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What's up guys, Oskar here.

I hope you liked ISOREX's post about what we cooked up for the Mechanoids update.

I have prepared all the infographics, the mod is in testing and if it all works out we will be releasing the update this week. Lots of new, cool content for you all to enjoy.

Want to take a look at the infographics?

Since we've already updated Medieval this year, and now Mechanoids, my eyes slowly turn towards Insectoids for a due update. We will see how it goes.

Next up I will most likely be showing you our Pirate mod and what we have planned for it.

We picked a name from your suggestions: Casper. Casper Cursed.

Comments

lloki

Great stuff! Two questions though - can you please make an option to turn off surgery for Auto-medics? Old Menders are extremely annoying, ruining most of operations they attempt - and as they are waiting for job most of the time, they always reserve operation before colonists have the chance. Second question - will you consider to bring back an ability to install various modules from WTH to drones? In mean, I know that they should have their limits, but using modules is optional and frankly using both mods will always causing me to choose hacked mechanoids more than drones. I would love to enchance my drones a bit so they can compare (for example Menders are extremely bad on surgeries and haulers are very slow).

Anonymous

Great stuff, I love seeing older packs get expanded! However, does this mean the pollution system for VFE-Power has been deprioritized?

oskarpotocki

Yes, for now. I do believe pollution could be a separate mod altogether so I’m looking into making it a standalone mod in the future

Anonymous

So for those of us that are already subscribed to VFE-M: Add-On on steam, will we still have items and structures in our save files from VFE-M: Add-On when switching to the newer version of VFE mechanoids?

Anonymous

Radical. Thanks for the response! (Looking forward to more global warming in my escapist fiction).

Anonymous

The bars on the mechanite items are all wonky. The Armor (Blunt) bar is full despite being only 10% or 30%. The Insulation (Cold) bars are higher than Insulation (Heat) despite being the same % value.

lloki

Did I ask an inappropriate question? :P

oskarpotocki

Not at all. Surgery has already been disabled. We have no plans to add WTH modules. Our drones aren’t meant to be efficient, or super good. Pawns are meant to be better at doing the same work. Drones are low tech, they are not mechanoids per se, they are just silly walking calculators.

lloki

Thanks. Interestingly it was possible in the first version for the mod, at least with some modules. I'm glad that the Medics will do only doctoring though :)

Anonymous

Can't wait to see what kind of neat upgrades you'll be whipping up for Insectoids!

Anonymous

I dunno, the concepts are awesome but implementation for that mod has always seemed really buggy to me for some reason. ....Had to be punned.