RimWorld

RimWorld

4,659 ratings
Vanilla Factions Expanded - Mechanoids
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
36.858 MB
21 Dec, 2020 @ 10:27am
14 Aug @ 7:24am
76 Change Notes ( view )

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Vanilla Factions Expanded - Mechanoids

In 1 collection by Oskar Potocki
Vanilla Expanded
103 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!









































































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://gtm.you1.cn/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]
4,622 Comments
andreasnesje 6 Nov @ 3:55pm 
The "Total war" aspect scales differently from standard Rimworld (Wealth scaling). It seems to scale a bit fast. I sent my elite 8 crew to deal with a tiny "mechanoid ship landing" super close to my base, only to find that there were 27 of them! I tried to change the difficulty down too, but that didn't help either. Guess I'm screwed, then!

I mean, the mod is great, but the difficulty seems a bit random and punishing.
PunkyRoo 5 Nov @ 5:12am 
I'd love an update to this mod someday. Maybe separating out the machines and the specifically mechanoid content. I use this mod heavily for the industry aspects, but tend to ignore the mechanoid part, ironically. And it would be interesting to think how the constructable mechanoids could compliment the utility mechs added by Biotech. This is one of my fav VE mods so I'd love to see it evolve.
RegalKain 5 Nov @ 3:43am 
Is there any chance you folks would be willing to allow us to forbid hoppers? My haulers are constantly grabbing stone chunks from their output hopper, seemingly regardless of what I set it's priority to. I want them to just not take anything and not put anything in them. Just leave them all alone and only take from the end output. The haphazard way I've managed this is to forbid an area around the hoppers with the manage areas/invert tools. But it's just....really poorly done. Am I missing some key step here to make it so that haulers don't take from hoppers?
Long-comment-san 31 Oct @ 1:31am 
Honestly the mod is so good I suggest separating it into VFE industry and VFE mechanoids I guess. Also I ask to add a toggle for disabling the inquisitor or at least let us configure explosion radius\strength. In lategame you get a million inquisitors and they just explode everything which is probably a thing that deals the most damage
Sera 30 Oct @ 7:05pm 
@silverskene Wait do you have the overseer mechanoid mod installed?
Oskar Potocki  [author] 29 Oct @ 8:47am 
No such thing exists in this mod. No idea what an overseer is. Content of this mod is explained in mod description.
silverskene 28 Oct @ 11:51pm 
Problem with fixing mechanoids. There is a message saying that I do not have an "Overseer" but cannot find a definition for that anywhere. I have a mechanator, there are no repair mechs, and the platforms only allow a rebuild. A little help here please? Looks like I'm not the only one searching...
尤里大人-ule 28 Oct @ 12:12am 
my autocleaner died and I don't know how to make my mechanic fix it or bring it back. When I destroy its charge station a hint pop up said this autocleaner somehow died again, but still don't know how to bring it back or dismantle the body on any workbench(Maybe I should try to smash it by a hammer?).....same for other android of this mod. I just want to see this is really confusing lmao:steamsad:
Sera 27 Oct @ 4:45pm 
@oskar
Really? Ok now I feel a bit bad that my comment might have been too harsh. I swear I was not trying to be mean or harsh.

@professional
True but if your doing that you can also use pocket dimensions. Fit a small map with a few pawn that take in X items automatically and output X product automatically.
Professional Dumbass 27 Oct @ 12:18pm 
@Sera have you heard of the XL map size. Its makes factories worth it because your pawns will be spread so far (Literally) and having to run half way across the map takes for fucking ever, so the condensed auto production area helps.

But yeah on smaller map sizes i have to agree with you.