It's good food and it's great for portion control. My wife has lost weight eating these. They also have keto options which is nice The cost is somewhere between making it yourself and eating out. It's restaurant quality food.
Mechanitors may be a little bit overpowered, but in my opinion it doesn't matter, the journey yours pawns went through to achieve that power is what really matters.
I think it's balanced with at least the mechinator start, because it's relying on a pawn who's happier alone also working alongside the fact that if you have a solar flare and eclipse double-team you, you're basically screwed to lose a few mechs. If part of a standard colony where you only need to use a few mechs to supplament your existing colonists though I def agree mechinator is pretty up there with modded psycasts and the like on power imbalance.
The vanilla ones aren't that bad, especially compared to what you can achieve through mods. I mean the Androids mod already had the service and war droids, and SRS had disposable combat pawns. And I haven't even mentioned the mods to enhance the new mechanators, like reviving enemy mechanoids as your own.
@@joewilson3393 yeah, I use a few myself like Advanced Sublink, Mechinator Relays and additional mechinator implants for bandwith range and other bonuses. Sadly the only chip crafting mod I've felt was really decent was the ones tide to VFE-M and it's factories, the rest either feel too cheap or too expensive for needing Subcores.
There are many ways to deal with them - craft genes or implants to become immune, shoot it to your enemy, burn it, neutralize them with a expensive building - or just put them in a caravan and drop it some way out.
I think you mixed you mixed up the Softscanner and Ripscanner. The softscanner doesn't need to kill the pawn, and the highest tier needs ripscanner-made subcores
The first mech I got was a constructoid. I didn't know it was going to happen, and he dropped right onto some improperly stored incendiary shells and promptly set my storage on fire.
The most important thing to note about mechanoids is even though they may be a bit slow at their job, *they never stop working.* It doesn't matter if your mechs are slow when they can work 9 days without breaks!
A lot of mechanoid mods have also updated to Biotech access as well for the record, so there's plenty of extra mechanoid types to find yourself working with from the banal to, well, the superheavy walkers of Mechanoid Recon. I will however say that Mechanite Plague is perhaps the most OP to used with this, as you can craft Pure variants of the plague mechanoids found in the mod. All it takes is a few Pure Bursters to start absolute hordes of spawned bursters to appear during a humanoid raid, and setting it to animal or insectoid infection will result in basically constant defense as soon as you get a few enemies infected. Warcrimes never felt so rewarding.
Apocriton is not buildable by the player although it has paintable areas exclusive to the buildable ones, plan probably is changed halfway through due to balance concerns.
now ya mention it, surprised noone's done a mod for it yet, unless I just missed it. EDIT: Apparently the mod for ressurecting enemy mechanoids grants you the ability to yoink the bosses, including Apocriton. Neat.
@@gratuitouslurking8610 Hi I helped test Resurrect Enemy Mechanoids and you can indeed rez the apocriton. The mod author plans to make a mod just for apoc and termite being buildable please support them.
Yeah but I mean. Who wouldn't want mechanoid commander with psychic abilities on your side? Maybe not resurect, but some sort of... Another endgame but playable? Like you would need to find special psychic enchanchted persona core, then kill Aprocriton and guess what. Another 15 days of massive raids because mechs are interesed why the hell their best commander is still alive after being dead for 2 years.
Forget about militors, spam agrihands and constructors. They are better melee fighters and can spend the time between raids razing forests for wooden traps. 9 constructors alone will murder the first boss easily by simply melee locking him, while 9 militors will require a lot of micro.
Militors make great disposable troops. Instead of having your dedicated worker mechs getting hurt and being unable to work if they get harmed or killed you can just send the dedicated shotgunners. They'll tear apart people without armor very easily and if they DO get downed then it doesn't hurt your other capabilities.
If you mean for High Subcores, yes. Stabilize them, put them in a prison bed, and once secured you can nominate them for High Subcores. My mechinator Filth specializes in this.
The basic labor mechanoids are not as fast, or as good, as a trained pawns. If you have a skilled enough constructor, for example, use them on any construction that has a quality rating and you will get better results than letting the skill-set mechanoid do it.
IIRC the statline for skill mechs is 50% work speed malus and 10 skill max. They'll do most works and can do stuff like Masterworks rarely but they will 100% be outclassed for specialized craftpawns with equipment or mod additions (skill specializations for example). I think it's a nice balance if because that way solo mechinator isn't the most overpowered do everything ever, flesh and blood will always have more ingenuity and better equipment with the investment, and it's a good contrast between mechinator and the new child-based mechanics of the DLC.
Mechanoids dont eat, sleap, or go on mental breaks, but they do things about half the speed of a pawn with 10 skill. Just like a roomba or robot lawn mower. Yes it is slower but you can do something else while they cut the grass and sweep the floors.
Just know, for the newest among us, that mechs produce toxic waste for every time they recharge…..just one lifter produces 5 toxic waste per recharge. And since you can only stack 5 waste per area, if you have one lifter, it’s fine….but it builds up quickly the more mechs you have. And the stronger the mech….the more waste is produces per charge… for example a centipede produces 20 packs! 25 for the absolute strongest…..before you know it, you’ll have more pollution than you’ll know what to do with and it’s a constant stream of it. You have to keep said waste roofed and frozen to keep it from dissolving and the area will have to be huge to ensure you’ll have space…which means a huge power-draw just for trash.. There are ways to handle it of course. I’ve heard of people sending it away via caravan or cargo pod. Cargo pods are wasteful IMO. That’s a lot of steel just to get rid of trash. You’re trading valuable resources for garbage…caravans are great but time consuming and you can only dump in the same place once, by the time you return to that spot to dump more, the trash from before would have likely dissolved and dissolved waste makes a HUGE area of pollution…which causes toxic buildup in pawns. So to get to that same spot means your pawn and Animals would need to walk through that to dump again. That is, unless the map tiles behave differently when you leave something in a random unclaimed tile, im not 100% sure there, but assuming it works like an abandoned colony, what you leave behind will eventually deteriorate. There is also the atomizer which has huge drawbacks too….the research required to get it is huge…it’s not sustainable unless you have multiple which…good luck..it won’t be able to process the amount of waste you’re producing. Unless you only have a couple of mechs and plan on keeping it that way. Also dumping near another faction will lower their goodwill towards you….which causes raids or just bad things overall..so if you’re going to dump, dump away from everyone….or near your enemies. Oh…and you run the risk if attracting bugs with pollution…which are stimulated and energized by pollution. Do you want super bugs? Cause that’s how you get super bugs. Mechs have some huge advantages but also serious downsides and it’s important to look at them all. An army of mechs?..….I’d rather just have one or two little helpers here and there and maybe a guard. That alone is enough pollution for me to deal with. Now, a colony of wasters who thrive in pollution?…that could be a fun mech run.
Those capital-class warmechs are the biggest reason to not use household mechs, at least in the lategame. Use slaves for that. :v Maybe one or two haulers, outside the slave pen. EDIT: No, use Labradors for _that._ Get one or two cleanerbots instead.
So since prepare carefully hasn't been updated. I totally understand the difficulty of that task for tht mod. Do you have any suggestions for a substitute or replacement? It's very hard to get back into rimworld with the crappy random pawns. Keep up the good work and thanks for all the videos
Character Editor is something I've seen suggested over Prepare Carefully in general. You do lose the point-buy system of Prepare Carefully but you get full control of your pawn's setup prior to dropping.
Jsyk capturing a waster and extracting their genes is very good for pollution "management" take malus for skills you don't use, and gain immunity to toxins. Sure agriculture suffers, but with agrihands its no problem to just make a bigger field. (Get toxic plants expanded mod you won't regret it) Also "agrihands" autocorrects to "Africans" so make of that what you will
My stupid mech doesn't get repaired, even with autorepair, even with "smith" checked in the pawns, even when I try to manually repair it (the option doesn't show up)...
The only thing i did not find is what to do when your Mechinator gets beheaded, and all your bots start running wild. With no way to make a new droid overlord.
Thank you for saying a ton of things and not showing how to do a single bit regarding the machinery or stations necessary, not quite ultimate, but still helpful.
guys i need help. im playing rimworld original. and these mechs crazed on a ship and everytime i go try to kill the ship i get destroyed. whats the best way to kill them?
Is all fun and massacre when you use the mechanoids until it will be added a mod to make a.i. rebellion possibile and then you can have fun Asimov style XD
I was going to ask...then what's the point of having all these fleshy pawns if machines can clean, fight, farm, carry, heal. Then I remember...oh right...solar flares and Randy being an asshole :D
I know there's no official pronunciation, but the one used here seems very weird lol. I always thought it was "Meh-Kanitor" like how he pronounces the end of Militor.
It's not that op if you don't have wasters colony of some kind, to control waster pack generation you need have 1 ulra rare utilizator thing you can get only from last mech boss per ~2 mechs, you ofc can drop it by caravans or launch pods somewhere around but be prepared for acid rains There also some tree that you can buy from shaman trader that slowly delete pollution, but haven't test this yet
That's quite easy. Set the kid on „everything" during the day. Give somebody with a decent social stand priority 1 in child care. Build 3 blackboards and a learning table with 2 comfy chair. Sometime they may want to water in the wild or watch the colonists, so it's best to give them a safe area with a few trees where somebody can help them if a predator attacks. The most expensive would be the communication hub but you will build one anyway if you don't play nomads.
@@molybdaen11 for the mechanitors, i always die to the first mechanitor boss. I don't know how these RU-vidrs breeze through those fights, they aren't easy one bit. And without defeating that first guy. I can't build better bots. As for the sanguophage, it's always that deathrest...randy is such a phycho that he sends raids back to back right after my vamp. Goes into deathrest and then i wake them up send them to battle and they take too much damage and go back to deathrest, gets hunted by a wild animal, GETS eaten...DIES🗿
@@teepaul911 The first is the Diabolus. There are 2 stages. First you need some kind of cover like hastily build walls or mountains. You use them to lure the militrons out and defeat them in close combat. After that, you use trees as cover to attack the Boss from multible sides. If he fires his big attack, relocate immediately and keep in mind that vampires are afrait of fire. If you have some decent close combat specialists, send them attacking the boss Directly. But when he starts spreading oil you have to retreat and lure him elsewhere. It can also help to build some traps out of steel or wood. Or you call in allies with your com console or royal abilitys. I personally just swarmed him from different sides and used visitors as bait :)
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