RimWorld

RimWorld

4,750 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, 2024 @ 7:24am
76 Change Notes ( view )

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Vanilla Factions Expanded - Mechanoids

In 1 collection by Oskar Potocki
Vanilla Expanded
105 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://steamoss.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]
4,691 Comments
Oskar Potocki  [author] 16 Jan @ 4:40am 
Report it properly please.
CJۣۜ 15 Jan @ 3:50am 
A bunch of battleships are landing on the other side of the Earth, and the mod settings for interval frequency and max distance limit don’t seem to work.
Umbree 14 Jan @ 6:01pm 
I never used the paste hopper before. Wish this had a description pointing out the direction due to me not noticing it before.
And a language change to the setting 'Factory Speed Multiplier' to 'Factory Time Multiplier.'
Was very amused by thinking it'd be lightning fast once I got it working to only be met with 1.5 days.
Love the mod all'n all. But that really messed me up for a good minute.
nixonwestbrook 12 Jan @ 6:58pm 
are all the mechanoids craftable by mechinators?
Shodan2072 11 Jan @ 11:00pm 
Is there a way to increase the quantity of a factories output?

Even with the speed set to fastest the amount produced for the resources required is too little.
Barry 10 Jan @ 5:04pm 
@Nitro Cold Brew there is a setting in game that allows the debug log to pop up whenever errors popup
Nitro Cold Brew 9 Jan @ 8:00am 
Where can I view bug reports? I want to see if people are having the same issues I am, and potential fixed, but don't want to jam up the comment section.
Professional Dumbass 7 Jan @ 4:26am 
Could you by chance add a machine that extracts other materials from chunks similar to the steel extractor?
Oskar Potocki  [author] 6 Jan @ 5:30am 
Destroying enough ships.
anonduolingo 5 Jan @ 10:57pm 
Once the mechanoids have gotten a hardware upgrade, is there a way to reverse it?