RimWorld

RimWorld

5,262 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
111 items
Description
[www.patreon.com]



THIS MOD WILL NOT BE UPDATED TO 1.6 AS WE ARE WORKING ON A REMAKE! TUNE IN TO OUR PATREON IF YOU WANT TO KNOW MORE!





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]
4,918 Comments
MushMami Dec 2 @ 5:03pm 
spent hours now searching on why I couldn't press next in the main menu just to learn it was this mod and it was caused all by the 1.6 update I want to cry my day gone :( just to make it clear I'm not mad at the mod devs i'm just sad and telling others you can't play with this mod no more.
Froggy Dec 2 @ 10:03am 
does anyone know if mechanoids 2 will have the robots from this or no?
eXoriare Dec 2 @ 6:41am 
o7

Oskar Potocki 13 july 3:26
"As per patreon post, this mod will not be getting 1.6 update and won’t work on Rimworld 1.6. We’re working on a remake of this mod."
PcCriminal Dec 1 @ 1:02am 
why'd you turn the comments off?
Magnetcross Dec 1 @ 1:01am 
o7
hashbrownselfie Jul 20 @ 1:07am 
Again for anyone who has not seen the posts or update message in this, this mod is discontinued until a new version is released. Much like Insectoids 2. Asking for 1.6 now will not do anything to help the devs or the mod's development.
Alpharius Jul 19 @ 6:20pm 
update the mod one last time but cause it to literally blow up your computer if you try to use it
Droider Jul 19 @ 5:36pm 
its discontinued.
Monty Jul 19 @ 5:32pm 
1.6
Rave Hawk Jul 19 @ 1:24pm 
Getting error when changing roles. It drops my fps like hell

SubSustainer for VME_RitualSustainer_Corporate_0 of VME_RitualSustainer_Corporate could not resolve any grains.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Sound.SubSustainer:StartSample (single)
Verse.Sound.SubSustainer:SubSustainerUpdate ()
Verse.Sound.Sustainer:SustainerUpdate ()
Verse.Sound.SustainerManager:SustainerManagerUpdate ()
Verse.Sound.SoundRoot:Update ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)