RimWorld

RimWorld

[1.4] Vanilla Factions Expanded - Medieval
Caligula Aug 8, 2020 @ 7:56am
Any chance we can get rid of mechs with this mod?
I'm having a blast with it, even tho some guns are still around (recruits pop up with them), but a single mech raid wrecked my entire Village.
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Showing 1-15 of 15 comments
Pretty sure you can just edit the scenario and remove the event
TinMan Aug 24, 2020 @ 11:35pm 
its in the custom difficulty section
Nishe Sep 11, 2020 @ 2:17am 
Wait, this doesn't disable mechs when starting with Maynard?
Caligula Sep 11, 2020 @ 3:18am 
Originally posted by AuntyDonna:
Wait, this doesn't disable mechs when starting with Maynard?
Nope, but I think a recent update allows you manually disable them.
Nishe Sep 11, 2020 @ 7:09am 
That's strange that it wouldn't. I would definitely disable mechs and bugs if doing a medieval play through.
Caligula Sep 11, 2020 @ 9:12am 
Originally posted by AuntyDonna:
That's strange that it wouldn't. I would definitely disable mechs and bugs if doing a medieval play through.
Same here, I got it from another mod, tho this mod still allows guns (recruits will occasionally show up with firearms and you can craft flintlocks).
Nishe Sep 11, 2020 @ 11:59am 
Originally posted by Green Ranger:
Originally posted by AuntyDonna:
That's strange that it wouldn't. I would definitely disable mechs and bugs if doing a medieval play through.
Same here, I got it from another mod, tho this mod still allows guns (recruits will occasionally show up with firearms and you can craft flintlocks).
Yeah, I've actually noticed that medieval raiders sometimes carry flintlocks and muskets. Must be classed as medieval technology.
TheBromgrev Sep 12, 2020 @ 12:54pm 
At the very least, I'd like for a way to disassemble mechanoids without needing the machining bench.
Oskar Potocki  [developer] Sep 12, 2020 @ 1:16pm 
It's in vanilla now @TheBromgrev, called smash mechanoid.
deejK Oct 4, 2020 @ 8:49pm 
dent the funny metal animals with maces!
Cheet4h Dec 18, 2020 @ 10:11pm 
Originally posted by Dezan:
Pretty sure you can just edit the scenario and remove the event

Sadly there doesn't seem to be a distinct event for mechanoid raid, although you can at least disable mech clusters, psychic and toxic ship parts.
Cheet4h Dec 19, 2020 @ 5:33am 
Probably yeah. Although at the moment I luckily don't have a big problem with mechanoid raids, as luring them around a corner and pummeling them with warhammers and maces works fairly well.
Also, I'm running A Rimworld Of Magic and all mages can learn the EMP spell, which basically works like a more accurate EMP grenade with a larger radius, but fewer uses.
Corwin May 4, 2021 @ 3:40pm 
Originally posted by AuntyDonna:
Originally posted by Green Ranger:
Same here, I got it from another mod, tho this mod still allows guns (recruits will occasionally show up with firearms and you can craft flintlocks).
Yeah, I've actually noticed that medieval raiders sometimes carry flintlocks and muskets. Must be classed as medieval technology.
Yes, Flintlock and Muskets are in medival tech, its the only guns you can craft.
selest19 May 5, 2021 @ 11:24am 
for getting rid of mech raids is suggest using no mechoinoid raids it still allows clusters and ship parts but raids are nullified so you have time to proper
Cheet4h May 5, 2021 @ 3:01pm 
Could you link that mod? Using those words in search shows lots of mods for me, just not one named exactly that.

Also, you can disable Ship Parts and Clusters at the start of the game, by editing the scenario and adding a few "disable incident" parts for those events.
Note that you need to disable Ship Parts even if you have Royalty installed. Normally you would only get clusters, but apparently if you disable that incident, ship parts are allowed to spawn again.
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