RimWorld
Vanilla Factions Expanded - Mechanoids
4 691 commentaires
Oskar Potocki  [créateur] 16 janv. à 4h40 
Report it properly please.
CJۣۜ 15 janv. à 3h50 
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 janv. à 18h01 
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 janv. à 18h58 
are all the mechanoids craftable by mechinators?
Shodan2072 11 janv. à 23h00 
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 janv. à 17h04 
@Nitro Cold Brew there is a setting in game that allows the debug log to pop up whenever errors popup
Nitro Cold Brew 9 janv. à 8h00 
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 janv. à 4h26 
Could you by chance add a machine that extracts other materials from chunks similar to the steel extractor?
Oskar Potocki  [créateur] 6 janv. à 5h30 
Destroying enough ships.
anonduolingo 5 janv. à 22h57 
Once the mechanoids have gotten a hardware upgrade, is there a way to reverse it?
Seductive_Duck 4 janv. à 19h09 
Is having limited output options intended? If not, is it possible to change the current system to instead be a bill menu? This would give the player more output choices, especially with the mint menus mod.
Lord_Eol 3 janv. à 12h43 
Also is there a way to increase the autostrider range? They definitely (from lore) aren't "long distance", I get about a week max even though I often caravan out an entire season or two, i.e. "long". As far as I can tell they don't recharge via solar nor grazing hence need a way to charge them (inject power?) or last long enough to go "long distance", i.e. no reason they can't last a full year EVEN if it takes (balance) a full season or two to charge them from empty. Maybe make one season per 25% charge w/ charge rate of 5% per day.
drshahramanvariazar 1 janv. à 2h54 
Best mod without biotech
Oskar Potocki  [créateur] 30 déc. 2024 à 1h40 
It's in Factory category but if you have some other mods that change that, it could maybe be in storage?
Krad Wolf 29 déc. 2024 à 21h17 
What tab is the factory hopper supposed to be under? Can't seem to find it.
Oskar Potocki  [créateur] 29 déc. 2024 à 3h20 
It's already integrated with biotech, you can gestate all the new mech types.
Eclipse 28 déc. 2024 à 17h47 
Any chance in future for biotech integration/adaptation?
Radec24433 28 déc. 2024 à 7h50 
somehow the fish trapper doesn't work for me. ive placed it in a small lake with deep water but when i press on the select output and on small fish nothing happens. any help ?
Dr. Fox 28 déc. 2024 à 2h30 
Is there a factory part I just haven't found yet that integrates with your recycling expanded mod? I was hoping to really put together a factory chain that would process at least the hazardous products from that mod without irradiating my poor colonists.

Btw thanks for all the effort this must have taken. My little factory has become an integral part of my colony and I've really enjoyed what you've done here.
BoneCrusher 27 déc. 2024 à 10h22 
ive discovered that my colonists are prioritizing building random mechanoids in the middle of knowhere even though i have not got the research unlocked, they are not even building the spawn pad for the mechanoids they are literaly just building random mechanoids, is this an error?
BoneCrusher 27 déc. 2024 à 10h16 
i dont know how but i was just playing watching my base expand when i saw that there was a random riot mechanoid that belonged to a new arrivals faction wandering about, i did not have any of the research or building for this to have happened so i dont know how it got here. funny mystery to me.
Oskar Potocki  [créateur] 27 déc. 2024 à 4h19 
Correct.
blazezierhiz 26 déc. 2024 à 21h37 
if i disable the total war mechanic while there are some mech ships in the world, would they still send out raids? i would assume that the disabling of total war is just to stop mech ships from landing right?
Lord_Eol 26 déc. 2024 à 19h52 
Would it be possible for you to actually automate the autosower/harvestor? I get it's more efficient if you can manually hit your timings but it's more player time intensive / micromanagement. If there is no programmatic way to check, could you just add a manual timer, i.e. "every X minutes" so players can just manually do the grow time math and set it for both sowing and harvesting.
Lord Felix 26 déc. 2024 à 1h06 
I can't find the liquor mixer
Aizuki 25 déc. 2024 à 1h19 
are there feature like mechanoid tab for this? i having hard time to move my hauler and cleaner to safe location since i need to click 1 by 1 their charging port.
SirRZN 23 déc. 2024 à 9h14 
Anyone know if there's a list of all the possible name parts of the mechanoid swarm faction?
Oskar Potocki  [créateur] 22 déc. 2024 à 4h47 
Bugs should be reported using the google form and not in the comments section with the mod, especially if you don't provide us with the required Hugslib logs.
Oleander 21 déc. 2024 à 21h19 
May have missed it but is there anywhere to look up/look at the stats for Buildable Mechnoids? or would I have to spawn them in game to find out their damage, etc? Trying to compare and figure out what is best to build between some of these and the mechanitor mechanoids, turrets, etc.
RedDogStalin 21 déc. 2024 à 6h22 
Howdy Im running into an issue where Colonists and Auto haulers keep rebuilding more Auto haulers forever, my issue is I see nothing on the logs for warnings or errors. Ive done draw tracing to see the objectives of said colonists or haulers but nothing comes up on that end either. Also tried another playthrough in Dev with just VFE Mechanoid to see if its a mod conflict but it happens their as well. Just wondering if you big brains can take a look, Cheers!
Alex_skywaller 20 déc. 2024 à 3h50 
Never mind, it is other mods' problem
Alex_skywaller 20 déc. 2024 à 3h38 
Greeting, mine autocleaner and autobroadcaster is eating up my RAM and slowing down the tickrate significantly. I only changed their moving speed in .xml. I was just wondering how come changing speed made them eating up RAM that much. Is that a universal problem or my other mods changed the path finding logic and caused that? Thanks for your time.
Fevix 18 déc. 2024 à 9h45 
Slight correction: They don't begin vomiting the moment it's built, but instead the moment a rocket is launched.
Fevix 18 déc. 2024 à 9h31 
I do think so, because the moment I deconstruct them the vomiting stops, and the moment I build them again the vomiting starts again.
Oskar Potocki  [créateur] 18 déc. 2024 à 2h35 
Don't think so.
Fevix 18 déc. 2024 à 2h23 
The Long Range Missile Launchers are causing all of my pawns to just constantly vomit
Papa Good Feels 15 déc. 2024 à 15h41 
It's specifically when they are destroyed by me removing their charging station
Papa Good Feels 15 déc. 2024 à 15h40 
Hey Sarg my Riot Mechanoids are also dropping unhaulable turrets like that other guy. New bug perhaps?
Honnes G. 13 déc. 2024 à 16h24 
Re: Any ideas on how to reload the auto-mortar? No matter who I select it just says "Already reloading turret" but no one is actually doing it or has bothered for days.

P.s. It's worth mentioning that I use Combat Extended also but I have the right shells and reloading other weapons/turrets is working fine
Sarg Bjornson  [créateur] 11 déc. 2024 à 22h49 
This mod doesn't add that, that's base Biotech
SpawnMoreOverlords 11 déc. 2024 à 22h11 
Logging off or reloading a save resets all progress on gestating anything in the large mech producer. I don't mind leaving Rimworld on 24/7 if I don't get queenie out in one session but there must be a way around it. Ideas?
Jimli 9 déc. 2024 à 4h47 
How do you repair damaged autohaulers/dillers etc? I'm told that only the overseer can repair them but they're also not able to be controlled by an overseer.
Sarg Bjornson  [créateur] 8 déc. 2024 à 23h39 
Yeah, unfeasible. Our mods always include what we design them to include. You can use Cherry Picker
CrAZyKirBy 8 déc. 2024 à 11h38 
So this might be a strange question. What are the chances you guys could make a mod option that only includes the new mechanoid stuff, but leaves out the automation stuff? I know that would be crazy to implement, but i was just wondering. Unless there's already an option in there and I'm blind. Either way i'll still use the mod, just asking a question. Love the work you guys do! Thanks for making this game a whole lot better. :)
-=GoW=-Dennis 8 déc. 2024 à 3h48 
Is it intended that EMP (Grenade, Psycasts) doesn't work on turrets on ship locations, but does on turrets part of mechanoid drops at my own colony? It's been like that for a good while and I find it irritating, but wonder what mod conflict that could come from if its not intended oO
valveworshipper 7 déc. 2024 à 5h06 
man this is practically perfect, I don't know how this could be improved at all
Bug 5 déc. 2024 à 14h59 
Such an amazing mod, a big thank you to all the authors!! <2

Mechanoids were my favorite part of the worldbuilding in vanilla and this adds so much flavor. I'm having a lot of fun constructing drones, which help a lot since I like smaller colonies. Eventually I'll try out Igor, but I'm not ready for that kind of pressure yet...
Sarg Bjornson  [créateur] 5 déc. 2024 à 7h37 
I don't think I ever added that to the clarifier
Störkönigin 5 déc. 2024 à 7h08 
There seems to be an issue with chemfuel expanded... The clarifier gives the option to use deepchem, but doesnt work with pipes, okay. Ill use a lifter to continuously put deepchem into a hopper connected to the clarifier. But the Clarifier still wont accept it. Ive run through the entire setup process, even debugged the clarifier multiple times but it doesnt seem to want to take deepchem. i might be missing something here and just have to change to organics, but it seems wierd to offer the option but not work.
Ghost of Draupnir 4 déc. 2024 à 13h27 
New bug just dropped: My auto-hauling drones keep hauling resources to rebuild machines at the charging stations. The resources are then consumed, vanishing entirely and no new machines are created, because the charging stations already have machines on them using them.

Sometimes this process succeeds, however, and I now have 5 Auto-Cleaner drones using 4 ports.

No errors are generated in the logs, not even yellows, so I can't post logs or anything. It just kinda happens. This bug has consumed my entire stock of mechanoid components and advanced components.