RimWorld

RimWorld

4,415 ratings
Vanilla Factions Expanded - Mechanoids
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
36.857 MB
Dec 21, 2020 @ 10:27am
May 8 @ 4:30am
75 Change Notes ( view )

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Vanilla Factions Expanded - Mechanoids

In 1 collection by Oskar Potocki
Vanilla Expanded
96 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!









































































[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]
4,411 Comments
Troja 15 hours ago 
@sigourney did you maybe check the box for forced loading in the charger? if you do that they go out a bit and then start charging forever....
Sigourney Weaver in Alien4 Jun 5 @ 10:57am 
so my auto cleaners sometimes gets stuck... if I reset their area to something new, wait a bit, and set it back they will start hauling again for some time.... but otherwise they charge forever... anyone experienced this?
zn0nym0us*Twitch Jun 5 @ 8:19am 
anybody know if this mod works with rim togetehr MP mod?
skaianDestiny Jun 5 @ 6:10am 
Submitted a bug report about mobile turrets not functioning correctly.
Fire Pixsel Jun 3 @ 9:38am 
I loaded into hex with a ship (Frigate) and all enemy bots are invisible which makes it very hard to win, is it a bug or ship part?
B flat Jun 2 @ 8:35am 
Any plans on integrating this with Biotech more?
Troja Jun 1 @ 3:25am 
so is it intended that mechanoid ships survive nukes or is something bugged?
s_bujiang Jun 1 @ 2:36am 
Is it intentional that the Inquisitor's self-implosion on death counts as "belonging to the colonist"? Here's my example: My colonist Asate killed an inquisitor. Its explosion affected the surrounding people as follows: "Asate's blast savagely damaged the scyther". I remember quite well that the blast counted as something the Inquisitor did, ("the inquisitor's blast") rather than what the colonist did. Could this be a bug?

There are already implications from this which I have experienced, such as Imperials becoming hostile due to the game counting this as if my colonist had harmed them rather than the inquisitor's own implosion.
Jpi May 31 @ 8:30am 
I also have the same issue as smufylicious, all the mechs added by this mod that the player can build do not self repair before charging and have no option to repair.
Smurfylicious May 31 @ 12:20am 
I've just loaded up to double check and when I look at info on that mech it says it's from this mod, I think Biotech is probably picking up that the mech needs repair because it has a missing part only I don't know if that particular mech can be repaired. It's the basic combat mechanoid that you have pictured above.