RimWorld

RimWorld

75 ratings
Service Mechanoid Raids
   
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Mod, 1.4, 1.5
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629.408 KB
16 Nov, 2022 @ 2:36am
19 Apr, 2024 @ 6:16am
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Service Mechanoid Raids

Description
Allows non-combatant mechanoids to raid the colony.

Does this by adding new raid groups composed of service mechanoids.
To stay unique, some of the raids still have regular combat mechanoids.

Pair with Re-arm Service Mechanoids for more !!!FUN!!!

Requires Biotech DLC.
39 Comments
The Lord Pootis 9 Jul, 2024 @ 4:14pm 
I can add on to this that late game raids from the labor bots is just a bit ridiculous, while it doesn't full on crash for me it still tanks my TPS due to their sheer numbers and playing a power point presentation isn't exactly fun, neither is the HUGE clean up of all the mech's bodies afterwards either so I'd personally suggest reconsideration on how cheap they are in terms of raid points or just adding them on to already existing mech raids like suggested in a previous comment, of course it's your mod so you do what you want with it, especially since it's your own time spent on working on the mod if you choose to change things, but I just think it might make things just a little more enjoyable for most people using the mod because I too love the idea of a killer roomba just coming by trying to murder my colonists.
Bonible  [author] 17 Jun, 2024 @ 10:37am 
Oops..
I could reverse the priority and make it so that more expensive mechanoids are chosen more often than hordes upon hordes of lifter bots, which could save computers in the endgame.
Cruel Moose 10 Jun, 2024 @ 6:53pm 
I love the idea of this mod, but late game I get service mech raids so large that they literally crash my game :/ Can you put some kind of cap on them?
DemonX3 19 Apr, 2024 @ 4:03am 
Ah, magnificient
Bonible  [author] 19 Apr, 2024 @ 3:37am 
@DemonX3 It should still work since it's just an XML mod, so I'll go ahead and update it for you.
DemonX3 18 Apr, 2024 @ 1:45pm 
Say, anyone can confirm if this still runs on 1.5 fine or if it needs an update?
Bonible  [author] 6 Nov, 2023 @ 1:18am 
@Farbott - This mod was made when I had a kind of worse method at patching into mechanoid raids. The way this works right now is that instead of patching the enemy mechanoids into pre-existing raids, it just adds new ones of it's own.

And.. I feel a bit lazy at the moment.. X_X
Farbott 5 Nov, 2023 @ 4:50pm 
It'd be nice to see an option to allow them to be mixed into normal raids, cause its neat, but i rather fight the big boys every time with some of them acting as meatshields
Bonible  [author] 15 Aug, 2023 @ 2:38am 
Goodness, I guess that should explain it.
Working on a mod that re-adds Constructoid and Fabricor's guns tho.
DemonX3 15 Aug, 2023 @ 2:36am 
Well to be fair I had over 3mil colony wealth (thanks medpod for your wacky unrealistic wealth value)

I think it's the actual cap actually. Haven't seen more than that.