RimWorld

RimWorld

423 ratings
Mechs and Animals for NPC Factions
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Mod, 1.4, 1.5, 1.6
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899.754 KB
14 Jan @ 11:14pm
12 Jul @ 2:20am
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Mechs and Animals for NPC Factions

In 1 collection by Samael Gray
Samael Gray's Mods
8 items
Description
A simple mod inspired by the great Rimsenal - Spacer Faction Pack mod that inserts various combat animals and mechs into the base game and DLC NPC factions to be used as raid and trader guard pawns.

If you've ever wondered why tribals are not taming animals to be used as combat fodder in their raids or industrial and higher factions don't have their own mechs and mechanitors, this mod might be the perfect fix for it.

The animals given to tribal factions range from timber wolves and wargs to rhinos and elephants, and the mechs added include militors and pikemen to different centipede variants.
Each animal and mech is added depending on the tech level and the theme of each faction to preserve the overall balance and immersion, so no centipede blasters for outlanders and so on.


Compatible with Combat Extended.

[discord.gg]


If you want modded factions to receive the same treatment, feel free to DM me on discord with the same ID as my username here, commissions are open.

Check out my other mods, you might find something of your interest among them.

117 Comments
Protok 4 Oct @ 1:44am 
Thanks for a mod.
It would be cool to see the mechanoids fight to the last and cover the retreat, and not retreat along with the pawns.
elĐeve 31 Aug @ 7:08pm 
is there some way to config the mod or try going crazy?
i'm using this as a replacement for 'faction blender', that one made 2 completely random factions and one is enemy by default, besides random xenos it allowed all animals and mechs (included modded) and iirc it also allowed all the other factions to use animals and mechs
if not well, sad, but i got tired of faction blender since it forced me to use humanoid alien races and it is a tps hog :dip:
Dr Jimothy 21 Aug @ 12:52pm 
I've gotten siege error spam with mechs too.
2 things that kinda come to mind:

- When I look at Yttakin Pirates files in Biotech folders, it seems that
<disallowedStrategies>
<li>Siege</li>
</disallowedStrategies>
is used to prevent certain raid compositions like all-melee from sieging. This might be usable to prevent mechs from appearing in siege raids, preventing the error.

- The Corporation is a mod that mixes mechs among its humans when raiding you, but I can't find any comments mentioning this error (just folks mentioning something with Hospitality). This likely means its creator figured out a way to prevent the error spam, so you could ask them what they did.
Caramel 20 Aug @ 11:59pm 
sieges spam error
SoakieCat 13 Aug @ 12:15pm 
https://gist.github.com/HugsLibRecordKeeper/4039e15922d577c354db8151cf2284ba

Same problem as Ratboy, siege raids throwing sh!t tons of errors because I assume it's trying to make the mechs build
Ratboy33 6 Aug @ 9:18pm 
!UPDATE!

Log: https://gist.github.com/HugsLibRecordKeeper/b3258edb36c3afde8e0a22458f7bb6fc


Yeah, this mod is causing this error. In a mod list with just the expansions (sans Anomaly) and this mod, I get this error spammed.
Ratboy33 6 Aug @ 9:05pm 
Log: https://gist.github.com/HugsLibRecordKeeper/b3258edb36c3afde8e0a22458f7bb6fc


A siege seemed to spam my error log whilst there was a militor on the enemy's side.

Using dev commands to delete the militor fixed my issue.

I'm assuming that since sieges require the enemy to build the mortars and such, it bugs out since some mechanoids can't build.

I'll test this later on a modlist with just this mod to make sure this is the culprit.
Amateur 27 Jul @ 12:44pm 
just got a pigskin raid consisting of single militor, no other pawns. I think this shouldn't happen.
thanks for your work btw :)
elĐeve 16 Jul @ 10:09pm 
well i can use this while i wait for 'faction blender' to update
Renzor 13 Jul @ 7:55am 
thankee!