RimWorld

RimWorld

Mechanoid Invaders
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"
Ridigan 31 Aug @ 10:22pm 
also, what are the methods used to identify the Infiltrators? is it just dropping EMP shells on the raiders or something?
Ridigan 31 Aug @ 10:05pm 
@Average Genestealer there's Sectoid Commanders/Advanced Aides? where?
Ridigan 26 Aug @ 7:35am 
@Phoenix-D I dunno, afaik the only resemblance they seem to share is that they're super heavy units.
Phoenix-D 26 Aug @ 12:25am 
Gotta be a sectopod, right?

Fun mod :D
Ridigan 25 Aug @ 7:08pm 
I'm curious what XCOM enemy the bombardier is inspired by
Salt 23 Aug @ 5:20pm 
Would you be open to adding the Crushing Bind and Pull abilities as normal genes for Xenotypes? Perhaps reflavoring the grapple as an actual tongue like the XCOM Vipers
Average Genestealer 21 Aug @ 1:58pm 
I was wondering where Sectoid Commanders were, but it seems like they're the Advanced Aides. Really cool mod, it would be cool if we got Ethereals as a mechanitor set.
Average Genestealer 21 Aug @ 1:56pm 
The Infiltrators are pretty cool. Robo-mimes.
Alpharius 18 Aug @ 10:06pm 
imagine going to raid a colony and this guy you've known for like two years at this point is with you and your raiding group
literally best friends with this guy
halfway through the raid he and like three other guys start to rip their skin off and it's just a bunch of infiltrators
Elseud  [author] 10 Aug @ 5:03am 
@God
It is an option. Just press right click on the ability icon to turn the autocast off, the ability description says as much
Elseud  [author] 4 Aug @ 8:07am 
@Brother Tanithos
Carl tested the mod with it and reported no issues, so I believe it can work
Soterasiel 4 Aug @ 7:59am 
Do we think this would work with the CE Snapshot for 1.6?
Ratboy33 30 Jul @ 2:03am 
Commander, the aliens continue to make progress on the Avatar project!
SerratedSaturn 28 Jul @ 11:05pm 
Is this compatible with alpha mechs?
Captain Thundercock 27 Jul @ 10:40pm 
WOOOH MY GOAT UPDATED TO 1.6
Eclair 27 Jul @ 11:18am 
@Elseud Have you changed how to draw the mechanoid by any chance? Because new mechanoid textures seem to be surrounded by white jaggies. I am familiar with this issue, I always suffered when making mods. Thanks for the great mod though.
PKPenguin 26 Jul @ 1:42am 
Could try using Cherrypicker?
Elseud  [author] 26 Jul @ 12:26am 
@Fluffer
Sadly it's not an option. UI code is notoriously tricky to implement even to experienced C# coders, nevermind to a greenhorn like me
Fluffer 23 Jul @ 11:54pm 
Can I individually disable and enable certain mechs from appearing in game? For instance I am not finding Skirmishers fun for personal reasons

Thanks for this amazing mod. I greatly enjoy it despite the complaint
Asunib 23 Jul @ 3:10pm 
all good man, everyone has to start somewhere :) looking forward to the future of this mod regardless, it's so high quality for what it is so far
Naraxa 23 Jul @ 1:59pm 
While I agree with Asunib I absolutely understand not having the knowledge to make it happen yet. Hope soon you can either learn it yourself or get someone interested to help out!
Elseud  [author] 23 Jul @ 12:36pm 
@Asunib
I'd love to do that, but I do not have the C# skills necessary to make it a reality right now.
Asunib 23 Jul @ 8:52am 
i love the 1.6 update! are there any plans (and i know this is a long shot) to make the infiltrator some kind of stealth unit the player can use, like disguising as pawns from another faction and being ignored by them in combat?
dchy 22 Jul @ 1:32pm 
Is there any way to increase the accumulation rate of reaper toxin? In my experience reapers create 1 ripperling once every 5 kills, and they don't do that much because of their fragility.
(It would be great if they didn't just spawn ripperlings out of pawns based on number of hits, but turned them into unique shamblers which after a while spawn ripperlings, as it was in the games. But it's difficult to implement, and besides, the existing content is very good.)
Elseud  [author] 22 Jul @ 11:57am 
@Urek
My apologies, I forgot to change the values from tetsing. Just uploaded a fix, infiltrators should be now far less common
Urek 22 Jul @ 9:58am 
Is it possible to lower the chance of infiltrators? just started a new run and the first two pawns I recruit both turned out to be one. Feel like they should be a bit rarer than that.
Rako'Thurz 21 Jul @ 8:41pm 
@Elseud huge thanks for the update, this is one of my favorite mech mods!
性感蛤P在线打枪 21 Jul @ 8:41am 
@Elseud
The fixes work. Thanks for your quick response and hard work. :steamthumbsup:
Elseud  [author] 21 Jul @ 8:17am 
@性感蛤P在线打枪
The red errors should be gone, and the constrictor properly gestatable and ressurectable
Elseud  [author] 21 Jul @ 7:54am 
@性感蛤P在线打枪
Thank you, I'll look into it right away. As for the constrictor, it is intended to be gestatable, I appologise for the oversight
性感蛤P在线打枪 21 Jul @ 7:44am 
Thanks for updating mod to 1.6, but I get some xml errors in 1.5:

XML error: <canTargetSubhumans>false</canTargetSubhumans> doesn't correspond to any field in type TargetingParameters.

from

1.5\Mods\Biotech\Defs\MechanitorImplants.xml - IM_SystemInterlink_1 (2, 3)
1.5\Defs\AbilityDefs\Abilities.xml - IM_SystemMerge (IM_GrapplePull, IM_CrushingBind)


And is it intended that Constrictor can not be built in gestator? Infiltrator is available but not for Constrictor.
Ishchyaboi 21 Jul @ 7:38am 
I'm still trying to figure out how to make a full XCOM playthrough but this mod is fantastic for taking me most of the way there.
TheGreenDigi 21 Jul @ 12:16am 
Just wanted to say, absolutely adore this mod. Such a unique and fitting way to integrate xcom aliens into rimworld, while also giving new cool mechs for the player to use an have fun with. The art is amazing, their mechanics are cool and unique for mechs while being faithful both to EU and xcom 2 aliens. Amazing job
Gerewoatle 20 Jul @ 6:48pm 
Great update, and brutal-looking new mechanoids too.
Kimo' 20 Jul @ 12:49pm 
Thank you for the update!
Elseud  [author] 20 Jul @ 12:41pm 
1.6 updatte is out, as well as 1.5 CE compat update (better late than never I guess). Sorry for the very late update, university was kicking my ass.
PyroRaider47 #ILikeIt0001 20 Jul @ 12:38pm 
thanks mate love you :reheart:
Cookie of Fish 20 Jul @ 12:38pm 
ermmmm 1.6 plox I am going to like sjdjdhdjsjsjhs if not the 1.6 dyehdjdj

I go on every mod to add to the 8 other people saying 1.6 because that make modder go faster

what u mean on 1.6 already???!$!
ゆきんこ 15 Jul @ 6:39am 
1.6 pls
易离 13 Jul @ 12:27am 
1.6 pls!