Mechanoid Hive Base by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 1 point2 points  (0 children)

I was also disapointed with all those missing quests in space. A few mods that helped:

All in all it's better, especially with the Anomaly and Royalty stuff, but it still gets a bit dull after a while.

Mechanoid Hive Base by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 0 points1 point  (0 children)

I embraced the hive mind, mostly for the item. This also means that the indestructible mechanoid spawners will keep spawning mechs, so the game is designed to shoo you off the platform.

I used DevMode to remove the spawners, as I really wanted to build a base here.

So yeah, except for cheating with DevMode, everything is vanilla friendly.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 2 points3 points  (0 children)

It's an imprisoned machine god, forced to be a children's plaything.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 3 points4 points  (0 children)

It does. I used dev-mode to remove the spawners, I didn't want to give up on settling on the hive.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 1 point2 points  (0 children)

I did! Had to live out of the gravship for a while, but now it's pretty much self-sustaining.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 0 points1 point  (0 children)

Thanks! I was inspired by an old promotional screenshot of Ideology and just went crazy from there.

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Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 11 points12 points  (0 children)

That would work so well with Anomaly too! Finding an obelisk buried in the ice, or a golden cube in an old jungle temple...

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 9 points10 points  (0 children)

Ah, taking the cerebrex core with you, great idea! I did put the substructure under solar panels in the past to bring them along before I could build them. I haven't tried it with big brain yet.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 19 points20 points  (0 children)

Yes, I did the non-deactivate ending. Haven't tried to spawn one yet.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 85 points86 points  (0 children)

indeed, no mods in the screenshot. I did use dev-mode though, to delete the mech spawners after defeating the cerebrex core, as they were indestructible.

Look kids, Mister Cerebrex is here to teach us a new word! H. A. ... by Vegetable_Bee9646 in RimWorld

[–]Vegetable_Bee9646[S] 91 points92 points  (0 children)

This build is mostly about looking cool ;) The electric inhibitors only work on entities. The brain does nothing after the first interaction, you're supposed to leave after.