RimWorld

RimWorld

Mechs and Animals for NPC Factions
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
200 1 Jun @ 4:49pm 
really cool and healthy for my fps. but why are the mechs blue lol? they have a blue square on top of them
Samael Gray  [author] 19 May @ 12:19am 
NPC vehicles is a system that needs to be fully implemented from the Vehicle Framework side first, the AI should become able to use vehicles properly to give them various different vehicles so yea, have to wait for that.
Clone_Trooper45 18 May @ 11:32pm 
Do you have something like this but it gives raiders tanks and such with vinilla viechles expanded how would i do that?
Farbott 13 May @ 5:02pm 
...No clue whats happening but this is the closest mod I can think of, I think a mech is trying to build a mortar??
Exception while ticking lord with job RimWorld.LordJob_Siege:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 65056DB] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.AI.Group.LordManager:LordManagerTick ()
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Samael Gray  [author] 12 May @ 11:15pm 
Nope.
Puto Perdiz 12 May @ 9:39pm 
Currently playing on a medieval modpack, would this mod still add mechanoids to medieval faction raids?
Huehuecóyotl 2 May @ 7:56am 
Sounds good! Thanks for the quick reply!
Samael Gray  [author] 1 May @ 12:55pm 
Mechanitors rarely show up in raids and the mechs are part of the faction and not attached to a mechanitor.
Huehuecóyotl 1 May @ 12:53pm 
I'm thinking about adding this, but I worry I'll end up drowning in Mechlinks. Do the raider mechs require a mechanator, or do they 'cheat' and just make the mechs part of the faction they fight for?
Samael Gray  [author] 29 Apr @ 3:24am 
It's as you assumed, the added mechs and animals take away their own portion of the raid points and are not added on top. But as mechs are, they can be more difficult that normal humans.
fyodord 28 Apr @ 5:17pm 
I assume that militor/wargs also use available raid points, right? Which means that they replace extra Raiders which should be there instead. I'm asking because when I play this, raider seems harder than expected from available raid points as if the mechanoid/animal are just added without replacing anything.
Vicidsmart 24 Apr @ 8:46am 
Poop. Good mod. It helped my bowls empty.
Samael Gray  [author] 23 Apr @ 7:22am 
As mentioned in the description too, I've only added the extra pawns to base game and DLC factions.
ARTEMIDA 23 Apr @ 6:47am 
this is exactly what I needed!!! can you tell me if this works with the Yuran and MoeLotl factions (mod) ?
Samael Gray  [author] 23 Apr @ 3:52am 
Yes it does.
Haperski 23 Apr @ 12:35am 
Does this work with any storytellers ?
Indigo Cactus 14 Apr @ 5:21am 
Woo! No militors left behind ^.^
Samael Gray  [author] 14 Apr @ 12:47am 
The issue with sad little mechs getting left behind when traders leave your colony is fixed now.
Samael Gray  [author] 12 Apr @ 8:44am 
@Indigo Cactus Yeah I have noticed the 'mechs getting left behind' issue with my mod and RS Spacer too, I might just drop the mechs from caravans as the game is not able to handle their AI.

@Stinkyjim What exact sort of "compatibility considerations" are you talking about? My mod works as is and does what's advertised without any problems.
Indigo Cactus 12 Apr @ 8:13am 
Small issue with the mod, a lot of the time mechs won't leave with their caravans. Fairly often a caravan will just leave a sad little friendly pikeman roaming around my territory.

Otherwise this mod is awesome, I absolutely love the variety it adds to everything and it has seemed 98% stable which is more than most mods of this scale!
Stinkyjim 12 Apr @ 6:47am 
Sounds like an issue if your'e not willing to make compatibility considerations for the biggest mods the community uses. Nobody is going to choose your mod over three or more of the most popular mods that have existed for 10 years
Samael Gray  [author] 3 Apr @ 11:25pm 
As I'd explained in the replies, it's not caused by my mod.
60threin 3 Apr @ 5:42pm 
I see a few comments down that there's conflicts between vfe factions, alpha animals, and giddy up mounts. Do you know if that is still a problem?
Samael Gray  [author] 25 Mar @ 12:33am 
@xXDarknessCedric13Xx it's probably a mod conflict, the mod alone doesn't mess with the base gen system. You might be able to fid the culprit with some binary searching through your mod list.

@Karasik Erohin, Mounts are added by Giddy Up and not this mod, I have not added modded animals and mechs to the factions in the first place either.
Karasik Erohin 24 Mar @ 8:50am 
with alpha animals and all VE mods I observe classical factions having ultratech spelopedes as mounts and such. definitely some more patching has to be done.
xXDarknessCedric13Xx 24 Mar @ 4:17am 
that's s strange, whenever i use this the faction base generation gets scuffed and only generates a small ammount of the factions that i have selected to spawn. was searching like a maniac to see which mod was causing this and it stopped doing that when i disabled this. maybe something's messing with it?
Samael Gray  [author] 19 Mar @ 9:06am 
I've extensively tested to mod to make the mechs/animals rare enough in the raids.
Yes, it's safe to remove.
GK_QJY88 19 Mar @ 6:08am 
Or at least,is this mod can remove in a mid-save?
GK_QJY88 19 Mar @ 6:07am 
Is there any possibility to add some setting to make it can change the proportion of mech/animal to human?In my game this mod makes my raid has full of mech/animal
Ev 14 Mar @ 3:22pm 
Between this, CEGE, and PCA, I have to say I really love your work.
Samael Gray  [author] 12 Mar @ 11:07pm 
No settings but you can go in the mod folder and delete the patch file for the mechs.
blooburryz 12 Mar @ 6:31pm 
can there be an option to toggle the mechs spawning in human raids, i just want ooga booga people with wargs raiding me c:
Harry_Robinson1 26 Feb @ 6:31am 
Hmm, thanks for giving me something to look for, I'll check and see if there's anything like that.
Samael Gray  [author] 25 Feb @ 12:57pm 
You might have a mod that messes with their faction paintjobs, it doesn't happen under normal circumstances.
Harry_Robinson1 25 Feb @ 8:35am 
I find mechs added by this mod have strange coloured boxes around them.
Samael Gray  [author] 25 Feb @ 8:24am 
Horax raids can't spawn with mechs, to be specific my mod does not do such thing.
攝影屍 25 Feb @ 7:33am 
I think this mod will cause bug of Anomaly DLC raid like horax cult psychotic/kidnap/fleshbeast ritual raid spawn with mechanoid and pawns fled the map instantly and leave enemy mechanoid wander.

https://pastebin.com/GMq22HXz
JeanySushiBox 23 Feb @ 2:35pm 
does it works wiht just vanilla mechs or modded mechs?
Samael Gray  [author] 5 Feb @ 10:23pm 
No settings but you can go in the mod folder and delete the patch file for the mechs.
Cyberwolf 5 Feb @ 4:19pm 
unless its a setting i missed possible to add a setting so i can have just the animals ?