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RimWorld Vanilla Factions Expanded - Mechanoid mod breakdown

Lets take a look at all the features of our brand new mod - Vanilla Factions Expanded - Mechanoids. You can check out our Patreon account for future mod development blogs, and get an inside look into the mod development. One of the first mods I ever came up with, and one that took the longest to design, draw, code and deliver, Vanilla Factions Expanded - Mechanoids is a mod unlike any other. A group of talented modders came together to make sure this mod is not only full of new interesting content, but also provides something to make the game a bit more dynamic. We have improved on the Custom Settlement Generation code to provide you with semi-random spaceships that Mechanoids can use to wreak havoc on the planet’s surface. Thanks to a lot of cooperation from some of the most famous modders out there, we were able to provide you with not just a new faction, but a unique mechanic of Total War, which makes the faction stronger the more ships land on the planet. We were also able to give you a little Factorio love letter in the form of fully automated machines that produce various items in the game, automatically. Did I mention it’s all happening automatically? New buildable mechanoids can fill various roles around your colony, from cleaning and hauling to base defense. With supercomputers, you can now automate research, Autosowers and Autoharvesters on the other hand will allow you to begin your farming enterprise with no need for physical labor. New quests, new events, new starting scenario, a storyteller, it’s all waiting for you. Merry Christmas! Follow us on Patreon: Oskar Potocki: https://www.patreon.com/oskarpotocki Sarg Bjornson: https://www.patreon.com/sargbjornson Kikohi: https://www.patreon.com/kikohi Check out the Steam collection at: https://steamcommunity.com/sharedfiles/filedetails/?id=1884025115

Comments

Anonymous

Honestly, not a fan of Inquisitors' flamethrower animation. Other than that, everything looks great!

Anonymous

For me this animation is amazing. Looks a little cartoon-ish, but I like it. My colonists are gona have real fortunate sun Vietnam flashbacks after these raids. This mod is huge. Thank you for this Christmas present, Oskar. And happy holidays!

Anonymous

I'm so excited to try this! I assume you can add it to an existing game. I watched the video and didn't hear where it was mentioned one way or the other.

Anonymous

Thanks to everyone that worked on this content.

Anonymous

When do the first ships start to land? They don't seem to show up when the map is generated.

Anonymous

Figured. It's the very helpful way all of your mods work!

Anonymous

Wonderful release. We can't thank you enough for bringing this to us. Seeing the new factories in is pretty cool, and I remember that it was previously mentioned in Vanilla Expanded Power that you guys would like to add a pollution mechanic to the game. Are those factories going to get integrated into the pollution system you guys had in mind at some point?

Anonymous

Got to ask, I get some serious headaches after looking at bigger patches of factory flooring, is it just me or is the texture for the floor unnerving for others as well?

oskarpotocki

it's expensive and it slows people down, only place it under actual machines, not everywhere lol

Anonymous

How often does Mech Ship land on metamap?

oskarpotocki

Impossible to say. Whenever game is to fire a bad event, there is a 0.1 chance it will be frigate, and then smaller chance for any other ship.

Anonymous

Been having a lot of fun with the mod so far, though I've run into a couple of things that have somewhat hampered my experience. First of I saw what you said about the mech ship and there is no way that is accurate for Cassandra at least. I just looked at my history and more than half of my marked events since enabling have been ships (6 out of 11). (Ironically I've only been attacked by the mechs once). Also the combat mechanoids seem to be very limited in their usefulness due to the insane power consumption and no way to turn them off and keep them charged.

Anonymous

Yea, a colony that could afford 20k in steel cost probably wasn't a good testing ground now that you mention it :p. Having said that, I'll probably look into changing the texture on my end anyway.

Anonymous

Amazing work, thanks everyone involved!

Anonymous

Thanks for releasing a great mod so soon before Christmas, some of my Christmas money goes to you so you can enjoy the holidays and continue making great content!