RimWorld

RimWorld

477 ratings
Mechanoid Invaders
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Mod, 1.5, 1.6
File Size
Posted
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7.101 MB
1 Feb @ 7:18am
13 Aug @ 6:02am
11 Change Notes ( view )

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Mechanoid Invaders

Description
Adds new combat mechanoids inspired by many of the aliens from the XCOM game series. Each mech comes with an unique mechanic, from ai-usable buffing abilities to toxins hijacking the host body to create more mechanoids.

This mod requires Expanded Biotech Style Genes framework to function.


20/07/2025 - This update features 2 new mechanoids, CE compatibility patch, mod integration with VFEM for 1.5 (1.6 version will be uploaded with the release of VFEM2), and brings the mod to 1.6.









New in 1.6!




With Biotech active, a new mechanitor implant is added, with an ability to connect to mechs the same way an aide does.





- CE?:
Yes.

- Better Mechanoid Loot (continued): Compatible. With it installed, the loot from shredding mechs from this mod will be brought in line to match the values set by BML (c).

- Mechanoid Upgrades: Enhanced compatibility. GoGaTio, the author of the mod, has designed additional upgrades available when both mods are active.



- Is it safe to add mid-game?
Yes, there should be no issues.

- Why does this mod require Expanded Biotech Style Genes framework? I don't see any genes here!
Blame Alite for poor naming sense. Despite its name, EBSG framework contains many utilities outside the scope of genes, or even Biotech. From abilities to AI think nodes, this mod uses a lot of non-gene related features of EBSG to work.

- Are you going to add [Insert Alien Here]?
Not right now. Some aliens I didn't have the art skills or implementation ideas to do justice. I do want to make a mod with the more psychic enemies like the gatekeeper and the ethereal in the future though.

- A mechanoid doesn't act like its counterpart does in XCOM! What gives?
We all give up a few things chasing a dream...



- Chinese by Marukun

- Russian by JaneFive



Base mod: Elseud

CE Patch: Determinism Carl

Immense thanks to Alite for helping me in my C# fumblings, creating the many EBSG features necessary to make this mod work, and help in troubleshooting. Big thanks to Sir Van for art advice, Sir Van and Heinrich for helping to declown the logo, and the rest of my discord friends for general feedback.

This mod is distributed under Creative Commons Attribution 4.0 International which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios

XCOM is owned by Firaxis Games and 2K
Popular Discussions View All (1)
3
8 Sep @ 9:15pm
2 quick questions
Dee
150 Comments
Arlington 21 Oct @ 3:20am 
@.jpg CAN YOU READ? IT SAYS IT RIGHT THERE THAT ITS CE COMPATABLE
.jpg 20 Oct @ 3:38pm 
will it work for CE 1.6?
GoofyGuy73 14 Oct @ 5:22pm 
why... are they xenotypes?
Kenny Dave 24 Sep @ 4:10pm 
The Howitzer is fast and accurate, so can't be dodged like mortars can. Jump, shield, melee maybe? 2 of them have just left my 2 heavily armored raiders near death from the other side of a mountain.
Kenny Dave 24 Sep @ 1:14am 
@Arlington the Bombardier also has the Howitzer, which has a longer range. I don't know how to tell the number but it's more than 50. It also shoots round corners, essentially. Thick stone roofs will stop it, I don't know what else. Impossible to sneak up on without invisibility.

Far more dangerous than anything else in the mod or base game.
Arlington 16 Sep @ 2:44pm 
@joe2_4 the triple needler has a range of 45 and the mech will close to that distance. snipers also have a range of 45 so the counter is to use snipers/move up/start fighting around a corner
Lactating King 16 Sep @ 2:41pm 
idk if this would be the right place to say, but i think the skirmisher and templars could go for a nerf in combat extended, they're really powerful for the point in the game which you can unlock them (standard/high mechtech)
Друманин Дрин 12 Sep @ 1:31pm 
Haha, nice one. I like xcom content. Not sure about to use that mod yet. But its pleasure to see for sure
joe2_4 2 Sep @ 11:43am 
good mod but geniunely whats the counterplay to charge howitzers other then mortars and prayer
Elseud  [author] 1 Sep @ 12:46pm 
@Ridigan
Regarding the advanced sectoid, it's a VE mechanoids compatibility thing, but since the mod is discontinued for 1.6, they only appear in the 1.5 version. Advanced aides will come into 1.6 along with advanced templars and advanced skirmishers once VE Mechanoids 2 gets released

As for the ways of uncovering the infiltrators, any disguised raider will periodically emit a red radio wave mote above their head. Shooting them with EMP will put them in an unique form of brainshock with an altered description for a prolonged time. If you have anomaly, you can perform a medical examination then to uncover the raider as an infiltrator (ofc they must be captured or recruited for that). After that, a surgery option will appear that lets you destroy the infiltrator without awakening them. If you don't have Anomaly, that surgery option will be available as soon as the pawn enters the state of "brainshock"