![]() The archotech ones can be obtained from quests or traders. The advanced modules are unlocked with the same research as their basic counterparts, but they do require more materials and skill to craft and install. What that means is that anyone can add new work modules as long as this mod is active. To allow the player to prioritize the new work types that mechanoids now have access to, I’ve replaced the Mechanoid tab with a copy of the normal Work tab. If you prefer this mod's textures for some items then load it after the JGH one, or vice versa if you prefer ones from there. I can retexture other items/buildings if there’s enough demand for that, until then you can use “ What The Hack_Retexture” or the newer "WTH retexture " if you can’t stand how the benches look. Speaking of graphics, I didn’t like how mechanoid parts look so I’ve retextured them. To be consistent I’ve also made a patch that changes the sprites of existing modules to those box ones, if you don’t want that you can just go to the Patches folder and remove Graphics.xml. Because I didn’t want to make a unique sprite for each module (there are like 30 of them), I’ve decided to just use those box sprites. If you want to pretend it’s a feature just imagine that every mechanoid has limited memory space. Of course, it doesn’t affect non-skill work modules (though any skill-based installed alter will get 0 skill, it is recommended to first install skill-based ones and non-skill-based ones after that). Even without that issue I’d still recommend installing only 1 work module per mechanoid, the drawbacks *do* stack. I’m looking for a way to either fix that or make it so only 1 skill-based work module can be installed in a mechanoid at once. Installing more than 1-2 work modules in a mechanoid causes every additional work module after that to receive 0 skill levels for that work type (for that specific mechanoid, other ones are fine, obviously). RimBees - the hauling module unlocks the beekeeping work (the mech still needs other modules to get the needed skills) Complex jobs – mechs can perform jobs that got split (for example mechs with construction modules can construct, deconstruct and repair just fine), works with both (legacy and normal) versions. Quarry – allows mechs with mining modules to mine in a quarry Vanilla fishing expanded – adds a fishing module ![]() Large vanometric power cell module 200% bigger power output with a 200% bigger movement speed penalty Small vanometric power cell module 50% smaller power output with a 50% smaller movement speed penalty 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. This mod is an expansion for the “What the Hack?!” mod.
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