RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids
4,825 Comments
catto 20 hours ago 
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 6 @ 6:02am 
Nope
Alex Lemire May 5 @ 11:01pm 
Hey, I posted a discssion, but maybe it should go here. I'm using the progression mod pack, and the work drones consume all my steel. My colonists will disappear 50 steel by 'rebuilding machine' despite teh fact the machine is fine. Infact, I even deleted the work drone spots, which killed the heavy gunners, and they were still dragging steel to the empty spots, and dissappearing it. It may be something in the mod pack, but is there any way to fix this? Anyone else have htis issue?
Lord_Eol Apr 26 @ 6:05pm 
Autostrider distance (i.e. energy until 0) seems to be affected by weight, not time as I thought (I thought it was strictly -X% per hour), anybody know exactly how it's figured out including weight based mods.
csfireworks Apr 24 @ 5:41pm 
I love this mod
Tubbs Apr 24 @ 5:24pm 
Oh shoot, OK, I just assumed both ends of the factory need to be industrial hoppers without checking. Silly me.
Sarg Bjornson  [author] Apr 24 @ 5:18pm 
But... why not use a normal hopper? Machines don't need an industrial hopper to output, just on inputs
Tubbs Apr 24 @ 4:57pm 
@Sarg It actually turned out possible with a minor tweak. I added "<isHopper>true</isHopper>" under <ThingDef> <building> of this mod's industrial hopper. Now the paste dispenser sees it as a valid input and you can have nutrient paste as part of the factory. Much cheaper than a conveyor oven and you can even pipe it via Nutrient Paste Expanded. I just hope I haven't broken anything else by doing this.
Sarg Bjornson  [author] Apr 24 @ 4:11pm 
You need hoppers as buffers, always
Tubbs Apr 24 @ 3:00pm 
Is it possible to connect the output of a meat grinder directly to a nutrient paste dispenser?
Sarg Bjornson  [author] Apr 23 @ 2:37pm 
Because they are destroyed on drop
frickheckcrud Apr 23 @ 1:18pm 
i found a handheld mini-turret but i cant find the name for it in the stockpile so i just cant store it
Reidlos Apr 23 @ 12:05am 
https://gist.github.com/HugsLibRecordKeeper/461eca1b91a0734fcd125d3726888213

This mod and Cooking: Stews both have this "empty inspection string" error. Is this a intended thing?
DRG Engineer Apr 22 @ 9:16pm 
THIS MOD HAS EVERYTHING I WAS LOOKING FOR FINALLY!!!!
AerosAtar Apr 21 @ 5:51pm 
Hmmm. I guess it might be the Consistent Stone Types mod, though it'd be a very strange conflict if so (since it'd be doing the exact opposite of what that mod is supposed to do). I'll have to play around with it.
Sarg Bjornson  [author] Apr 21 @ 5:43pm 
No idea, I use the base game methods to grab stone types in a map.
AerosAtar Apr 21 @ 5:37pm 
@Sarg Any idea about the stone type issue I mentioned?
Sarg Bjornson  [author] Apr 21 @ 4:53pm 
That sounds like a problem for whatever mod changes tech level
Iceobeasty Apr 21 @ 4:43pm 
For some odd reason when using world tech level the ships land despite the world being in a lower tech level and will somehow change to the mech faction tech level
Sarg Bjornson  [author] Apr 21 @ 5:37am 
Not that I'm aware of
King Doom Apr 20 @ 9:47pm 
Are there any known mod conflicts that might be causing it?
Sarg Bjornson  [author] Apr 20 @ 6:17pm 
You have a bug, then
King Doom Apr 20 @ 6:13pm 
Yeah. Gave me an option to empty the machine out, but it never actually loaded anything.
Sarg Bjornson  [author] Apr 20 @ 5:25pm 
Did you press the "start" button on them?
King Doom Apr 20 @ 5:21pm 
Is there a guide to this anywhere? trying to use it and the machines will not start up. Trying a basic stone chunks > steel set up to get used to how it works. The automatic drill will pull up stone chunks, but the steel extractor or the masonry saw will not do anything with those chunks. Tried putting them in factory hoppers in the orange spaces, tried dumping them on the floor in the orange spaces and nothing. I've set them to make resources using the relevant tiles and all.
Vanquisher02 Apr 19 @ 7:06am 
how to turn off the light from the mecanoid pillar factory ? i would like to grow cave plant
Inventivealan Apr 19 @ 12:25am 
is there any way to make the long range missile have even more range ?
AerosAtar Apr 17 @ 8:55pm 
I'm having a strange issue with Automatic Drills: they will only produce two types of chunk, which makes sense since my map only has two rock types on it, however the types they will produce do not match the types on my map - the map has Clay and Slate, while the drills will only produce Clay (:steamthumbsup:) and Sandstone (:steamthumbsdown:). Since my initial drills were looted from an Abandoned Factory site, I thought they might have cached the stone types (I wasn't paying attention to the types on that map so can't be sure), but any additional drills I build are also restricted to these two types, which doesn't make much sense. Can't submit an issue using the form since there is no error in the log, so I'm a little stuck.
Selpak fili Apr 14 @ 2:09pm 
can we change the ammo auto mortar uses ?
SENGISAMAZING Apr 13 @ 7:37am 
The Storyteller keeps spamming "upcoming sieges from (Ultramech hive) 12 hours"
But none does appear. just spams messages
BrokenDistance Apr 12 @ 4:21am 
I tried to find a link to known bugs or conflicts, but didn't come up with a result.

Has anyone had a result where Igor doesn't send any raids at all?
Does he have a Pawn minimum and I'm not getting raids because I have a single pawn?
I do have mechs, do they not count towards his colony minimum?
Theory of Man Gravy Apr 10 @ 6:50am 
My long range missile launcher has stopped working; it's caught an error saying "Object reference not set to an instance of an object"
Sarg Bjornson  [author] Apr 10 @ 5:49am 
Not a bug, a mod conflict. Mechanoid weapons self-delete on drop
lars.schotten Apr 9 @ 8:21pm 
Not sure if this is a bug, but after my Raider MEchanoids die they drop their autocannons which cant be smelted or destroyed anywhere. They dont even show up in stockpile options, so they ujust lay around and litter my base. Anyway to deal with that?
AM Apr 7 @ 7:55am 
dont know if its just me but it seems pawns refuse to build Factory Pathing no errors relating to VFEM logged
Sarg Bjornson  [author] Apr 7 @ 5:59am 
@Attic Goblin: I don't think that part of the mod is tech level dependent at all
Mask of Humble Apr 7 @ 5:38am 
How do you get the super computers? can't seem to find the research for them, is it just a item you can find in the world?
Attic Goblin Apr 6 @ 8:55pm 
I'm not sure if this is a bug but, even with World Tech Level by m00nl1ght and even removing the Total War mech faction on world creation, the ships still land. I just think it is strange for mechs to land even when their tech level isn't allowed and the faction isn't present. I have disabled the total war mechanic in the mod options now but before this would happen.
Sarg Bjornson  [author] Apr 4 @ 7:56am 
Only hoppers
Airlewe Apr 3 @ 6:03pm 
Does anyone know if factories will pull from fridges or is it just hoppers?
Xean Apr 1 @ 11:59am 
So, how does this play with mechanitor stuff?
~Nols~ Mar 31 @ 8:20am 
Thanks.. Time to nuke my folders then
Sarg Bjornson  [author] Mar 30 @ 3:25pm 
@~Nols~: No freeze here
Oskar Potocki  [author] Mar 27 @ 9:27am 
Wrong place
Slavitic Mar 27 @ 7:03am 
Tesla blaster does not work with CE
Anyone know if the Autocrane can maintain structures in its' reach?
~Nols~ Mar 26 @ 12:10pm 
I've recently noticed (been a while since I last played and don't remember it being a dire issue) that the factories freeze the game whenever they consume an item. I've tested the mod on its own and the freeze is still there but incredibly brief - extended to 1 second with my current modlist. I know it doesn't say in the description, but is there any known mod to avoid that worsens this freeze, or is it just a consequence of a large mod list?

I've checked a review from a year ago and it didn't seem like they had the freeze, so perhaps it's a recent issue. My PC is high-end so I'm not quite sure why I would be having this freeze
11034 Mar 17 @ 8:49pm 
I experience a breakdown after I update it
guardian1368 Mar 17 @ 5:49am 
can it be added mid game
Kyliness Mar 13 @ 6:52pm 
is that possible to make a patch for sos2? I just found out that the new type of mechanoid will be starved of oxygen in space, which is kinda funny, though.