RimWorld

RimWorld

[KIR]No Mechanoid Raids
66 Comments
Orfanclub6 8 Aug, 2024 @ 7:17am 
works for the latest versionas far as I know
Space_Lettuce_OG 26 Feb, 2024 @ 11:01am 
@Criarino Thanks for the info!
Criarino 27 Dec, 2023 @ 8:48pm 
If anyone is still wondering, I've finished multiple playthroughs with no issues, so I can confirm it still works on 1.4
freXampl 2 Sep, 2023 @ 11:39am 
Yeah, like mechanoids more than the next guy you see, but I don't find it fun to fight them in my home turf. Especially when I have combat extended and 2 tonnes of explosive munitions laying around. I've been using this in my colony for 4 years with no raids from our mech friends. I still get the defoliator and psychic events tho. So a great mod.
Kirby  [author] 2 Sep, 2023 @ 10:52am 
Thanks todd, also i didn't update for 1.4 because before starting you can straight up disable the mechanoids faction and other factions such as outlanders or pirates it when starting a new colony

Unfortunately i'm still burned out from playing rimworld
freXampl 2 Sep, 2023 @ 10:03am 
It just works...
Setimu 14 Jul, 2023 @ 7:40pm 
I miss it terribly. Any forks or alternatives to recommend, anyone?
TaM_tHe_JaM 5 Nov, 2022 @ 11:53am 
Any bugs yet lads?
Criarino 24 Oct, 2022 @ 11:59am 
just started a 1.4 playthrough with this mod, no problems yet
Egg 2 May, 2022 @ 1:15pm 
@TheReallyRealPlayer there is also a mod called "Prepare For Combat". Play arround with the wealth i think. this helps you out having your giga factories.
TheReallyRealPlayer 1 May, 2022 @ 2:24pm 
@Yhseiknip , honestly, most mechs are pretty easy to defeat even with tribals. I only use this mod to fix the issue of late late game playing having a mech raid every time there is a raid. That way, it is sort of reduced, but I can still find them in structures and all.
JTHM 3 Jan, 2022 @ 2:11pm 
Would it be possible to lower the frequency of the raids instead of removing them completely?
KemonoAmigo 30 Nov, 2021 @ 2:54pm 
I've always wondered why these ancient, masterless mechs suddenly decided to attack my base. They're not after my stuff because they don't need them, unlike raiders.
They're clearly programmed solely to kill and destroy and this massive group of them somehow found my colony in the middle of nowhere.
If they just roam around attacking random settlements, then I really don't know how tribal colonies even still exist at this point.
Beornvig 21 Nov, 2021 @ 7:52am 
Awesome, thanks so much for this, it's absolutely necessary. We will try it out.
Kirby  [author] 20 Nov, 2021 @ 7:58pm 
I would suggest lower in the mod list, i think that's where i always put it in my games when i'm tired of fighting the mechs. I think it should also be safe to remove as well if you miss the mechs ;)
Beornvig 20 Nov, 2021 @ 1:40pm 
Is this still working ok? And what load order should we try, higher or lower?
0river0blood0 31 Aug, 2021 @ 4:52pm 
Load order tips?
[1CDO] TruuKing 26 Aug, 2021 @ 3:45am 
Thank god for this mod. sick of making a nice base all set up with defences, just to have the mechs blow a whole through the back of a mountain all the way through missing all my defenses.
MildlyHighDutchGuy 20 Aug, 2021 @ 7:03pm 
Great mod, I didn't know mechs would raid you so much later on in the game. Great to be able to remove them in a game already in progress
Fustling Bungus 24 Jul, 2021 @ 8:38am 
Hey Kirby I just wanted to say that your mod saved my current play through. I really got tired of being raided by the same faction over and over again. Now I can enjoy some cannibals and gigalocusts.

One thing I does not disable mechanoids from "vanilla expanded series". Anyway thank you for your work my dude.
Kirby  [author] 23 Jul, 2021 @ 5:15am 
yep i think it's need for 1.3, but i'm keeping it for 1.2 purposes. :slimehappy:
Prydzen ᛋᛟ 23 Jul, 2021 @ 5:12am 
i believe this is not needed anymore as you can disable mechanoid faction in 1.3 now.
ℳ𝓪𝓭ℳ𝓪𝓭𝔃 ♛ 11 Jul, 2021 @ 11:37pm 
Got the best playthrough I have gotten so far and did not prepare for mechs. Have tried to work around it with no luck. Wanted to keep playing so thanks.

Need to kind of prepare for mech raids prior to them happening. Now I know.
LeAnomalocaris 13 Jun, 2021 @ 4:42pm 
Good, I was getting bombarded with mech clusters nonstop
Kirby  [author] 30 May, 2021 @ 6:11am 
hmmmm, i'm practicing on how to do C# though, but i haven't start it yet... Sooo i'm sure if could make one, but hopefully i could add a option to disable them or at least lower the chances via options.
mightchat 30 May, 2021 @ 1:02am 
that's sad tbh, it's an event just like ship parts, you should make it an option in mod settings imo
Kirby  [author] 29 May, 2021 @ 5:58pm 
Yes, i think it should. :slimehappy:
mightchat 29 May, 2021 @ 9:16am 
does it prevent mech clusters?
selest19 3 May, 2021 @ 1:23pm 
i like i spike lot and this make more fun :D
Space_Lettuce_OG 28 Apr, 2021 @ 6:50am 
This is exactly(or close enough) what I was looking for!
Scout Gaming 28 Apr, 2021 @ 6:21am 
It's just what I needed. Not removed mechanoids. Not removed mech clusters. Just no raids. For me mechanoids are something special. Like clusters are special and cool. The raid must be reserved for humans imho. I really thank you, Kirby, for making this mod.
Navaar 25 Apr, 2021 @ 2:31pm 
Thank you for this mod! Mechanoids are my least favorite part of late game so this'll be a big help.
SHASTA 14 Jan, 2021 @ 1:19pm 
Had to award this rofl of a description someone totally farted :steamhappy:
Fantasy System 25 Dec, 2020 @ 7:44pm 
I would please ask to make turning off VFE mechanoids to a seperate mod. It is nice IMO to have the vanilla expanded mechanoids new well fleshed out features instead of vanilla mechanoid raids.
Kirby  [author] 25 Dec, 2020 @ 7:00pm 
I haven't tested it, but i think because VFE Mechanoids adds a new mechanoid faction. They i think they will still raid you like normal, so i need to do further testing and to see it, plus patching if they do appear.
Fantasy System 25 Dec, 2020 @ 3:09pm 
Does this still allow VFE mechanoid raids, via their total war mechanics?
SalmonToastie 30 Nov, 2020 @ 10:39pm 
Thats great. They are the most enjoyable quests when you set up correctly and can be bothered.
Kirby  [author] 30 Nov, 2020 @ 9:17pm 
I didn't test it, but i think the patch leaves th e quests alone, i think... So if you happen to stumble a quest that gives you mechanoid clusters, they might appear if you accept the quest... And also the orbital mech cluster targeter can still call in clusters as well.
:)
SalmonToastie 30 Nov, 2020 @ 9:12pm 
Does this keep the mechanoid cluster quests? If so please keep that as a feature. I like being able to fight them if i choose to for a nice reward. Because they are fun to fight when you are ready for them.
linkhidalgogato 9 Nov, 2020 @ 1:04pm 
would be nice to have the option to disable raids and clusters separately. still nice mod tho
Pamparampampamparam 22 Oct, 2020 @ 1:58am 
I like this. Mechanoids should be rare, event-based foes. Not generic raiders.
Cecell 12 Oct, 2020 @ 1:32pm 
THREE DAWWWG OOOOOOOOOOH
Patriote 21 Sep, 2020 @ 2:37pm 
Did I ever tell you about this guy with a big iron on his hip?
Kirby  [author] 20 Sep, 2020 @ 7:55pm 
Yes... I think i stole that from three dawg... :slimehappy:
Patriote 20 Sep, 2020 @ 7:16pm 
Did you make a fallout 3 reference in the 1st paragraph?
(≡◉‿‿◉≡) 31 Aug, 2020 @ 3:36am 
nice nice, thanks :)
Kirby  [author] 31 Aug, 2020 @ 1:27am 
I found out why it didn't work. It was a Typo and i made it FactionDef instead of IncidentDef... It Should be fixed now in the quick update. ;)
(≡◉‿‿◉≡) 31 Aug, 2020 @ 1:09am 
a message.
Kirby  [author] 31 Aug, 2020 @ 12:13am 
@Evil Meow how did the Mech Cluster Spawn? I'm trying to know and how they did. Did a raid message happen or quest gave you one?
(≡◉‿‿◉≡) 30 Aug, 2020 @ 12:34pm 
Didn't worked with the 1.2 cluster. The moment I loaded the game (the mod is already installed before starting a colony), a mech. cluster happened to me