RimWorld

RimWorld

4,936 ratings
Vanilla Factions Expanded - Mechanoids
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
36.858 MB
Dec 21, 2020 @ 10:27am
Mar 15 @ 12:48pm
78 Change Notes ( view )

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Vanilla Factions Expanded - Mechanoids

In 1 collection by Oskar Potocki
Vanilla Expanded
108 items
Description
[www.patreon.com]





New Content update released 12/10/2021, integrating part of ISOREX's VFE-M Add-on, and adding new original content!




One of the first mods I ever came up with, and one that took the longest to design, draw, code and deliver, Vanilla Factions Expanded - Mechanoids is a mod unlike any other. A group of talented modders came together to make sure this mod is not only full of new interesting content, but also provides something to make the game a bit more dynamic.

We have improved on the Custom Settlement Generation code to provide you with semi-random spaceships that Mechanoids can use to wreak havoc on the planet’s surface. Thanks to a lot of cooperation from some of the most famous modders out there, we were able to provide you with not just a new faction, but a unique mechanic of Total War, which makes the faction stronger the more ships land on the planet. We were also able to give you a little Factorio love letter in the form of fully automated machines that produce various items in the game, automatically. Did I mention it’s all happening automatically?

New buildable mechanoids can fill various roles around your colony, from cleaning and hauling to base defense. With supercomputers, you can now automate research, Autosowers and Autoharvesters on the other hand will allow you to begin your farming enterprise with no need for physical labor.

New quests, new events, new starting scenario, a storyteller, it’s all waiting for you. Merry Christmas!









































































Anthro Races has been linked to making mechanoids invisible due to faulty code.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design and xml.

Storyteller art based on Halo SPARTAN armor concept art.

ISOREX, an artist responsible for a number of Automation machines and general art help.

Sarg Bjornson, a programmer responsible for Automation code.

erdelf, responsible for Total War code and general code help.

Kikohi, a programmer responsible for the Settlement Generation code and events.

Taranchuk, a programmer responsible for a solid chunk of C#.

Kentington, a programmer responsible for buildable mechanoids.

Chowder, a modder responsible for xml tweaks, factory design, balancing and descriptions.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: No conveyors?
A: We worked with PRF team, check out their awesome mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700

Q: Is this mod compatible with Combat Extended?
A: Yes.

Q: Can I disable Total War mechanic?
A: Yes, mod options.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods that add Mechanoids?
A: Yes, other mods enhance the vanilla ancient mechs faction. This mod adds a brand new, standalone faction.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save. If the game prompts you if you want to add a new Mechhive faction, click yes.

Q: How do I lower Mechanoid presence?
A: Venture out and destroy their ships. If they are too far, either use drop pods, long range missile launchers or download a mod like SRTS Expanded.

Q: Compatible with RimWar?
A: Should be, let us know if you encounter any issues.

Q: No ships land. Why?
A: There are pawn number requirements. You can edit them in mod options.



Check out our collection at:


[discord.com]

[www.patreon.com]
4,833 Comments
Nishe 18 hours ago 
Having the same issue as @Alex Lemire. Haulers are constantly hauling steel to rebuild a machine that is fine, and the steel continuously gets yeeted into the shadow realm. Not sure if it's a mod conflict. Also not sure if it has anything to do with having the machine die then loading a save where it's still alive, as that's what happened in my case before this started occurring.
Droider 20 hours ago 
is there a way to upgrade my mechs instead of having to gestate the advanced ones?
Meta Vakama May 16 @ 11:32pm 
@Alex Lemire
I'm getting the disappearing steel bug too, I don't suppose you or anyone else has found a solution?
M May 15 @ 11:22pm 
Info box says Knight best taken out by explosives or mines but does that not apply to most or all mechs? Hahah the total war mechanic a bit odd with the distance sometimes but it is a fantastic mod like the other half of biotech with VFE Ancients well done :D
kajetus69 May 15 @ 10:37am 
Why the new mechanoids never leave after killing all colonists and destroying every building?
They just wander the map for no reason
Even if i create new wanderers the mechanoids simply go and kill them, so losing to the new mech faction is total game over
Inerael May 13 @ 5:15am 
Looks amazing, does it still works please ? and if yes does this mod impact game performance much ?
Anyway, thanks you :)
MorioSum May 12 @ 4:35pm 
I cannot "Salvage Drone Corpse". I have some dead drones, their bodies are in a stockpile right next to the machining table, which has a bill to infinitely break down both drones and mechanoids but when I try and force a pawn to work at the station it says I'm missing drone corpses. I'm using a hauling mod, if maybe that's the problem.
knots6 May 11 @ 9:26pm 
any potential to add some anomaly integration like the meat grinder working for anomaly corpses? or some sort of anomaly assembler to make anomaly craftables
catto May 10 @ 12:44pm 
Something's off with the mobile turret: with a rocketswarm launcher attached, it has none of the several-hour "cooling-off" time that comes after a salvo (nor the reqs. to rearm)

The result is that once in position, one cute little robot can obliterate a neverending horde of raiders, all by itself.

Other VE mods, e.g. VVE, have rearming periods & ammo consumption implemented for MLRS; I assume this is an oversight?
Sarg Bjornson  [author] May 5 @ 11:02pm 
Nope