RimWorld
[KIR]No Mechanoid Raids
67 comentarios
RedstoneRevolution 19 JUL a las 12:34 
Does this work on 1.6?
Orfanclub6 8 AGO 2024 a las 7:17 
works for the latest versionas far as I know
Space_Lettuce_OG 26 FEB 2024 a las 11:01 
@Criarino Thanks for the info!
Criarino 27 DIC 2023 a las 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 a las 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  [autor] 2 SEP 2023 a las 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 a las 10:03 
It just works...
Setimu 14 JUL 2023 a las 19:40 
I miss it terribly. Any forks or alternatives to recommend, anyone?
TaM_tHe_JaM 5 NOV 2022 a las 11:53 
Any bugs yet lads?
Criarino 24 OCT 2022 a las 11:59 
just started a 1.4 playthrough with this mod, no problems yet
Egg 2 MAY 2022 a las 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 MAY 2022 a las 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 ENE 2022 a las 14:11 
Would it be possible to lower the frequency of the raids instead of removing them completely?
KemonoAmigo 30 NOV 2021 a las 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 a las 7:52 
Awesome, thanks so much for this, it's absolutely necessary. We will try it out.
Kirby  [autor] 20 NOV 2021 a las 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 a las 13:40 
Is this still working ok? And what load order should we try, higher or lower?
0river0blood0 31 AGO 2021 a las 16:52 
Load order tips?
TruuKing 26 AGO 2021 a las 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 AGO 2021 a las 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 JUL 2021 a las 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  [autor] 23 JUL 2021 a las 5:15 
yep i think it's need for 1.3, but i'm keeping it for 1.2 purposes. :slimehappy:
Prydzen ᛋᛟ 23 JUL 2021 a las 5:12 
i believe this is not needed anymore as you can disable mechanoid faction in 1.3 now.
ℳ𝓪𝓭ℳ𝓪𝓭𝔃 ♛ 11 JUL 2021 a las 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 JUN 2021 a las 16:42 
Good, I was getting bombarded with mech clusters nonstop
Kirby  [autor] 30 MAY 2021 a las 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 MAY 2021 a las 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  [autor] 29 MAY 2021 a las 17:58 
Yes, i think it should. :slimehappy:
mightchat 29 MAY 2021 a las 9:16 
does it prevent mech clusters?
selest19 3 MAY 2021 a las 13:23 
i like i spike lot and this make more fun :D
Space_Lettuce_OG 28 ABR 2021 a las 6:50 
This is exactly(or close enough) what I was looking for!
Scout Gaming 28 ABR 2021 a las 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 ABR 2021 a las 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 ENE 2021 a las 13:19 
Had to award this rofl of a description someone totally farted :steamhappy:
Fantasy System 25 DIC 2020 a las 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  [autor] 25 DIC 2020 a las 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 DIC 2020 a las 15:09 
Does this still allow VFE mechanoid raids, via their total war mechanics?
SalmonToastie 30 NOV 2020 a las 22:39 
Thats great. They are the most enjoyable quests when you set up correctly and can be bothered.
Kirby  [autor] 30 NOV 2020 a las 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 a las 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 a las 13:04 
would be nice to have the option to disable raids and clusters separately. still nice mod tho
Pamparampampamparam 22 OCT 2020 a las 1:58 
I like this. Mechanoids should be rare, event-based foes. Not generic raiders.
Cecell 12 OCT 2020 a las 13:32 
THREE DAWWWG OOOOOOOOOOH
Patriote 21 SEP 2020 a las 14:37 
Did I ever tell you about this guy with a big iron on his hip?
Kirby  [autor] 20 SEP 2020 a las 19:55 
Yes... I think i stole that from three dawg... :slimehappy:
Patriote 20 SEP 2020 a las 19:16 
Did you make a fallout 3 reference in the 1st paragraph?
(≡◉‿‿◉≡) 31 AGO 2020 a las 3:36 
nice nice, thanks :)
Kirby  [autor] 31 AGO 2020 a las 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 AGO 2020 a las 1:09 
a message.
Kirby  [autor] 31 AGO 2020 a las 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?