RimWorld

RimWorld

242 ratings
Lost Factory Mechanoids
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.859 MB
17 Dec, 2024 @ 6:39am
28 Jun @ 8:14am
9 Change Notes ( view )

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Lost Factory Mechanoids

In 1 collection by GoGaTio
My mods
8 items
Description
This mod adds various mechanoid-related stuff.

Why did I make this mod?
This mod is in fact upgraded version of my old mod with new textures, some balance chanes and some new content. It's been almost a year since my first mod released, so I wanted to make it better, and I think that I did it right.

Content





































Royalty content






Ideology content






Also mod adds:
- new precept "mech labor: prevail"(-25% human work speed, +50% mech work speed)
- new scenario
- new mechanitor implants

Q&A
Q: Can I add this mod to existing save?
A: Yes.

Q: Is it compatible with saves with GoGaTio's Mechanoids mod?
A: Yes, just delete it and add this mod.

Q: Combat Extended compatible?
A: Yes.

Also try my other mods:

Feeding Work Type - if you want to divide feeders from doctors and wardens
Mechanoid Upgrades - if you want to make your mechanoids even better
New Anomaly Threats - if you want more difficult anomalies
Popular Discussions View All (1)
1
3 Jan @ 9:19am
Typos and localization issues
GoGaTio
46 Comments
bunx2021 3 Jul @ 7:47pm 
Bug report: since I dont see a open discussion, here instead. Arbiters overcharge mechs even when sleeping. I got a psychic ship drop and along came 2 arbiters, they are constantly overcharging the ship mechs. Same goes for those part of a mech cluster or in abandoned places like the ancient complex.

How to replicate: Summon a mechraid with arbiter. Arbiter will overchange even when not awake.
Wargoon 28 Jun @ 12:31am 
Is it possible you could make a submod with just the ideology precepts? I like the new mechs but I prefer fighting the vanilla ones
Meyhazah 17 Jun @ 7:17am 
Seems to be some sound related errors on the 1.6 version related to beam grazer turret.
VitaKras 27 May @ 5:27am 
Спасибо
GoGaTio  [author] 27 May @ 12:42am 
@VitaKras да, встроен
VitaKras 27 May @ 12:37am 
русский язык есть?
tide{S}haper industries 2 May @ 3:05pm 
Heads up!

The previously reported dev-mode issue comes from errors caused by the mod when used with CE. Results in a null thingClass for some ammo Defs.

1. You need a loadAfter rule for CE, if your mod is loaded before it, it results in errors.

2. Your CE-patches as a whole also miss additional checks for DLC-related content. If you load your mod with CE but without DLCs, multiple patches are failing. If you load with neither CE nor DLCs, nothing complains - thus follows those errors might all just be related to CE-patches that have a dual dependency on CE & one (or multiple) of the DLCs.
GoGaTio  [author] 23 Mar @ 9:20pm 
@Kostia yes, here I cannot do anything without it
Kostia 23 Mar @ 8:30pm 
Yo I don't know what could possibly do that but the mod prevents me from spawning items with the devmod console I can send you the error message from the bug console ifyw
GoGaTio  [author] 3 Mar @ 11:22pm 
@Rubber Ducky they can spawn in raids, clusters and ship parts