RimWorld

RimWorld

383 ratings
Mechs and Animals for NPC Factions
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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899.754 KB
14 Jan @ 11:14pm
12 Jul @ 2:20am
5 Change Notes ( view )

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Mechs and Animals for NPC Factions

In 1 collection by Samael Gray
Samael Gray's Mods
9 items
Description
A simple mod inspired by the great Rimsenal - Spacer Faction Pack mod that inserts various combat animals and mechs into the base game and DLC NPC factions to be used as raid and trader guard pawns.

If you've ever wondered why tribals are not taming animals to be used as combat fodder in their raids or industrial and higher factions don't have their own mechs and mechanitors, this mod might be the perfect fix for it.

The animals given to tribal factions range from timber wolves and wargs to rhinos and elephants, and the mechs added include militors and pikemen to different centipede variants.
Each animal and mech is added depending on the tech level and the theme of each faction to preserve the overall balance and immersion, so no centipede blasters for outlanders and so on.


Compatible with Combat Extended.



If you want modded factions to receive the same treatment, feel free to DM me on discord with the same ID as my username here, commissions are open.

Check out my other mods, you might find something of your interest among them.

108 Comments
Renzor 13 Jul @ 7:55am 
thankee!
BaguetteMan 12 Jul @ 12:48pm 
Are VE factions supported?
SOLDIERRFK 12 Jul @ 6:24am 
Thanks for updating!
Samael Gray  [author] 12 Jul @ 2:23am 
The 1.6 update here now with the necessary changes and adaption for the new DLC.
Samael Gray  [author] 11 Jul @ 10:56am 
The mod works in 1.6 as is but I'll take a bit of time to update it properly for more cross-content.
Kyokui Avarus 11 Jul @ 8:55am 
Will this function in 1.6?
1.6?
Brumes Wolf 10 Jun @ 6:21am 
Does this mod also add entities to the spooky raids? (I assume this is clear enough without spoiling anyone), because whenever these raids happen the humans will instantly turn around and leave the map, and the entities stay around in a semi hostile state where they wont seek out colonists but will attack if someone gets too close but generally seem to ignore being attacked.

Something similar happens to mechs brought by normal raids, they seem to go non hostile and just sort of mill about after the human raiders start fleeing.
However educational it is for the kids to send them out to Molotov idling centipedes, it does not really seem like intended behavior ;)
Farbott 9 Jun @ 4:20pm 
I think the volume of mechinators can be excessive at times, I had four in a raid with a single pikeman!
Also notices sometimes the mechs dont flee with the rest of them if the raid is abandoned, but that might be something like CAI 5000 not playing nice
Tomate 7 Jun @ 1:02am 
Im not sure if you know, but when you defeat raids, the mechs dont leave/flee the map