Alpha Mechs Mod Features
- 7 new mechanoids: The Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher make their return. The 7 mechs will appear in raids, clusters, etc, and they can be disabled separately through mod options.
- With Biotech: If the player has Biotech, a HUGE amount of content will be unlocked.
- 26 new mechanoids, including 11 utility mechs, 12 combat mechs and 3 challenging (but not absurdly so) “boss” mechs.
- 3 new mechanoid chips.
- 2 new armors, 2 new helmets, 3 new utility packs and a warcasket.
- 11 new buildings.
- 8 new research projects to unlock all the content.
- With Vanilla Factions Expanded – Mechanoid, plus Biotech: another huge chunk of content is added: 7 new mechanoids in two types. First of all, the “clean” versions of the Aura, Daggersnout, Goliath, Phalanx, Siegebreaker, Fireworm and Demolisher that appear in VFE – Mechs groups. Secondly, their advanced versions, which appear when mechs do a hardware upgrade. The player can also research a hardware upgrade to build these advanced mechanoids, as well as the Slurrymaster.
- New mechs are added with: Vanilla Races Expanded – Sanguophage, Vanilla Genetics Expanded, Vanilla Fishing Expanded, Vanilla Books Expanded, Alpha Bees, and Rimatomics.
All this is detailed in this Google Doc.
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FAQ
Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can’t remove mods from a save and expect it not no be messed up.
Q: I don’t like certain things, can I remove them?
A: Use Owlchemist’s Cherry Picker mod!
Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No
Q: Is it compatible with another mod that adds mechs?
A: It should
Q: Does this work with Combat Extended?
A: It will need to be patched by them
Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: Aww, look, it has learned how to type on a keyboard! How quaint!
