defenses that integrate directly with the Mechanitor's network. A cool twist would be having these advanced turrets consume Bandwidth instead of (or alongside) regular power, making them scale with the Mechanitor's stats. 🧠 Endgame & Unique Concepts . A late-game path where the Mechanitor can transcend their biological limits. They could permanently upload their consciousness into a massive, stationary supercomputer (becoming the colony's literal Hivemind) or transfer into a supreme, custom-built mechanical body. .The "Avatar" Surrogate Protocol: A specialized Cryptosleep casket that allows the Mechanitor to project their consciousness into a specialized, high-tier "Surrogate Mech". This would allow them to go on dangerous caravan missions or raid enemy bases remotely, risking a replaceable metal body while their real biological body remains perfectly safe at home. Keep up the amazing work! Can't wait to see what you guys are cooking up.

The dapper man

I would like to see your teams take on mech upgrades. I would also like to see more mech infrastructure eg: band nodes, rechargers, gestation tanks and the like. Maybe a research option that’d add more expensive but faster version of the mech infrastructure?

Filip Drygalski

More small mechs, militor size and strength. Artillery one could be very cool, like thier mortar but mobile. Repair mechs too, ones that work for them.

Matthew

A couple of new special buildings that require boss chips to make, each is thematically flavored off their boss's mechanics. 1. Compact small/large recharger (1x1 and 1x2 respectively): Requires Signal chip. - Unlocked in Standard mechtech - Flavor is that the mechanic used for Diabolus' "charging" beam is repurposed to charge in a more space-efficient manner. 2. Signal Tower - 1x1 building created from the Powerfocus chip that allows a Mechanitor to control mechs within its radius (9 cells?). Maybe you need to assign the building to a Mechanitor similar to the bandwidth node? - Unlocked in High mechtech - Flavor: Queen controls many urchins, so you're repurposing this mech proxying signal 3. Hacking Station - 3x3 building built with the Nano structuring chip that lets you queue up research jobs. Buzz a faction with a negative drone to bait them into raiding you. Buzz a faction with a negative drone to have them capitulate into giving you the location of a point of interest. - Unlocked in Ultra mechtech - Flavor: Repurposing Apocriton's negative psychic drone effect Two other random ideas - Some way of having Tunneler use drills would be a life saver T_T. Idc if it's just an add-on that requires the "Mechanoid Upgrades" mod as well. - A mechanitor implant (upgradable up to 6 times) that increases the mech control radius around the mechanitor. Maybe after all 6 it's twice the base range? If you use any of these ideas and/or are inspired by them, feel free to make any changes/renaming as needed.

Dom Speziale

I Would really like to see the total war mechanic again. It was fun seeing the mechanoids get an upgrade and how I had to change my play-style to suit the change in their behaviours. I also want the apocriton mechanoid boss to be able to be gestated and allied to my colony.

Zachary Fewins

I would really love to have the possibility of running a fully mechanoid colony, using a central hub to control them and having mechanoids that can perform mechanitor duties like gestating and repairing.

Introverted Gamer

I want to second the modifiers and higher tier mechs. And some specialized mechs that cover things mechs current can't do like fish or brew. I would also like to see some mechinator caravaning options for transports. There's the shuttle from Odyssey, but most of the vehicles from Vehicles Expanded look industrial. Maybe there could be a specialized lifter that can be used for caravaning or a mechinator shuttle.

Wider

One day, I once dreamed that I was playing a run in which I had an incredible mech mod that not only expanded the mechs, but also fused the gravship with a mechanitor in cryptosleep casket, acting as a mothership for mechs (independently) where I had absolute control over them in the ship itself and could even take off and carry out assaults without a pilot. As far as I can remember, I could recruit the mechs and move them inside and around the gravship and even gestate them without the direct intervention of the mechanitor. In order to survive, the ship itself had to maintain and feed the mechanitor in cryptosleep. Could it have been nutrient paste? I literally had to write down this dream in case I ever got into modding because it seemed too good to pass up. However, I've never gotten into modding and I'm not really a good programmer. Now that I've seen your post, I remembered my dream and I really think you guys are the most capable team to take on such a crazy idea! I hope my help serves as inspiration for you ^^

Marco Antonio Magallon

I really liked the Total War mechanic from the first Mechanoids Expanded, it made this faction unique as it rapidly expanded and escalated its power level! Also gave Mechanoids a physical presence on the map, rather than just being a dice roll on a raid event. Hoping this makes a return, possibly evolved in some way. Perhaps Mechanoid landing ships favor tiles near spacer NPC colonies (to kill them) or tiles with valuable rare minerals.

Alex

1. Being able to build an autonomous mechanoid factory, to truly get that feeling of being a mechanoid commander. By autonomous I mean that it should be able to produce mechanoids by itself if there is enough resources. I personally think that right now mechanitor feels less like a commander, and more like a handler, since they need repair heavily damaged mechanoids, constantly be close to the frontline, gestate mechanoids, etc. 2. Mechanitor will still be important though, since they can be a human version of cerebrex core that will control the mechanoids, use abilities related to mechanoids, etc. 3. Perhaps give mechanoids something like a field commanders too? To use them instead of risking sending a mechanitor closer to the front line. To balance it, the commanders can be expensive and give stats debuffs to mechanoids under their control or something similar to that.

Casey Alce

having more variaty of labour mechs would be nice especely low tier. For example a cooking mech or low grade mining mech.

Toasty

I hope those "colossal mechanoid constructs" are still on the table cause i'd sure love to "revive" and control an ancient exostrider.

Mac

To start off with some synergy with alpha mechs so the two work well together would be fantastic, I love that mod and mechs so more mechs = better for me. In terms of this mod specifically, I think some late game mechs could be really fun, like a spider walker type, or a gundam type mech. Maybe some warcasket synergy too!

Sentry

Mechanoids are my favorite part of rimworld. Did a high mate mechanitor run solely to depend exclusively on mechanoids: so some thoughts. Mechanoids lack a generic "trooper" mech with like a pulse rifle or assault rifle. No apocriton! That design is sick and the reviving could make the more fragile melee mechs worth it On that thought, maybe a mortar mech?

feedingmuscle

It would be nice to have a mechanator be able to summon or teleport bots to his side

Deklan Marshall

Linkables to the recharge ports. Think deathrest but for mech recharging. Some buildings which may require the boss chips (or some other mech resource) which link to the rechargers and buff our mechs as they charge. Some linkable building ideas: Increased damage/speed/accuracy/toughness/manipulation/etc, a building which reduces a mechanoid’s bandwidth usage by 1/2, auto repair nanobots, a “processor unit” building which could feed back into the mechanitor and increase consciousness or something (maybe at the cost of select mechaoids’ global work speed or reduction of certain other stats) And separate from all that, some hovering mechanoids which ignore terrain and can do various things. Just some ideas.

The Happy Turtle

For me it comes down to two main things: integration with other DLC's (and other vanilla expanded mods where feasible) and a good balance of generalist and specialist mechanoids. Mechanoids tied to anomaly, or a sort of "astromech" style mechanoid based around gravship support for example. Honestly, a lot of inspiration could be taken from star wars. Some sort of servant mechanoid for the imperial nobles; a protocol Droid style mechanoid to help with social tasks; a gonk Droid type mechanoid that's just a mobile battery and can recharge other mechanoids. Maybe a tactical Droid kind that can provide its own command range radius. A sorta droideka style rapid redeployment fortification mechanoid would be cool. I realize this is Vanilla Expanded Mechanoids and not Star Wars Droids Mechanoids; but it could make for some great inspiration

Ayden McPhee

Yeah, you could limit it to small mechs (basic and standard mech tech) and have more small mechanoids to make the teleporter more versatile

Gertjan Van Damme

A worldwide antenna would be a great questline reward

Ayden McPhee

More late game mechs, I don't like how there's only really the boss mechs, centipedes, and centurions, more real big mechs would be something I would want to see. Also, a bulky and slow melee attacker that isn't the centurion because you don't see those guys very often.

Mirey32

It would be great if there were colossal mechanoids, just like the insectoids, that drop unique resources when defeated to upgrade our own mechs or the colony. These could be a special type of event.

JWorth

I had a thought similar: where a mission to 'destroy or take over' a mechinator factory. Take-over means killing all hostiles, reprogramming the factory to make 'owned' mechs. If you destroy the factory, you get the blueprint to make your own for that mech type. Also missions to grab the factory/plans for the rare chips only.

SpaceMoth

A cross between a Mechanoid and a Vehicle would be pretty interesting to see. I would also like to see special mechanized terrain/floor, similar to the creep for insectoids. Either as a threat to dealth with when fighting mechanoids, or as something you can build yourself. Maybe a late game resource gatherer that turns the terrain on your map (and eventually nearby world cells) into the mechanized terrain stripped of resources piped back to the hub. Also something mechanoid ships might do if they make a return.

Farcikle

Weaker version of mechanoids, but they don't require Mechanitor at all and must always be around special beacons to function. Something close to security bots from Rim-Effect but with more limited area of use.

WarCookie

I want more worker mechs. There could be specific mechs for cooking, smithing, sowing and so forth. I want my colony crawling with mechs doing different jobs.

seppi 141

I would like some mechanoids from S-Purples Boss-type mechanoids mod concept. I think some of them are realy cool

Captain Crunch

Always thought the total war mechanic was cool, an option to bring it back would be amazing, would love to be able to rebuild the war strider mech that you get the transponder from as an endgame option, mech cluster variety and more reasons to caravan out to fight them with new weather controller/droner adjacent buildings

Big Barza

I like the concept of not just "more mechs with different stats and weapons", we got plenty of that with mods like alpha mechs. Maybe more niche options (a few already proposed filling out more work types) Would love to see options to send out mechs alone on caravans or vehicles/shuttles, thinking of a broadcasting device, and specialized units that can receive it from far away and rebroadcast it locally, acting as a stand-in for the mechanitor. Could even let them do stuff like trade, using the mechanitor's social skill, as if they were talking to the trader through the mech. I also really like a concept shown in ushanka's hacking expansion, where you make a specialized casket for your hacker, and it enables hacking map-wide. It somewhat reduces hacking capabilities, but linkables can boost them back up. A unique spin on that concept would be interesting.

VULPIN-13

Independent mechanoids, also mechanoids able to fulfill work types that usually require colonists, like gravship piloting or trading.

Péter Marcell Mikuska

I think flying mechanoids would be really cool, drone swarms and maybe even larger UAVs, also space related, workers and fighters

али иброгимов

It would be cool to add an alternative way to obtain High Subcore. For those who want to build their glittertech utopia without sacrifice. And also the ability to obtain chips/fight bosses other than summoning them to your base. And make these methods available after the ending with the destruction of Cerebrex.

Dawid Ziobrowski

I always wanted station that can automatically repair mechs without mechanitor work, similar to charging dock.

HansTheHuman

I had a couple of endgame ideas centered around mechanitors... -Brain Frame The mechanitor transplants their brain into a large supercomputer. They would become immortal, but also immobile and only able to interact with the world via their mechs. There is a vast increase in bandwidth, and mechs can be controlled off-map. If the brain frame is destroyed, or runs out of power/nutrient paste, the mechanitor dies with it. -Avatar Mech A solution to mechanitors who have transferred into a brain frame, or are simply disgusted with the weakness of their flesh. Basically, the mechanitor transmits/transfers their consciousness to a humanoid mech which keeps their skills and non-bio traits/needs. Uses the xenotype framework from VRE - Android. Only one permitted per mechanitor.

Andrew Lewandowski

I'd really love to see the option to send mechs out alone as cargo carriers between colonies, camps or outposts. I'd also enjoy more integration with androids for mechs to perform some social roles, but maybe without needing to go the full android route/making it more accessible outside of late game.

Dawid Ziobrowski

Total war mechanic was the only thing that actually posed any threat to my heavily modded colonies. It was a base for many playthroughs, constant need for performing counterattacks, use cases for artillery etc. Absolutely best feature of VFE mechanoids. (Missile silo was certainly overpowered, mechanically lackluster and trivializing heavy mechanoid ships)

Dawid Ziobrowski

Mechanoid dropship shuttle, dedicated to transport mechs or even (maybe it'd be too much) extend mechanitor control over world map after it lands.

Martin Gizela

So how about the worker tier list that you unlock in progress with bosses, like smaller tunneler, bigger construtoid? And some cheaper units, like militants but with different guns and special warieties of mechs that you can get in special facilities on orbital structures like antenna mech grav parts. Turrets and for mechs to have something super heavy like tank mechs, field commander mehcs and repair mechs and, most importantly, work in relation to mechs, will have their own work tab.

Colby Coppock

I want to see a mechanoid ideoligion style. One that stylizes floors, walls, tables, etc. To look like they fit the mechanoid design. I dont want to build a mechanoid base, and then have all sorts of mechanoid structures, with basic carpet flooring, or concrete walls. The ability to build some of the different mechanoid structures from mech drops and their orbital stations would be cool too. You could have different quests for going to mechanoid outposts, bunkers, orbital stations, etc. To find different mechanoid components and gear too. Also, an advanced standard subcore scanner too. One that you can unlock in lategame that lets you automate creating standard subcores. Still requires materials and a person, but you can set it to auto scan available people based on colonist, slave, or prisoner choices. While only being possible if no one has scanning sickness. I find that I forget to keep doing it in late game when I have unlimited supplies to make them with.

Colby Coppock

The ability to send mechs out on their own in order to establish outposts, or a field commander of sorts that could accomplish the same goal of needing to have a colonist in the caravan.

R

More actual mechanitors, maybe a mechanitor raid, like you have psycaster raids. I think the gestalt engine mod was kinda cool, an officially supported option would be neat.

Marius Kobler

Extend on the features the mechanitor as a person has. Like being able to use special armour or weapons or interacting with the mechs in some way, like certain ability’s or something. Also new bosses for the endgame would be nice

the good fat cat clan

Ability to shut down mechs and hack/take control. By using a special weapon.

This name is stupid

The landing ship missions that were in the previous version of the mod that increased their presence on the planet, and integration with Gravship part 2 to combat these types of ships in space before they land.

Colby Coppock

An endgame scenario. Planetary terraformation. If the total war mechanics are reintroduced, then after a certain strength threshold, the invading mechhive can build a massive fortified structure that will begin terraforming the entire planet into a "mechanoid biome". This structure will spawn on the map, and while extremely heavily fortified, you can defeat the mechanoids defending it, and similar to the cortex, you can either destroy it, or take control of it. Once in your control, you can link a mechanitor to it, granting increased stats like bandwidth, mech work speed, etc. For each terraformed tile on the planet. The terraformation process will create a custom biome similar to insectoids 2s infestation mechanic, that will change world tiles to have custom mechanoid structures and defenses on them. Either under the mechhives, or your control if you take the structure for yourself. You can get events where the terraformation process will spawn outposts for the controller, granting things like random mechanoids, resources, components, buildings, etc. That will be autonomously ran and send these resources to the controller (mechhive or player). This should be an ENDGAME scenario as it will give the player insane bonuses, and should come with some serious downsides. Like every faction becomes hostile with you, increased raid strength and frequency, etc. There should also be events for the different factions on the world trying to destroy the terraformation machine, attempting to stop you, but given enough time with this active, you could theoretically terraform the entire planet, basically giving your mechanitor faction control of it.

Mocho

I lowkey don't think mechanoids even need to be expanded. Biotech and Odyssey already does so much ... But I suppose the total war mechanic ought to return. A couple new bosses wouldn't hurt. In general, I think the mechanitor should be shifted more towards the end game so you have more reason to use the drones if you plan on adding them again. Like what Ferny did with his Progression: Robotics mod. I do hope chapter 2 will still come out this year.

Cory Banham

Crude and simple 'industrial' era mechanoids which perform very basic tasks and very inefficiently. Could be a research project start to become an alternative to the mechanitor start where you create your own mechanoids from the very basic point. I would also like the option on the other end of the spectrum, to turn my mechanitor into a special mechanoid, or maybe even become a mech brain which controls and upgrades/ boosts those linked to it.

Michou

Since the mechanoid hive fleets are in orbits, maybe take advantage of Odyssey to add special quests where you raid them. Huge retaliation, but the bounty is sure to be worth it. I mean, when you see the amount of stuff you can do with just the chips they carry, I am certain that there are incredibly powerful artifact-tier stuff in their base of operations (power cores, assembly lines, ship engines,...) Maybe also an IA, maybe for gene research (or research period). For example the IA could use people or genepacks to learn genome sequencing, and produce a new gene you do not possess (thus making getting the genes you want more likely, since you would not need a pawn with already the right gene), or it could randomly split a genepack in your genebank (so now you can put this super-good gene into your template without it coming with a bad gene). I also think it is a shame that we can only use mechanitor and mechanitor-related research for mechanoids. The turrets for example could be upgraded with mechanoid technology to make them more powerful, or maybe controllable by the player. Or mechanoid-related stuff for your colonists, like a sword based off of a scyther blade or an eye implant based off of a pikeman's eye. I think also having the work drone mechanoids get better stats depending on your mechanitor's skill would be good, at least for some work. It is quite dumb that a state-of-the-art medical robot is useless compared to a human surgeon with slightly above-average skill. Maybe the mechanitor could "deactivate itself", entering into a temporary coma to boost his mech's processing power and increase their work stats for a time? Mech upgrades too, for exemple a force field similar to a shield belt but for a zone, or a better battery, or an overclock module.

Colby Coppock

Add the ability to capture mechanoid orbital stations and outposts. When they are under your control, they'll grant a single ability, or ability charge, working on a system similar to royalties aid system. Taking a station might give you a drone strike, or a resource drop, or an orbital strike. All on a cool down, and taking more e outposts of the same type will grant more charges of the same ability.

Dick Turnip

I feel like there's so much more you can do with dimly-psychic subcores than simply use them to make more killer robots. Use them to allow people to make their own persona weapons, construct fully-autonomous vehicles/gravships, advanced production lines, or even build something like the "internet of things" (if anyone remembers that one mod with the "Glitternet" from yore, something like that). I feel like there's a lot of potential overlap with the upcoming Megacorp, with subcore power helping fuel the ultratech revolution. Or make a cyberpunk dystopia. YMMV.

Lauris Leitāns

Most certainly total war mechanic and more events regarding mechanoids. Also more integrations with official DLCs, for more seamless fit. Possibly, fill out at missing links between mechanoids, Odyssey drones (they could link to buildable mechanoids) and VRE Android.

TOOTHDUCK

The ability to develop your own mech hive, by working towards building your own cybrex core (or whatever the big one in odyssey is called) New category of higher tier mechanoids for eng game that are larger and more deadly, fully fledged war machines that the mechanoid fleet eventually brings. Splinter hives of mechanoids with odd variants that may not be as hostile. High tier 'smart' mechanoids that can do wider ranges of tasks at once Mechanoid upgrades we can install on each individual mechanoid vehicle style Assault mechanoids we can send purely on their own to attack places who then automatically head back to our base

L_Ford

Now with odyssey, I would love a full quest related to the total war mechanic. Attack, hack and destroy mechanoids bases or platforms to get the cerebrex location. But without odyssey... instead of ships/platforms, we could have something similar to VFE-Insectoid 2. A friendly faction asking for help to assault the construction site of a new mechanoid base. If you leave the mechs finish it, their presence rise up, later on the mechs could try to upgrade the base, making it more challenging to destroy after every upgrade. We can even have multiple options to face the threat, like: - Install an insect bait to attract an ENORMOUS insectoid raid at the mechanoid base, probably failing in the process, but giving you a window to destroy the remanent mechs forces. - A sabotage mission infiltrating your own mechs - A direct assault with friendly reinforcement for the more highly defended bases. Another good thing, it could be other factions with their own mechs, like pirates, the empire or something like that. It doesn't have any sense that we are the only ones in the planet with the capability to gestate mechs.

Rad Hazard

An upgrade system for your mechanoids to improve their effectiveness beyond beacons. Allow the tiers of subcores to mean something with the ability to replace lower tier brains. Basic subcore is static in the mechs designed skills, advanced allows appropriate skills to advance to 10, high subcore to 20. Physical upgrades like uparmoring with speed penalties, lightweight frames for more speed, weapon coolers to increase fire rate, advanced hydraulics for carry capacity, installing shield cores that consume more battery power but add a shield bubble, etc. Then, anomaly integration where mechanoids get weird and dark. Shards that allow mechanoids to digest meat to recharge, install Revenant spines to make your scythers invisible, deathlife spreading mechs, mechanized Nociosphere....

owen

honestly mechanoid vehicles sound cool.

lnodiv

• I want reasons to use pipes for Mechanoids. For toxic wastepack management, maybe? They could link into stuff from recycling expanded, too. • More expensive but more space-efficient bandwidth solutions • Ability to recover the core from a mechanoid so you can make a different one of the same tier • Upgrades for mechanoids that works similarly to bionics - purpose built modifications for part of their body away from stock, not whole-body upgrades. • Mechanoid implants for normal pawns. Like the old scyther blades. Just give each mech one thing that can be reinstalled on a pawn that has a super significant impact on the pawn (no minor stat boosts) • Weird: Replace a Pawn's brain with a mech receiver, converting them into, essentially, a cyborg mechanoid that can be controlled by a mechanitor • Maybe Less Weird: Same thing, but for Androids.

PaperClipChip

The return of the mechanoid total war mechanic. The ships and upgrades from part 1. They were awesome, my favourite of all mods! I truly miss them. I'm a lover of difficulty.

VULPIN-13

Maybe also making mechanoids able to work in outposts?

Oskar Potocki

Considering we’re remaking the outposts mod, it is unlikely that any further integration for the old outpost mod will be added. Apologies.

Jason McGinn

Additional bosses that we can eventually build?

Zac

An alternate way to gain subcores would be nice. iirc the in-game descriptions say they're normally produced in advanced glitterworld factories, so maybe a lower-tech reconstruction of those could slowly but reliably produce advanced cores

Stephen Foster

Seeing a lot of suggestions for the total war mechanic. I think maybe it should instead be part of Outpost Expanded so that all the factions can benefit from the upgrade mechanic. Some flak equipped raiders getting upgraded to recon armor wearing raiders, for example. Mechanator raids with a mix of humans and mechs with a commanding mechanator. Maybe the mechs go berserk and attack their human allies when the mechanator dies. Mechanator sidegrades. I usually have 2, one equipped for the front lines with combat mechs the other with worker mechs. So maybe another mechlord (or higher) armor with some non-combat support abilities to go with an all out combat mechlord armor. Maybe a hacking attempt from the mechhive (can't combo with solar flares) gives the same effect as a psychic drone specifically to the colony mechs and to the mechanators as feedback. Instantly ferals any uncontrolled mechs. A psycaster mech that needs a psylink mechanator to meditate with it to pass psyfocus to it. Maybe assign it a meditation spot for it to stick to next to the mechanator's meditation spot. Or make it so the mechanator's psycasts can use the psycaster mech's line of sight. A special mech gestator with only resurrection bills that anyone can start up, but needs a mechanator to complete. Bring back the upgraded mechs and gate them behind a "glitter mechtech" technology which requires a chip from an Ultra Mechtech boss. The upgraded mechs could require the original version of the mech as part of the cost. Maybe some kind of psychological effect based on bandwidth usage from basically building a hive mind centered around the mechanator. I know you don't like stepping on other people's toes so maybe a look through Integrated Implants for any open niches for mechanator implants.

Ennek

What I would love to see is more weapon options for each mechanoid so you can have a little more variability in the niche that each one fills.

VULPIN-13

Ok, what about my first few suggestions?

Colby Coppock

The mechanpid fauna should be the mechanized animals from vanilla genetics expanded.

Luckybread

Being capable of swapping mech weapons would be sick imho

Sylant99

Less chip grind from mech bosses in the endgame. The ability to produce chips after defeating all bosses. This is better for an endgame colony with excess resources than waiting two days.

Quantumphear

Longtime fan of VE, and especially fond of Mechanitors, probably my favorite DLC. Here's my two cents, sorry bout the wall of text. I know its preferable to not replicate the work of other mods, but perhaps some content could be integrated with the creator's agreement/participation or designed to synergize. - Mech QOL changes: Let Mechs be ordered to prioritize a specific task, like pawns. They also undraft if the mechanitor is downed, which is a real pain in combat. - Bandwidth: More options for getting more beyond buildings & equipment. Implants, genes, or even relay mechs that provide excess bandwidth but have to stay in range or consume resources. Perhaps an upgradable building (make your own mechhive?) that risks going rogue the more powerful it becomes. - Upgrades/Equipment - Mechanitor combat armor would be great, though Warcaskets already cover this. The Mechanitor implants are IMO lackluster. Improvements and/or more options? More unique Mechs to grow, or perhaps a system of modifying existing mechs - - Anti-Mech countermeasures: Player & enemies should both have access to these, and perhaps raids should bring more of them if the player colony has lots of mechs. --EMP's aren't enough when mechs adapt rather quickly. Perhaps emp adaptation should inflict a long-duration debuff, or give a chance to go haywire. An EMP 'flamethrower' could let a pawn lock down a mech (or group) while the rest of the colony beats it up. --A hacking system would be great, other mods do this but it would be nice to have a system that deliberately targets Mechs, turrets and bionics implants. - Anomaly Integration - There's plenty of robot horror in media. Perhaps bots that literally eat flesh & blood (ultrakill), forced cyberization, or computer viruses that try to infect your mechanitor or pawns with cybernetic implants. Or perhaps the Mechhive has developed its own countermeasures to Anomaly threats. - Improving the Mechhive as an enemy faction. A malfunctioning intelligence can still have RP potential. -- A system like Deserter's awareness could be adapted towards how much you have drawn the attention of the Mechhive; Perhaps increasing technology draws stronger raids, explaining why tribals still survive and deliberately stay at low tech level. Likewise, stealing unique Mech techs could draw attention. -- Perhaps the player could even ally with the Mechhive, but only with androids and/or replacing enough of the weak flesh with mechanical replacements.

sk4p3g04t

An intact exostrider would a be cool final boss/endgame unit like the archocentipede.

Иван Лешуков

Pls, can you create mechanitors for all factions, for you can fight with them and their mechs

Brutus Albion

+1 for this. The exostrider in the beginning should be the foreshadowing of what you will be facing in the end once more as your final villain.

Turkwise

Something I always thought would be cool are mechs that have all the capabilities of a normal pawn and is able to form opinions of other pawns but is still tied to a mechanitor. So kind of like androids except fully linked with the mechanitor system. Besides that, a mechanoid dog that can nuzzle.

Damien Polici

The total war mechanic was insane and with deserters were making great use of some of the most powerful factions so brining them back would be really cool. For the new mechs suggested I always felt like it was kinda funny how mechanitors would suddenly learn how to build every mechs from a single chip so the new ultra mechs could be obtained from raiding mechanoid factories (would make more sense in orbit but could stay in the ground to not make odyssey a dependance) and allowing you to hack data to get the specific blueprint.

Simon W.M

OK, this idea might be a little out there but seeing what you guys did with gravships I think it's possible. What if a mechanitor was able to construct a "living mecanoid base". The player would need a way to gestate structures such as a main processor, coolent systems, memory modules etc. Each part would be beneficial to the main processor and in turn, give buffs to friendly mechanoids and the mechanitor. Maybe give it a social interaction so your colonists can interact with it? I'm thinking turn your world into a machine / gravship into a friendly reaper from mass effect kind of thing. Might open up some more compatability for boss ships in gravships pt2

Typical Rimworld Bullshit

Proper alcoves for resting mechanoids, like part of the wall. I want to be able to neatly store my deathbots, like IN the walls. Maybe even on the gravships outer hull.

Brutus Albion

> Mech Hive quests. Similar to the Odyssey's mech hive in space being the mother mech hive, I wish for smaller subnode mech hives targets to exist on the planet's surface since they are alluded to exist in quests dialogue from other factions. Leave the ships from the old mechanoids expanded for chapter 3 for gravships imho. > Better mechanitor integration with fully mech driven colonies. > The ability to have your mechanitor become a hive mind as an ultimate ending / goal? *wink wink* > Evil Genius Faction, a mechanitor faction who you can ally or fight with that raid you with their own mechanitors.

Atem23

Just tossing suggestion in sea of ideas. My main thing Id want from Mechanoids 2 would be better Mech gestation, espeically for Mechs higher in tree. Even with all upgrades you can have for Mechanitor, gestating something like Cenptide still takes so damn long its not really worth it. A way to speed it up in costly way would be something really nice for Mechanitors....

Kolopo12356

>I would like something that automatically repairs mechanoids, for example a beacon that slowly repairs all mechanoids in its radius, or maybe a repair hand you can build directly onto your rechargers that repairs your mechs while they recharge. >Will the mod be compatible with alpha mechanoids or is it too early to tell? >also, I have a small idea for a mortar shell: -War urchin shell that spawns 2 or 3 friendly war urchins upon impact to scatter, bait or confuse enemies. -If compatible with alpha mechanoids maybe add a guttersnipe variant? I always felt like Rimworld lacked some mechanoid themed shells, we have toxic shells and deadlife shells, but no mechanoid shells.

patrick

I liked previously with VME that they were so threatening, always expanding, the goal to destroy all rim life. I would very much love that "feeling" to be expanded, like it's survival. I think Odyssey with their scenario did well, like always being on the run, but I wouldn't want to do that with VME. What would be cool is to just have that survival mentality, but use what the Mech tech to survive. Use their arms as weapons, then heads and helm, have these weird armors made of pieces of mech. And then developing armors or weapons specifically against mechs that are just mediocre damage/protection for insects, rims, animals. Like one cool thing would be, a temporary cloaking device or Mech Suit. If a mech base lands on your map, there are all these darn turrets, and sleeping mechs ready to attack, shields. But it would be fun if you can cloak yourself as a mech, go in, and plant a bomb that would damage most the base, and have the remaining mechs charge your base. Now, where we had quests where we have to destroy some satellite thingy that is causing weather or psychic sensitivity, it would be cool if we could build something like this, to ward off Mechs, or to bring them in for their components, etc. This could be quest oriented, or the above technology could be. Quests are always fun! Lastly (though I could probably come up with a billion ideas if i had enough time and coffee), expanding on the biotech mechanitor (which might be added into the factory module, and that's okay), but just having more mechs to control that are combat oriented (and then for the factory module non combat oriented i suppose, like upgraded haulers or whatever).

Somerandomsmuck

An intact Exostrider being deployed as a 'field commander' unit if you annoy the Hive enough could be fun, or maybe having it as a defending unit for a mechanoid factory?

Somerandomsmuck

For full-fledged war machines, Maybe a Graser artillery platform?

Ben

RE the total war mechanic - totally optional for me. I might want expanded mechs but not a mech world ending threat. Perhaps instead some ‘boss’ mechs that encroach on you if you choose to use certain mech techs. But total war should and could be a different mod.

Spoder

I think the mod should be about fighting mechanoids as much as controlling them. EMP is good and all until they adapt. Maybe mechanitors could hack enemy mechanoids? Forcibly severing them from the network and going into an uncontrolled state, could allow for capturing enemy mechanoids after the battle. Should come with a cost proportional to the weight class of the targeted mech. Malware could also be a fun counter measure, the mechanitor injects a debilitating virus on the targeted mech and it spreads to every nearby mechanoid on the same band. Then again you could also do the opposite and inject system updates to your own mech bands, say if you wanted your workers to have higher combat skills to assist with defense. Maybe even a specialized cyberwarfare mechanoid available to the mechhive so they can make use of the same abilities.

Ben

I want mech implants for my pawns, too.

Jonas

I really liked the non-mechanoid robots in the original version. Tho it made no sense for them to be locked behind high mechtech. Maybe make it so you unlock them first, that way colonies even without a mechanitor could have some low-level automation tho worse than mechanoids. This is a sci-fi game, so having them would add to the space western theme.

Oskar Potocki

Im strongly thinking about making the robots into a separate mod, since similar robots were added in Odyssey DLC already. Something much less sophisticated than mechanoids. Simpler.

Jonas

On the one hand, that would be really cool. Downside would probably have to wait even longer, haha.

Oskar Potocki

To put it in other words: current plan was to cut the robots completely and focus on mechanoids only!

Jonas

Well then, yes, please make them a separate mod. They were really cool and fun and just added a nice sci-fi edge to non-mechanoid colonies (used progression mod to get them before mechanoids).

fat boys

I would like an option to sacrifice something of the mechanitor for extreme benefits. Perhaps turning your mechanitors mind into a personal cerebrex?

fat boys

At the cost of killing their body I mean

Mea K

How about a "maintenance tunnels" pipe network for small mechanoids? Some type of access points (wall hatches?) that, when part of the same network, allow mechanoids to quickly travel between them. It'd be a cool way to improve the performance of lifters and cleansweepers without having to buff them directly.

Filleis

Adding onto this, would be fun if children could get lost in the vents aswell :)

Crimson

Customizable mechanoids in a system of interchangeable modules. Something like a head, torso, and weapon/tool.

Brutus Albion

why not go all the way and have the mechanitor turn into a hive mind?

Redguard

-perhaps a human collaborators/mech supremacist faction that are allied with the mech hive, due to the mech hive having limited production capabilities. Pretty sure this was a thing in the "Terminator" franchise lore early on before skynet had a full army -mechanoid settlements that collect resources to be shipped to the mech hive, contains high value loot -the total war mechanic is cool for certain playthroughs -some sort of Droideka mechanoid that moves fast, deploys a shield and shoots a significant burst size before a moderate cool down cant move unless undeployed/rolling and has a fragile body

mikostu

What about supercomputers that would allow mechanoids to work without a constant need for a mechanitor, allowing him to focus on other tasks or leave the map. Each supercomputer would provide some bandwidth, allowing for more mechanoids or a safety net in case the mechanitor goes down. They could also provide buffs to mechs if the bandwidth isn't used to run them. Supercomputers could also run on a pipe network (I do love the VE pipe networks) of coolant that would have to be manufactured, cooled and stored within the network or alternatively add it to the neutro network form androids. This could also connect to repair stations, allowing mechs to be fixed without mechanitor present. This could also connect to many buildings providing buffs to mechanoids or mechanitor himself in a system similar to sanguophages.

D

And adding the automatic research as well like in Mechanoid 1

D

Agree, robots would be cool to add!

Foefaller

A simple thing I'd like to is the ability to set spots for mechanoids to stand when in dormant mode. Having all my combat mechanoids just collapsed all around the charging stations is visually unappealing.

ChunkyLord62

I think using the total war mechanic again would be awesome, perhaps the ships could have their own boss tier system that allows us to get upgrades and resources from destroying them. I like the idea of a distant corporation utilizing mechanoids to further their own goals which makes another sub-faction of mechanoids to battle.

D

It would be cool to have stations for UAV’s that can strike targets on your map or in a x-tile radius from your base as well. I thought this was an idea for Vehicles Expanded: Royalty, but I think it would suit Mechanoids as well

Jordan Blackmon

I want to see a strider in game. A working version of the one you find the sub link on

mytigio

A few ideas I had: - mechanoid upgrades (quest rewards (techprints?) that make all future mechanoids of a given type a better/enhanced version). - a mechanoid focused game-ending allowing a colonist to upload their mind into a supercomputer. Provides a huge boost to bandwidth and control groups, extends control range to the entire map, but the colonist no longer physically exists. - a tool, weapon (or mortor shell?) that allows you to override enemy mechanoids to make them go berserk and attack friend and foe - a tower that broadcasts disrupting signals that slows/weakens mechanoids within a radius - enemy mechanators who can join raids, when they die their mechanoids wander and then go berserk. These mechanoids can be claimed just like mechanoids you've released on your own map if you act quickly, quickly turning the tide of battle. Similarly, enemy mechanators can hijack your mechanoids if your bandwidth drops and you lose control of them. - a patrol system where the mechanoid moves from point to point in order until it needs recharge - fix mechanoids not recharging when escorting a pawn - mechanoid gestation facilities that have unique gestation pods which grow mechanoids faster then a typical pod. They can be minified and taken home, but their technology is beyond human replication - quests to obtain unique prototype mechanoids - the original war mechanic from VFE:M was neat, but having it in every game could be tiring, if this playstyle was ramped up a bit, but only activated with a specific game start similar to the mech-hive start, it would be a great way to make it more punishing but optional

Nols

Perhaps there could be a gestator for mechanitors, which allows the mechanitor (or anyone under the mechanitor's supervision, if it doesn't take away from the mechanitor concept or be OP) to enter and upgrade themselves with "mechanoid components" (exclusive biotech genes centered around robotics) at the cost of typical mechanoid resources. It could also have some integration with VRE Androids where Androids can also be constructed with these components. Or, simpler, more mechanitor bionics in general. The gestator idea is more to allow biotech's gene part to have a role with the mechanitor part.

Nephibis

-I'd like to be able to hack mechs to obtain info, control them or send them to a group of enemies to explode. - Animal mechs. Like an attack dog or wolf that moves fast and can down enemies easily for you to capture them or even big enough to ride. Animals for exploring maps. Flying mechs. Mechs that can carry in caravans. Mechs that can drop trash in areas. - Mechs you could ride inside like a gundam (though you probably wouldn't do that). - Mechs for talking to and keeping the mood of the colony up - Different combat mechs. Like a fast sword one that chops enemies up, assassin mech, mech that shoots missles, spy mech that infiltrates enemy bases and feeds you info and lets you look at their base while they are there. - AI controlled Satellites for an Ion Beam attack (Like in the game Red Alert. Would AI systems fit into the mech theme?). - I want to control a mech army when attacking enemies. - Anti-mech weaponry. - Cybernetic implants to turn yourself into the perfect mechanitor - I'd like mech weapons with cool stuff like gundams or in mecha break. Like drones that fly around the mech to shoot missles down, create shields around the mech or allies, directly attack enemies, some kind of nanite release gas that repairs mechs. Mechs that repair mechs. - Mass producing mechs - Mechs that can transform (planes, tanks, etc. ) - Organic mechs that gather data from organic beings the kill and absorb them to evolve and gain new abilities and grow stronger (could be main antagonist alongside the mech hive, but it is something the player doesn't encounter until mid-game, because it is weak in the beginning and alone and needs to get stronger, but as it sees the player as a growing threat it decides it can get good data from the player's colonists or mechs.) - Mechanitor abilities related to nanites (auto healing, repairing body, cloaking, increases strength and speed, etc.) but the nanites take time to recharge and if they get too low then the pawn has large debuffs since it is connected to their life force. It could also be like Anarchy Online where it keeps you in your prime years (or current age if beyond prime) and you can't die of natural causes as long as you get maintenance on your nanomachines every 100 years. I think it could function like VPE, but instead of psychic powers it is advanced technology.

Braeden Allen

- Hacking mechanoids to gain control of them based on machinator level of augmentation - low level mechs that are similar in design to wasps and hunter drones with no capability of controlling - better tiers of mechs. - - Melee - - Range - - Workers - - each tier uses a either a standard, basic, high subdirectory to reflect their level and gain different tasks with each - Combat mech that extends mechs broadcast range with itself acking as an antenna - better boss mechs that are actually worth building after they are defeated - - Right now there is no point in building Infernal, queen, or apostos

Braeden Allen

Enemies using machinators in raids would be great

J

A mechanoid that can act as your stand in during a raid. It would effectively extend your range to control other mechs while he’s around.

DMChase

A social Mechanoid. Like a C3P0 kind of thing. Would be handy for use with hospitality based mods. Not sure if it should be able to talk to merchants though. Also, a cooking mechanoid would be neat. Like a more advanced version of the Fabricator. Or maybe a way to upgrade a Fabricator to be better at one particular job? It's cooking skill can be boosted to 15 but at the cost of all other skills?

Ben

Now this, this is a cool take

fat boys

Homie insectoids expanded is based on mechs in biotech

Denys Popov

I do like the repair station Mid mechtech -> simple repair station (uses a T2 core), worse than mechanitor repairs, maybe fixes mechs to "functional" state, but not to 100% High mechtech -> auto repait & auto surgeon station, with VRE androids compatibility. Expensive, needs multiple T3 cores

Nols

It's already been suggested with enemy mechanitors you can fight, it would be good if the mechanitor ruins actually felt like mechanitor bases, instead of being a huge square with a dozen empty rooms and some dead loser. Turrets, berserk mechanoids, sparse resources, old gestators/bandwiths - occasionally the odd one that is still functional, and then perhaps some bases that have living mechanitors which present a bigger threat but offer more functional structures, more resources, perhaps have a mech summoner etc

Denys Popov

On my solo mechanitor playthroughs, it was super painful to micromanage mechs in a limited control range, especially if they are a mix of melee/ranged or there are enemies coming from multiple directions. I think it would be great to have some sort of proxy/retranslator mechs that could support a melee squad while the mechanitor is controlling lancers in the rear. Proxies could be fragile, and having them destroyed might result in loss of control and some sort of debuff on affected mechs. Mechanoid invasion mechanic from the original mod was really interesting, but would be cooler as an opt-in feature like quests where in order to unlock new stuff you need to go loot a facility which awakenes a mech hive starting the invasion. Or beat a mech boss at least It might be interesting to explore the implications of T3 mech cores being literally brains. Putting a brain of someone ultra pacifistic into a combat mech vs using the brain of a soldier pawn on their deathbed could result in different combat efficiency Speaking of mech cores, it would be cool to have more uses for them, like smarter turrets, auto surgery/repair machines, research "think tanks", etc. I also had an idea of more pawn-like mechanoids but that's already androids But what about superheavy vehicle-like mechs? Something to solve long-distance hauling, eat up mining sites or just be a fun gigantic siege boss to fight

Follox 2049

Maybe you should add the ability to assign mech to follow a particular person

saltychipmunk190

Well I think the best way to look at this is to ask what are the current pain points of mechs.

Frank Cotton

I typically run solo mechanator runs and the limited range kills me. For the base, it would be cool if I could have my pawn in a bunker and he is able to control the mechs across the map in a hardened bunker using an antenna. Same with when he is out and about traveling, I would suggest a hardened mechanator specific vehicle that he sits in that loiters on the edge of the map while the scythers get to experiwnce the Battle of Falujiah.

Red Echo

Personally, I'd be most interested in new mech-related threats and challenges - interesting new mech types with new abilities or raid types, new types of clusters, the mech-invasion mechanic alike in the first version of this mod :) Mech-related landmarks/incidents/events would also be awesome.

RhinoSoFast

Theres a movie with Jamie Lee Curtis, call "Virus". Inspires some ideas.. maybe not for this mode, but definitely an Anomaly/Biotech/Mech mod... Remember it for later 😉

LethalxCyborgx

Not sure how possible it would be but some weak combat mechs that are able to deploy themselves as stronger static turrets could be neat. That or a support mech that could use the mounted gun complexes. A mobile gestator/repair mech would be helpful for caravans but limit the gestation to small mechs. Could also do some new threats when exploring mechanoid areas like some of the mechanoid slag chunks being a new scrap urchin that stays dormant until triggered by proximity or trap hatches in walls/floors that deploy small mechs.

Juan Pérez

I suggest a mech that can use psycast if the settler who is a mechanizer is also a psycaster (not like a normal settler, but so you can assign a psycast from their mechanizer to that mech as a second shot of a fireball or a second shot of another useful attack psycast, or something like that). This is as an integration with your expanded psycast mod. Another point is that I would love a mech variant that integrates some of the Anomaly into them, such as mechs that have Carnimase and can generate a Carnibeast or launch bone spikes, acid-launching mechs, mechs that are faster in the dark like the Noctols, mechs that use the power of Metalhorror to create lethal spines or gain more temporary damage, or mechs that have brief invisibility, mechs that launch bioferrite spikes, a mech that takes advantage of the power of the golden cube to have some social impact with the colonists (based on another user's suggestion), or a mech that launches a pain pulse like the Nociosphere.

Swigo

While I'm not sure how feasible mechanoid customization is, it'd be cool to be able to upgrade them similar to VVE - Upgrades, like being able to add a jump pack or a fire foam popper to a mechanoid, or add a secondary weapon of some sort. But that's probably a bit too out of scope for the mod so I thought I'd suggest a small ranged mechanoid combat mechanoid similar to a lancer or a militor but it has a secondary ability like a jampack or a flamethrower. Something to give it a bit of versatility in combat. Also, this might be a long shot but is it even possible to have a mechanoid that essentially acts as a self driving vehicle? Could be cool but probably not worth the effort to make it work properly

Chandler Sellers

I think that it might be nice to have a device that is used to have auto patrol mechanoids without taking a mechianators bandwidth

Chandler Sellers

a reloadable utility slot item that allows a throwable item that projects a mechanoid control field to temporarily allow a mechaninator to order their mechanoids in that area would be cool

DMChase

Ok. wild there idea and it ties into Vanilla Races Androids. What if the Subcore ripscanner could be used by a mechaninator to make android Persona Subcores based on the pawn sacrificed into the ripscanner? Or even copy them into a Mechanoid body? I think that would be an End Game goal for a Mechaninator. To put their minds, and those of their friends, into mechanoid bodies in order to "live forever in perfect bodies of pure metal" Basically you'd be taking the pawn that just died in the ripscanner, reviving it and changing it's race type to "awakened android" right? The idea of copying them into a Mechanoid would be tricky. Can you save a pawn's data as a separate item that can then be coppied over onto another pawn later?

DMChase

OH, it could have the brain of a pawn psycaster floating in a glass jar on it!

Juan Pérez

I like the idea, but sacrificing a psycaster settler for a mech that can no longer meditate or gain more levels doesn't make much sense to me.

Teagan Williams

What if you could build custom mechanoids sorta like how Fallout 4 has that DLC with the robots (if you have played that). It was a series of interchangeable parts for the robots, so you could mix and match stuff for whatever you wanted, from worker builds to combat builds.

DMChase

The mech would still have to meditate. But that gives an opportunity for a new meditation focus. Maybe using a special recharge station? OR, it meditates but creates extra waste? Maybe by having it burn through it's battery instead of having to meditate? Then it'll have to recharge and create more waste that way.

Teagan Williams

Hmm yeah, it definitely could be. I have been interested in modding eventually, so maybe one day I will look into trying it! My thought was a single pawn type that just has different models for the parts, like how normal pawns have 2 leg spaces for bionics, the model would just get updated. I do not fully understand how the game works on the coding level, but that's what I wanna try eventually! Super excited about Mech 2! Have you ever thought about giving us a sneak peek into the coding side of the projects for those of us interested in following your footsteps? I would love to get a feel for the good ways to go about it. Anyhow, thanks for the reply!

Oskar Potocki

I really don’t recommend starting your modding adventure with something so complex. You’ll burnt out and begin to see every idea as a gargantuan task.

Teagan Williams

I understand and will take that advice. I am dreaming a little too big. I guess I could always start with weapons, maybe, or something else that is simple.

Stubborn Archabold

To tweak a previous suggestion about custom built mechs, in place of a full custom Build architecture I think enhancement components similar to implants and bionics in humans would make interesting customizations to your individual mechs that would not be an infinite scaling of complexity. For example you could have a load booster component implant that you could add to a couple of your lifters in order to make them heavy lifters for bigger jobs. It would work similar to any other surgery. And the implant would be balanced with appropriate cost. This could be applied multiple ways, for both player crafted and architect implants from quests. Maybe an enhanced firefighting Suite with additional or larger fire foam capabilities. You could outfit one of the medical mechs and assign it just to firefighting duties. Also implants that give fuelable manually activated abilities could make working with your mechs more interesting. For example a lifter with a Nitro boost implant would have an additional button on their quick bar for a temporary speed boost for 30 seconds requiring refueled with chem fuel every use. That makes an interesting interaction to use for running away from an unexpected drop pod raid, and something functional for a player to do as opposed to just a stat buff.

Stubborn Archabold

In addition it would be nice if you could see if the mechs work tab mod functionality could be incorporated into the vanilla mod. Fine grained work assignments definitely allow more interesting customization of your different mechs.

Cryptopsy99

I think Attachments for the mechs to make them more efficient kinda like the androids expanded mod, maybe for like the mining laser for the tunneler gives him a ranged damage option and faster/bigger yield mining resources etc

Igrot

I really like the idea of playing a colony with no colonists. Having a mechanator that acts like a stationary computer instead of a pawn would be interesting. Or maybe a mechanator installed inside a building like a war-casket. Give them increased bandwidth and whatnot in exchange for being incapable of any work except commanding mechs. A full cyborg conversion would also be neat! Maybe a technology that lets you turn pawns into VFE Androids?

freshkrypto7

You could limit mechanoid technology by requiring it to be reverse engineered. The vanilla way of beating a boss and scanning signal chips but expanded via having to harvest enemy mechanoids to gain the ability to gestate that type. Also using this as a way to “search” for upgrades for mechs. IE, you find a tunneller in an abandoned base and harvest it which gives a chance of dropping an upgrade to increase a mech of your owns mining speed

saltychipmunk190

Actually I think a wilder idea would be instead unlocking specific base mechs , we could get quests to unlock mech variants. Like for example you get the basic lancer as part of reasearch but you can get a quest to get a variant of the lancer with a better lance or a different weapon entirely or with better stats etc. A big issue with vanilla mechs is that they have no real upgrade paths like ghouls or pawns do with genes , implants etc. So outside of mundane labor or being disposable meat shields (usually using centipedes) most mechs get left behind.

saltychipmunk190

Is this not the "mechanoid upgrade" mod ? Don't get me wrong Id love to see a VE spin on that and there is no guarantee that mod series will be updated when and if another dlc rolls around.

Nonon Jakuzure

Having more specialized mechanoids for specific jobs such as fishing, drilling, stonecutting, prison wardens, or carrying dead allied mechanoids to mech gestators to speed up recovery after a tough battle would be great. Or having advanced, upgraded versions of basic mechanoids like haulers or constructoids near end-game.

Eclipse

Enemy mechanitors

gasterroaringdeltarune

quite late to this, but it could be cool if it would be an "all in one" building the size of an large mech gestator, letting only mechinators in. bassicaly letting them to change genes, regenerate, install implants and etc.

Uribe hernández Alexis Eduardo

Hey Oskar and team! I have an idea I haven't seen mentioned yet: what about the ability to combine or merge several smaller mechanoids into a single, massive super-mech? It would be amazing to take a squad of lower-tier mechs and fuse them together to create a heavy assault unit or a specialized boss-tier mech. To keep it balanced, this fusion process could require a specific high-tech gestator, a rare core/chip, or consume a massive amount of bandwidth to maintain. Keep up the great work!