RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids
4,844 Comments
Seoul 15 hours ago 
Incompatible with ReGrowth: Expanded World Generation (Continued)
megabot Jun 8 @ 9:22pm 
if I disable the total war mechanic, will ships no longer spawn, or will they still spawn but not cause any issues?

In adittion, if I disable the total war mechanic, does that basically mean I get no more mech raids, or does it mean that it scales with my wealth instead?
AlphaWolf Jun 8 @ 4:41pm 
the textile recycler is not working for me....even if i put clothes in the input and i press extract ingredient...still can read filled at 0 of 1?? what i am doing wrong? a video or picture could help, thank you, i appreciate your work
TheDespot Jun 8 @ 5:42am 
@Tris, I have had the same issues, I love this mod but find its too challenging, so normally reduce the landings. Either I am misunderstanding what the mod sliders do or some of them no longer reduce the landings any more. I have found despite very low settings, there are still the same amount of landings.
Lil Toof Jun 7 @ 10:49pm 
Found a bug with the Automatic Drill - When reinstalling it quits producing chunks even when powered on and output is empty. The only way to get it to produce again is deconstructing and building again.
Tris Jun 7 @ 12:51am 
Seems like the game needed a full restart. Once I restarted, the settings worked as intended.
Sarg Bjornson  [author] Jun 5 @ 10:10am 
You put inputs on the input slots, and press start
Unhelpful Player Gaming Jun 5 @ 7:15am 
how do i get the plasteel forge to work? im really confused on it
Tris Jun 4 @ 12:29am 
I even tired setting the events to only occur every 5 years
Tris Jun 4 @ 12:28am 
Something has gone horrible wrong. I have had 4 ships landing in just a few minutes of gameplay. I can't find the cause. I've rolled back saves and tried to disable the events in VEE. I've tried disabling total war, lower ship landings chance to 0. Increased the needed colonist to 100. Nothing works, they just keep coming. Is there a way to safely remove the mod?
Dr. Quackers M.D. Jun 2 @ 6:35pm 
so does this add an orbital lighting ship that will cause lighting storms over your base.
Nishe May 23 @ 10:47am 
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 May 23 @ 8:43am 
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
Alex Lemire May 5 @ 4:01pm 
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 @ 11:05am 
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 @ 10:41am 
I love this mod
Tubbs Apr 24 @ 10:24am 
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 @ 10:18am 
But... why not use a normal hopper? Machines don't need an industrial hopper to output, just on inputs
Tubbs Apr 24 @ 9:57am 
@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 @ 9:11am 
You need hoppers as buffers, always
Tubbs Apr 24 @ 8:00am 
Is it possible to connect the output of a meat grinder directly to a nutrient paste dispenser?
Sarg Bjornson  [author] Apr 23 @ 7:37am 
Because they are destroyed on drop
frickheckcrud Apr 23 @ 6:18am 
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 22 @ 5:05pm 
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 @ 2:16pm 
THIS MOD HAS EVERYTHING I WAS LOOKING FOR FINALLY!!!!
AerosAtar Apr 21 @ 10:51am 
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 @ 10:43am 
No idea, I use the base game methods to grab stone types in a map.
AerosAtar Apr 21 @ 10:37am 
@Sarg Any idea about the stone type issue I mentioned?
Sarg Bjornson  [author] Apr 21 @ 9:53am 
That sounds like a problem for whatever mod changes tech level
Iceobeasty Apr 21 @ 9:43am 
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 20 @ 10:37pm 
Not that I'm aware of
King Doom Apr 20 @ 2:47pm 
Are there any known mod conflicts that might be causing it?
Sarg Bjornson  [author] Apr 20 @ 11:17am 
You have a bug, then
King Doom Apr 20 @ 11:13am 
Yeah. Gave me an option to empty the machine out, but it never actually loaded anything.
Sarg Bjornson  [author] Apr 20 @ 10:25am 
Did you press the "start" button on them?
King Doom Apr 20 @ 10:21am 
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 @ 12:06am 
how to turn off the light from the mecanoid pillar factory ? i would like to grow cave plant
Inventivealan Apr 18 @ 5:25pm 
is there any way to make the long range missile have even more range ?
AerosAtar Apr 17 @ 1:55pm 
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 @ 7:09am 
can we change the ammo auto mortar uses ?
SENGISAMAZED Apr 13 @ 12:37am 
The Storyteller keeps spamming "upcoming sieges from (Ultramech hive) 12 hours"
But none does appear. just spams messages
BrokenDistance Apr 11 @ 9:21pm 
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?