RimWorld

RimWorld

Mechanoid Manager
7 Comments
Krieg Grenade Man 19 Aug @ 2:10am 
hey, i tried to use this mod to reenable mechanoids after destroying the cerebrex brain in the newest DLC, the mod settings are just an empty page tho, so it doesnt really work, id appreciate an update
Edwa {Socksy&Depressed} 19 Mar @ 3:08pm 
Thank you I hate years of mech only raids when I reach later game
Waffleman 7 Jan @ 11:41pm 
Not sure if there was a mod conflict (I'm running a Medieval modlist at 185 mods, nothing that I expect would conflict) but the mechs still stated to be 0% flammable in the info tab. I also set them to have a raid chance of 0%, but didn't disable them and I still got a mech raid. I'll be checking to see if maybe vanilla events expanded is causing it but its almost 3am where I am and I need some sleep. I'll post back if I find anything. Going forward I'm using the disable option so I shouldn't see any more mechs. Thanks for the great mod btw, my last game before using this got ended by a mech raid before I even finished the castle walls.
Sean 25 Aug, 2024 @ 12:06am 
Yeah that spider mech looks cool
Needtopractice 9 Aug, 2024 @ 4:40am 
So what's the name of the mechanoid in the image, I like that too.
Lilith 6 Aug, 2024 @ 7:33am 
So what's the name of the mechanoid in the image, I like that:steammocking:
Dr. Nolegs 5 Aug, 2024 @ 4:39pm 
I got 3 Questions that can double as feature requests,

1. Does this apply to the Quests system, will this lower/increase the chance of Mechanoids being Quest antagonists.
2. Does this effect VFE:Mechanoid Quests?
3. When you note incidents, does that include Royalties' mech clusters?