RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids
4,889 Comments
Dang sorry people are giving you such grief over the "update" in question Oskar. I know how modding can be and it has to be very frustrating getting all this spam. If it makes ya feel any better I think you are one of the best modders for rimworld and I look forward to whatever you decide to work on next.
Derp88_ 1 hour ago 
@Oskar Potocki perhaps it would help to add a "THIS MOD IS BEING UPDATED. IT DOESN'T WORK FOR 1.6" notice to the top of the mod description. Might help cut down on the spam.
what I was asking is related to all the other vanilla faction mods – is it possible to disable everything that is not absolutely crucial? like, only quest and faction itself…
Oskar Potocki  [author] 5 hours ago 
And I swear to god if I see another bug report submitted or commented that 1.6 doesn’t work because you enable this mod I will tell you to eat a bag of dicks, my patience is this thin lol
Oskar Potocki  [author] 5 hours ago 
As per patreon post, this mod will not be getting 1.6 update and won’t work on Rimworld 1.6. We’re working on a remake of this mod.
is it possible to disable most of the content? I mean, without «Cherry Picker». I'd love to add a faction, not a whole new gameplay 🙏
Браток 6 hours ago 
hello dear Oskar Potocki, this mod is best in my collections, please update for 1.6 =)
Buttbutt 14 hours ago 
You might have a better chance hitting them on Patreon.
DoodleKatMoon 11 Jul @ 8:39pm 
Hii!! I hope all is well!
with 1.6 here everything must be really chaotic at the moment </3
would it be okay for me to upload a standalone version of the mechanite suit with all credit towards you guys ? (I’d take it down once the suit official releases)
Katanar 11 Jul @ 7:48pm 
That's right, at 1.6 it stops creating colonies
s4e1 "box cutter" 11 Jul @ 7:05pm 
[screams oscillatingly]
Rex 11 Jul @ 5:58pm 
@Delta29 This isn't getting updated - they're doing a remake of the mod right now. One of the few mods they're not updating for 1.6, instead favoring to fully remake the mod with new features and mechanics
swaggy 11 Jul @ 2:07pm 
mechanoids 2 going to be legendary lmao
Delta29 11 Jul @ 10:20am 
Could be rephrasing but game literally refuses to start a new colony because this is outdated, pls 1.6?
Earningbeast 11 Jul @ 8:10am 
This is one of my all time favorite mods, I cant remember the last time I played without this haha. Really hope to see the remake very soon, thanks for all the hard work Oskar and team. <3
ehlo.326 11 Jul @ 7:45am 
I also agree with the Total War aspect. When the Cannibal Raiders would take out a ship, it felt like the sci-fi trope of Earth uniting against an alien invasion.
Happycam 11 Jul @ 2:10am 
I don't think it is getting removed but I agree, I loved the mechanoid ship and total war aspect of this mod. Always felt like the rimworld was under a new mechanoid invasion.
Captain Rex 9 Jul @ 10:02am 
Please, i must ask you to keep the "total war" and "mechanoids ships" features in the remade mod, i love to wage war against the machines in late game
Umbra Animo 9 Jul @ 7:27am 
gotcha
Oskar Potocki  [author] 9 Jul @ 1:45am 
There’s a mild set of features when biotech is active, but this mod is getting remade.
Umbra Animo 4 Jul @ 10:26pm 
how well does this work with Biotech?
Droider 2 Jul @ 4:16am 
is there a way to let auto cranes deconstruct / place roofs?
StockSounds 1 Jul @ 7:26am 
Factory Expanded thing is gonna be great, can't wait to automate stonecutting again.
markmywords800 29 Jun @ 12:02am 
can Igor be me like han from insectiod. but with bots instead of bugs
GhostLiner 28 Jun @ 9:31am 
o7 This mod did good,really looking forward to its future iteration as it aged quite a lot with time, but I'll never forget the tension and interesting stories it brought me
Scentese 27 Jun @ 11:57am 
Would love a standalone of the storyteller... it was left at 1.4
Space Chimp 27 Jun @ 7:11am 
can't wait for the remake of this mod!
JazzimoX 26 Jun @ 5:50pm 
Left unchecked, total war mechanoids really have it out for the player, huh. Currently in a pickle as the mechhive launched a drop pod raid of upgraded inquisitors right into my workshop. Everything burns, everything comes crashing down, nothing survives the onslaught.
gunns22 25 Jun @ 12:48pm 
Well, that's better than it becoming abandoned altogether. Cheers! Looking forward to Vanilla Factions Expanded: Mechanoids 2 and Vanilla Factories Expanded!
Sarg Bjornson  [author] 25 Jun @ 10:35am 
It is getting split into two different mods and remade
gunns22 25 Jun @ 10:04am 
I can't recall where I read this, but during a discussion of various mods for RimWorld, I heard from someone that this mod would die when 1.6 releases. I find that hard to believe, but I just wanted to double-check with its creators. Is this mod getting a 1.6 update?
ThegamerGrant 24 Jun @ 9:32pm 
Ignore my last statement in parentheses in the oldest comment, it works in farther testing. Also loading MultiFloors before VFE-M doesn't change anything, and all tests beside the one in this comment were made with VFE-M loaded before MultiFloors.
ThegamerGrant 24 Jun @ 9:25pm 
On the MultiFloors mod page it looks like the mod handles the hauling side of things, george the autohauler just doesnt know to switch floors to recharge. Maybe because he uses treads and my floors are connected by ladders.
ThegamerGrant 24 Jun @ 9:21pm 
Could you better integrate the craftable mechanoids to work with MultiFloors ?

It appears that george (autohauler) will do everything i tested (haul materials to a wall on a different floor, haul materials to other-floor stockpiles) but will not attempt to recharge when on a different floor than his charging station and, if Force Recharge is used on his charging station, will go to the same tile as the charging station but will change floors. He will still charge, though, unless the "same tile as the charging station" is obstructed, in which case he will continue to haul (though i couldnt get him to haul to a wall on a different floor, same floor walls worked)

Of course, youre not obligated to fix this and have already done too much for us by making this mod, and i dont even know if its your mod's problem or the other mod's.
someone 23 Jun @ 9:22am 
For some reason I am not getting mechanoid components. Does anyone know why that could be?
Lele 23 Jun @ 3:34am 
Is it posible to fabricate weapons and armor from other mods? Im using the star wars mod
Ryanisunique107 17 Jun @ 3:37pm 
the auto loom only used cloth and patch leather : (
mannd1068 17 Jun @ 2:46pm 
When auto-haulers automatically spawn on a prisoner map, they are marked as hostile and my pawns will destroy them. Is there a way to shut them down or 'capture' them for colony use instead of destroying them? Thank you!
NovaDragon 16 Jun @ 8:59pm 
Does anyone know how to get the autohaulers to drop items in their inventory? For some reason, some items end up going into their inventory slots instead of the haulers hauling them, and I can't figure out how to get them to drop the items?
Sarg Bjornson  [author] 16 Jun @ 4:26am 
Thanks, will tell Oskar
Elgate 16 Jun @ 1:14am 
Greetings,

Just a heads up, someone has taken some part of your mod and re-uploaded it in their own mod. I'm not sure if it was approved or not. Sorry for the bother and have a wonderful rest of your day

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498605357
Delendar 15 Jun @ 11:46am 
Can the Indoctrination Pod be used on slaves?
Moonshine Fox 15 Jun @ 4:02am 
Saw in the notes the mod is getting split between a VFE factory mod, and rolling the other content into the future Mechator mod for 1.6. Does that mean we may also see some of the old Reinforced Mechinoid content make a comeback as well? Asking for reasons of lightning bolt rifles :P
Antonius Arbiter 13 Jun @ 7:48am 
@megabot

I'd like to know this as well. I really like the Total War mechanic but it's just too strong. lol There's no way I can get out to destroy these frigates and the AI factions don't take them out with enough speed. I ended up getting raided by 14 centipedes, 8 lancers and a smattering of other mechs, immediately after I fought off two previous raids from factions and had just recovered from a disastrous travel expedition. Forced a game restart. Great idea but they scale way too quickly because of the speed these frigates land.
Xean 11 Jun @ 2:00pm 
Anything I can use to auto smelt steel slag?
Seoul 9 Jun @ 7:57pm 
Incompatible with ReGrowth: Expanded World Generation (Continued)
megabot 8 Jun @ 9:22pm 
if I disable the total war mechanic, will ships no longer spawn, or will they still spawn but not cause any issues?

In adittion, if I disable the total war mechanic, does that basically mean I get no more mech raids, or does it mean that it scales with my wealth instead?
AlphaWolf 8 Jun @ 4:41pm 
the textile recycler is not working for me....even if i put clothes in the input and i press extract ingredient...still can read filled at 0 of 1?? what i am doing wrong? a video or picture could help, thank you, i appreciate your work
TheDespot 8 Jun @ 5:42am 
@Tris, I have had the same issues, I love this mod but find its too challenging, so normally reduce the landings. Either I am misunderstanding what the mod sliders do or some of them no longer reduce the landings any more. I have found despite very low settings, there are still the same amount of landings.
Lil Toof 7 Jun @ 10:49pm 
Found a bug with the Automatic Drill - When reinstalling it quits producing chunks even when powered on and output is empty. The only way to get it to produce again is deconstructing and building again.