Basic crafting module – allows the mech to perform basic crafting tasks (like smelting, cutting stone etc.) Basic labor module – allows the mech to perform basic tasks (like switching stuff on/off) The growing module also received an advanced and an archotech version. Those 4 all come in basic (4 skill levels, same drawback as the growing module), advanced (10 skill levels, drawback of the basic module + movement penalty) and archotech (20 skill levels, no drawbacks + minor buffs relevant to the work type). Research – allows the mech to perform research Assembly module – allows the mech to craft Construction module – allows the mech to build Manipulation module – slightly upgrades a mech’s manipulation at the cost of additional power drain Archotech versions of existing ones (no drawback, in some cases with an additional buff) Advanced versions of existing ones (bigger buff with a slightly bigger drawback) It adds several new modules in 3 different tier variants: basic, advanced and archotech. #Rimworld vanometric power cell modThey can be used to power isolated deep drills without the need to run a long power conduit line.This mod is an expansion for the “What the Hack?!” mod. The fact that they are not only non-flammable like stone walls, but also take no damage at all from Flame damage renders them completely immune to fires and short circuts, making only the rare risk of a direct mortar strike possible and even then only if they are not placed under thick rock roofs. Thus, when used for static power production, they can be kept safe by surrounding them in stone wall cells even if such cells are placed directly next to each other. But even if it does destroy the wall, the explosion won't damage tiles beyond them. Their explosion will deal 400 damage to surrounding walls which is sufficient to destroy any wall weaker than sandstone. Some players are wary of their explosive natures, however it is manageable. If they are captured intact, their deconstruction yield is pitiful and while it is possible to do, it is almost never worth it. However, the value of a mobile, maintenance free, and perfectly consistent power source makes them very useful if they can be successfully retrieved from mech clusters without accidentally or intentionally destroying them. Their large blast radius, high damage and the multipliers Bomb damage has against buildings all mean that they are very effective at damaging or outright destroying the mech clusters they spawn in. The resulting explosion has a radius of 9.9 tiles, and does 50 Bomb damage. They also always explode on destruction, but not deconstruction. When damaged below 50% of their HP, they have a chance to begin to "sizzle", after 240 ticks ( 4 secs) they will explode. Unstable power cells output a continous 400W of power without fuel or weather dependence, only stopping during solar flares and equivalent events that disable all electric objects. Their presence presents a strategic choice detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base. Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists. The UPC can be claimed and stolen from mechanoid clusters once the cluster is defeated.
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