RimWorld

RimWorld

[KIR]No Mechanoid Raids
67 kommentarer
RedstoneRevolution 19. juli kl. 12:34 
Does this work on 1.6?
Orfanclub6 8. aug. 2024 kl. 7:17 
works for the latest versionas far as I know
Space_Lettuce_OG 26. feb. 2024 kl. 11:01 
@Criarino Thanks for the info!
Criarino 27. dec. 2023 kl. 20:48 
If anyone is still wondering, I've finished multiple playthroughs with no issues, so I can confirm it still works on 1.4
freXampl 2. sep. 2023 kl. 11:39 
Yeah, like mechanoids more than the next guy you see, but I don't find it fun to fight them in my home turf. Especially when I have combat extended and 2 tonnes of explosive munitions laying around. I've been using this in my colony for 4 years with no raids from our mech friends. I still get the defoliator and psychic events tho. So a great mod.
Kirby  [ophavsmand] 2. sep. 2023 kl. 10:52 
Thanks todd, also i didn't update for 1.4 because before starting you can straight up disable the mechanoids faction and other factions such as outlanders or pirates it when starting a new colony

Unfortunately i'm still burned out from playing rimworld
freXampl 2. sep. 2023 kl. 10:03 
It just works...
Setimu 14. juli 2023 kl. 19:40 
I miss it terribly. Any forks or alternatives to recommend, anyone?
TaM_tHe_JaM 5. nov. 2022 kl. 11:53 
Any bugs yet lads?
Criarino 24. okt. 2022 kl. 11:59 
just started a 1.4 playthrough with this mod, no problems yet
Egg 2. maj 2022 kl. 13:15 
@TheReallyRealPlayer there is also a mod called "Prepare For Combat". Play arround with the wealth i think. this helps you out having your giga factories.
TheReallyRealPlayer 1. maj 2022 kl. 14:24 
@Yhseiknip , honestly, most mechs are pretty easy to defeat even with tribals. I only use this mod to fix the issue of late late game playing having a mech raid every time there is a raid. That way, it is sort of reduced, but I can still find them in structures and all.
JTHM 3. jan. 2022 kl. 14:11 
Would it be possible to lower the frequency of the raids instead of removing them completely?
KemonoAmigo 30. nov. 2021 kl. 14:54 
I've always wondered why these ancient, masterless mechs suddenly decided to attack my base. They're not after my stuff because they don't need them, unlike raiders.
They're clearly programmed solely to kill and destroy and this massive group of them somehow found my colony in the middle of nowhere.
If they just roam around attacking random settlements, then I really don't know how tribal colonies even still exist at this point.
Beornvig 21. nov. 2021 kl. 7:52 
Awesome, thanks so much for this, it's absolutely necessary. We will try it out.
Kirby  [ophavsmand] 20. nov. 2021 kl. 19:58 
I would suggest lower in the mod list, i think that's where i always put it in my games when i'm tired of fighting the mechs. I think it should also be safe to remove as well if you miss the mechs ;)
Beornvig 20. nov. 2021 kl. 13:40 
Is this still working ok? And what load order should we try, higher or lower?
0river0blood0 31. aug. 2021 kl. 16:52 
Load order tips?
TruuKing 26. aug. 2021 kl. 3:45 
Thank god for this mod. sick of making a nice base all set up with defences, just to have the mechs blow a whole through the back of a mountain all the way through missing all my defenses.
MildlyHighDutchGuy 20. aug. 2021 kl. 19:03 
Great mod, I didn't know mechs would raid you so much later on in the game. Great to be able to remove them in a game already in progress
Fustling Bungus 24. juli 2021 kl. 8:38 
Hey Kirby I just wanted to say that your mod saved my current play through. I really got tired of being raided by the same faction over and over again. Now I can enjoy some cannibals and gigalocusts.

One thing I does not disable mechanoids from "vanilla expanded series". Anyway thank you for your work my dude.
Kirby  [ophavsmand] 23. juli 2021 kl. 5:15 
yep i think it's need for 1.3, but i'm keeping it for 1.2 purposes. :slimehappy:
Prydzen ᛋᛟ 23. juli 2021 kl. 5:12 
i believe this is not needed anymore as you can disable mechanoid faction in 1.3 now.
ℳ𝓪𝓭ℳ𝓪𝓭𝔃 ♛ 11. juli 2021 kl. 23:37 
Got the best playthrough I have gotten so far and did not prepare for mechs. Have tried to work around it with no luck. Wanted to keep playing so thanks.

Need to kind of prepare for mech raids prior to them happening. Now I know.
LeAnomalocaris 13. juni 2021 kl. 16:42 
Good, I was getting bombarded with mech clusters nonstop
Kirby  [ophavsmand] 30. maj 2021 kl. 6:11 
hmmmm, i'm practicing on how to do C# though, but i haven't start it yet... Sooo i'm sure if could make one, but hopefully i could add a option to disable them or at least lower the chances via options.
mightchat 30. maj 2021 kl. 1:02 
that's sad tbh, it's an event just like ship parts, you should make it an option in mod settings imo
Kirby  [ophavsmand] 29. maj 2021 kl. 17:58 
Yes, i think it should. :slimehappy:
mightchat 29. maj 2021 kl. 9:16 
does it prevent mech clusters?
selest19 3. maj 2021 kl. 13:23 
i like i spike lot and this make more fun :D
Space_Lettuce_OG 28. apr. 2021 kl. 6:50 
This is exactly(or close enough) what I was looking for!
Scout Gaming 28. apr. 2021 kl. 6:21 
It's just what I needed. Not removed mechanoids. Not removed mech clusters. Just no raids. For me mechanoids are something special. Like clusters are special and cool. The raid must be reserved for humans imho. I really thank you, Kirby, for making this mod.
Navaar 25. apr. 2021 kl. 14:31 
Thank you for this mod! Mechanoids are my least favorite part of late game so this'll be a big help.
SHASTA 14. jan. 2021 kl. 13:19 
Had to award this rofl of a description someone totally farted :steamhappy:
Fantasy System 25. dec. 2020 kl. 19:44 
I would please ask to make turning off VFE mechanoids to a seperate mod. It is nice IMO to have the vanilla expanded mechanoids new well fleshed out features instead of vanilla mechanoid raids.
Kirby  [ophavsmand] 25. dec. 2020 kl. 19:00 
I haven't tested it, but i think because VFE Mechanoids adds a new mechanoid faction. They i think they will still raid you like normal, so i need to do further testing and to see it, plus patching if they do appear.
Fantasy System 25. dec. 2020 kl. 15:09 
Does this still allow VFE mechanoid raids, via their total war mechanics?
SalmonToastie 30. nov. 2020 kl. 22:39 
Thats great. They are the most enjoyable quests when you set up correctly and can be bothered.
Kirby  [ophavsmand] 30. nov. 2020 kl. 21:17 
I didn't test it, but i think the patch leaves th e quests alone, i think... So if you happen to stumble a quest that gives you mechanoid clusters, they might appear if you accept the quest... And also the orbital mech cluster targeter can still call in clusters as well.
:)
SalmonToastie 30. nov. 2020 kl. 21:12 
Does this keep the mechanoid cluster quests? If so please keep that as a feature. I like being able to fight them if i choose to for a nice reward. Because they are fun to fight when you are ready for them.
linkhidalgogato 9. nov. 2020 kl. 13:04 
would be nice to have the option to disable raids and clusters separately. still nice mod tho
Pamparampampamparam 22. okt. 2020 kl. 1:58 
I like this. Mechanoids should be rare, event-based foes. Not generic raiders.
Cecell 12. okt. 2020 kl. 13:32 
THREE DAWWWG OOOOOOOOOOH
Patriote 21. sep. 2020 kl. 14:37 
Did I ever tell you about this guy with a big iron on his hip?
Kirby  [ophavsmand] 20. sep. 2020 kl. 19:55 
Yes... I think i stole that from three dawg... :slimehappy:
Patriote 20. sep. 2020 kl. 19:16 
Did you make a fallout 3 reference in the 1st paragraph?
(≡◉‿‿◉≡) 31. aug. 2020 kl. 3:36 
nice nice, thanks :)
Kirby  [ophavsmand] 31. aug. 2020 kl. 1:27 
I found out why it didn't work. It was a Typo and i made it FactionDef instead of IncidentDef... It Should be fixed now in the quick update. ;)
(≡◉‿‿◉≡) 31. aug. 2020 kl. 1:09 
a message.
Kirby  [ophavsmand] 31. aug. 2020 kl. 0:13 
@Evil Meow how did the Mech Cluster Spawn? I'm trying to know and how they did. Did a raid message happen or quest gave you one?