RimWorld

RimWorld

Machinists - A Faction Expansion
139 Comments
FelipeGames2000 11 Jul @ 5:20pm 
Given that this mod is discontinued and replaced, I think it's safe to say no

No, it won't
Giggles 11 Jul @ 5:09pm 
Do you have plans for 1.6?
turkler  [author] 26 Jun @ 11:48am 
@sharkcrisp049 give it a shot, see if it works
sharkcrisp049 26 Jun @ 9:25am 
could i change this into Sovereignty mod in midgame?after all those two seems incomplete to each other
Myphicbowser 28 May @ 8:33am 
o7
Machinists, you walked so the Sovereignty could run
Peryn [Андрій] 27 May @ 10:55am 
do i need to unsubscribe?
turkler  [author] 27 May @ 5:12am 
@FelipeGames2000 yes
FelipeGames2000 27 May @ 3:37am 
What happened to this? Why is it unlisted in the mod search function? Is it being discontinued replaced with Sovereignty?
[岗] Señiorita woofers 12 May @ 10:44am 
They wont change it even tho everyone is asking for it
turkler  [author] 5 May @ 2:20pm 
@rout I have another mod, the tiny tweaks collection, that does just that
unexceptional outcomes 3 May @ 5:29pm 
idk boss 6 of 6 machinist raids thus far have been breachers with rpg/mgl + token 1911 man, except for the last where three brought breach axes for some reason. too easy to mop them up with a couple rifles. More bodies for the warcaskets I suppose.
turkler  [author] 23 Apr @ 2:31am 
@Ashen no, just bad luck. that's one of the rare raid strategies
Ashen 23 Apr @ 2:30am 
I just got a grenade breacher raid where every single raider was a genie with a grenade launcher, is this intended to happen or did something go wrong in my game?
turkler  [author] 18 Apr @ 6:45am 
@Harduk I assume you just got bad luck with randy, my breachers have a similar point cost to vanilla breacher pawns
Harduk 18 Apr @ 3:23am 
Why do they raid me with 10 RPG at 10k wealth?
turkler  [author] 9 Apr @ 8:06pm 
@[岗] Señiorita woofers I don't make mods in the pursuit of fame or patreon money, your words mean nothing to me
[岗] Señiorita woofers 9 Apr @ 6:24pm 
Bro all you gotta do is remove that VAE dependency and ppl will start subscribing
turkler  [author] 8 Apr @ 11:15am 
Hey friends, a pretty big update that's been in the works for a while is now out!
Added 85 new backstories exclusive to machinist pawns. Backstories of machinist soldiers will now roughly match their current occupation.
Added a new pawn type, the heavy infantry.

For Combat Extended users, many pawn types have been tweaked and improved. They will now use some devilstrand gear, with the amount depending on how elite a pawn is.
Fixed hussar pawns spawning with inflated skill levels.
turkler  [author] 23 Mar @ 10:47am 
@Dick Sledge no - the original base wasn't very good. it overused turrets, didn't have any pawns stationed around in guard posts and was overall not very fun to fight in. I discarded it for a reason
Dick Sledge 23 Mar @ 10:12am 
Love this mod, this definitely deserves more ratings. Great work on bringing a actual organized faction to the Rim.

I was wondering if you were going to bring back the original base design for the custom structure option. I love the new bases too and like the variety but I loved spawning in with the original large fortified base.
[岗] Señiorita woofers 4 Mar @ 7:14am 
gotcha
turkler  [author] 4 Mar @ 6:15am 
@[岗] Señiorita woofers no
[岗] Señiorita woofers 4 Mar @ 5:35am 
Can you make a patch without the Vanilla apparel extended dependency? i like all the other dependencies but vanilla apparel extended is way too old and doesnt fit rimworld anymore. Can you make it so it can run without the dependency and just use regular clothing?
Hungarian 18 Feb @ 2:17pm 
Just wanted you to know that this Mod is amazing, I love the attention to detail and you're seriously skilled at making these bases and enemies look amazing, Thank you for this cool ass mod!
turkler  [author] 7 Feb @ 2:45am 
@BitterHolz the outfits are hand-curated, the pawns would generate nude and you'd get a bunch of errors about impossible apparel requirements and failing patches targeting ve apparel
Bitterholz 7 Feb @ 1:22am 
Whats the worst that can happen if I dont run VE Apparel? Will they just not spawn with clothing or does it get replaced with vanilla ones?
Cyberwolf 1 Feb @ 11:37pm 
is royalty idealogy actually needed or is it just for extra stuff ?
TheSordishMan54 1 Feb @ 1:12am 
I ain't afraid of attacking those machinists, even if they plan an raid on me. I'll still terminate them with my highly augmented colonists with charge, gauss and laser weapons. Even if they call in reinforcements, they'd be terminated too.

Buuuut that mod already made my day to fight another opposing force that can raid my colony/settlement, bloody brilliant... if you want to face a new threat that would call in reinforcements if you try to invade their outpost or if you're seriously pulping them down on their raid to one of their settlements.

Re-sent because I had to edit my wording and added some context before... (Sigh), again had to edit again.
Signus 4 Jan @ 12:32am 
Can confirm, thank you as well :squirtyay:
turkler  [author] 4 Jan @ 12:00am 
@Signus thanks for the report, should be fixed now
Signus 3 Jan @ 9:33pm 
My bad, forgot to check with a clean modlist. After backing up my configs and running only the depndencies, the error still happens
https://gist.github.com/HugsLibRecordKeeper/7657a2fe42eb0842102950d3a362eee7
turkler  [author] 3 Jan @ 3:45pm 
@Signus you have over 400 mods. I can fix any potential mod interactions if you can figure out what mod(s) are causing the issue but you'll have to troubleshoot the issue yourself. I can't troubleshoot a list with 400 mods.
Signus 3 Jan @ 3:33pm 
Hello, saw there was a new update recently but it gives me an error on startup, I don't use CE
hugslib: https://gist.github.com/HugsLibRecordKeeper/52ff5d57b0cb7a90593051ce831c37f0

[Machinists - A Faction Expansion] Patch operation Verse.PatchOperationFindMod(Combat Extended Armors) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3302616007\1.5\Patches\Janky_balaclava_fix.xml
turkler  [author] 18 Dec, 2024 @ 6:25am 
@Persia thank you! and yes, I do have another mod in the works you can get excited about
Persia 18 Dec, 2024 @ 5:52am 
I really love these kinds of mods. Yours and Reel's Insectoid one are so so so good and imo needed for a better world generation in Rimworld since they provide so much depth. I really hope we'll see more faction mods like this in the future!
turkler  [author] 18 Dec, 2024 @ 2:19am 
a pretty big update is out, bringing a new base layout!
turkler  [author] 16 Dec, 2024 @ 11:02am 
@Trapus yes and yes to your first two questions, infact I use the same system that ve base generation does.
for that mod with personal edits, give it a try
Trapus 16 Dec, 2024 @ 8:10am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3063465133 Will this mod work to make personal edits to this faction's armor?
Trapus 16 Dec, 2024 @ 8:03am 
when generating this mod's faction bases are they compatible with rim war, VE base generations,or etc mods that adjust that feature?
turkler  [author] 13 Dec, 2024 @ 6:12pm 
new update lads!
added a new unit, the heavy infantry
for combat extended users, some pawn kinds will actually utilize grenades!
I'm currently working on more base layouts, I share frequent progress updates in my discord server so head there if you're curious
turkler  [author] 27 Nov, 2024 @ 5:02pm 
released an update a few days ago that reworked how light mercenaries are generated. they now always have *some* protection and are far more unique style wise
turkler  [author] 27 Nov, 2024 @ 5:01pm 
@Birdinmotion thanks for the comment as the notification made me realise I forgot to post about a recent update, lol
Birdinmotion 27 Nov, 2024 @ 1:56pm 
<3
turkler  [author] 24 Nov, 2024 @ 5:59pm 
hello lads, small update. commanders can now apply the marksman command effect from ideology to pawns around them. yes, commanders actually command now! also made them a bit more common
so yeah, enjoy!
turkler  [author] 23 Nov, 2024 @ 7:38pm 
yay
Dick Sledge 23 Nov, 2024 @ 6:51pm 
As others have said, this mod is so underrated and anyone that likes this needs to drop a thumbs up so they can get the recognition they deserve. Great work on the mod and thank you for updating it!
Red Jones 22 Nov, 2024 @ 12:47am 
This mod needs more exposure, really does fill a gap in VE. Really enjoyed the raids and the tradesmen I've hired so far. Thank you
DeathTomato 21 Nov, 2024 @ 10:14am 
Hell yeah!
turkler  [author] 21 Nov, 2024 @ 10:02am 
a pretty big update is out lads!
this update brings a rework of machinist bases. gone are the ugly turret boxes, we now have functional mortar teams and guard outposts around the edges of the bases! they should be far more interesting to raid and explore. alongside this, multiple new crate types have been added to diversify the types of loot you can find!

also fixed the issue of being unable to trade with faction bases

@DeathTomato thanks for the report, should be fixed now
DeathTomato 18 Nov, 2024 @ 11:04am 
No rush, thank you for the great mod:steamthumbsup: