// Management · RimWorld Mod
Instruments for Extinction
Instruments for Extinction Adds a family of towering war mechanoids for a mechanitor to gestate - built in secret from stolen blueprints and forbidden alloys, and never once seen in a raid or mech cluster.
Instruments for Extinction
Adds a family of towering war mechanoids for a mechanitor to gestate - built in secret from stolen blueprints and forbidden alloys, and never once seen in a raid or mech cluster. If you want one, you have to build it yourself.
Requires: Biotech DLC, Harmony
XF-09 Ares - a colossal war titan built around six independently-targeting weapon systems: a rapid-cycling laser cannon, a penetrating thermal lance, a temporal disruptor that slows a target while overloading its brain, a plasma incineration cannon, a disabling tesla cannon, and a gauss-driven nuclear warhead launcher. Toggle its weapons between focusing one target and spreading across several.
XS-01 Artemis & XS-03 Apollo - twin heavy mechs that seek each other out whenever they share a map. Linked, they share a single pool of structural integrity and fight at full strength; apart, each fights on alone at reduced effectiveness. Artemis carries a pulse laser and a sweeping beam weapon; Apollo carries a plasma cannon and a rocket battery.
XT-07 Plaguebringer Goliath - an ultra-heavy mech that spreads a virulent synthetic toxin with every attack, including the disposable Plague Chargers it deploys. Runs on a toxic waste core that boosts its armor, shields, mobility and weapon speed the fuller it gets - up to 5x at full capacity. Below half health, it can dash above its target and unleash a Plague Nuke Barrage.
All three war mechs can be fully rebuilt from catastrophic damage by internal repair drones, on a long cooldown, and never need to be leashed close to their mechanitor to keep fighting.
Draedon's Forge - a building that refines Miracle Matter, a nigh-indestructible alloy, from mundane materials. Use it to build the mechs above, or spend Miracle Matter contacting Draedon directly for favors: clearing a hostile environmental event or psychic drone, calling in the vanilla Mechanoid Trilogy (Diabolus, Warqueen, Apocriton), dropping a resurrector serum, or accepting Draedon's Research - a quest that summons an augmented raid a few hours after you accept it, and rewards you with Miracle Matter and glitterworld medicine if you survive.
Miracle Candy - a drug that fuses luciferium, penoxycyline and Miracle Matter: all of luciferium's benefits, a temporary combat augmentation, and disease immunity - with no addiction and no withdrawal.
Miracle Node - an enhanced Band Node. Costs Miracle Matter to build and more power to run, but grants far more bandwidth once tuned to a mechanitor.
Repair Station - select a colonist and click the station to fully restore their worn apparel and equipped weapon in seconds, drawing 0W while idle and only spiking power during the repair cycle.
Miracle Box - a deep storage container that packs hundreds of stacks into a single tile. Deposits always work, but cut its power and nothing can be taken back out until it's restored. An optional freezer mode actively refrigerates its contents.
Drug Duplicator - slowly drips out a dose of glitterworld medicine every day on its own; with a Replimat network on hand, it can instead flash-convert stored nutrition into a whole batch at once.
Draedon - a Cassandra Classic-paced storyteller. Every hostile raid it sends gets a whole-body combat augmentation, and one raider always carries a sample of Miracle Matter.
Compatible with existing saves. Let me know if you run into any bugs.