RimWorld

RimWorld

Mechanoids Extraordinaire
294 Comments
Liam 3 Aug @ 1:59pm 
does this work with 1.6 or 1.5 becaues i frogot witch one i have
Thranos 4 Jul @ 3:31pm 
AND a Biotech patch? DAMN.
Rainezean 29 Apr @ 6:52am 
I've updated it to 1.5 Continued
Spino  [author] 13 Apr @ 7:47am 
@Kizzycocoa
There's a chance I will. Haven't played Rimworld in ages though
Kizzycocoa 13 Apr @ 5:03am 
Will you be updating this for 1.5?
xkp92110(orick) 13 Apr @ 3:57am 
1.5? :P
unseenassassin3 11 Oct, 2023 @ 2:20pm 
will this mod ever be Biotech compatible ?
nikita150u 7 Aug, 2023 @ 8:01am 
So after up to 3 years of using this mod i can confidently claim that weight of these mechanoids is very high. They have up to 99% chance to spawn at raid and someties override even more dangerous types. This is not even that sad as fact that i'm not seeing any other types of mechanoids
Re2345 5 Jul, 2023 @ 7:27am 
Is there any way to build these robots???
whatnow 20 Apr, 2023 @ 9:08am 
Vespa looks like Queen Vexus from "My Life as a Teenage Robot"
dalebarrett 1 Apr, 2023 @ 10:12am 
biotech comp?
Get Donked On 4 Mar, 2023 @ 12:05pm 
IDK for what reason the inferno cannon gets patched but its currently breaking stuff
Get Donked On 4 Mar, 2023 @ 12:05pm 
the issue appears to be this patch
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_InfernoCannon"]/weaponTags</xpath>
<value>
<weaponTags>
<li>MechanoidGunInferno</li>
</weaponTags>
</value>
</li>

it changes the inferno cannons weapon tags but the weapon tags if the burner centipedes arent changed to match its so now it has no weapon
Get Donked On 4 Mar, 2023 @ 12:03pm 
this mod currently breaks the burner centipede when you have it active as it no longer gestates with its weapon i do not know why yet but just running this mod and nothing else it still breaks the gestation of burner centipedes so its 100% certain the culprit will dive deeper into the code until i find a cause
kzs583 17 Feb, 2023 @ 6:01am 
they are storng?
Stray 23 Nov, 2022 @ 11:59pm 
In the event that you do go through with building biotech compatability using the DLC code in the base game (they deliberately did this so people could make mods even before it came out, i believe) or through the help of others, I'd be happy to help test the mod.
dalebarrett 21 Nov, 2022 @ 9:38am 
could you please make this biotech compatible once you get the dlc? Thanks!
Rob 21 Nov, 2022 @ 7:24am 
me want minigun dog
Spino  [author] 10 Nov, 2022 @ 4:01am 
The problem with that is that I'd be walking in the dark and, most importantly, wouldn't be able to test anything I implement/change
Blazerik 10 Nov, 2022 @ 3:45am 
I did. However you can still attempt to add the feature without the dlc, through other modders or looking at other mods that have.
Spino  [author] 10 Nov, 2022 @ 1:38am 
@Blazerik
Please read the comment right below yours
Blazerik 9 Nov, 2022 @ 6:00pm 
As a mechanoid mod you may want to look into adding biotech related "MayRequire" features, such as being able to gestate your mechanoids as workforce/combat units.
Spino  [author] 8 Nov, 2022 @ 11:44pm 
@Pipe-Cleaning Rat
No idea, I don't have the DLC
Stray 8 Nov, 2022 @ 8:51pm 
Compatible with biotech/gestatable mech???
Venum 8 Nov, 2022 @ 7:45pm 
Thanks for updating the awesome mod Spino!
Spino  [author] 8 Nov, 2022 @ 3:35am 
@Venum
Far from critical but I just updated the mod and it should be gone now.
Venum 6 Nov, 2022 @ 12:04pm 
I think I am getting an error when using this mod. Not sure if it is critical or not.

XML error: 1000~2000 doesn't correspond to any field in type IntRange. Context: <soundCallIntervalRange>1000~2000<min>1000</min><max>2000</max></soundCallIntervalRange>
UnityEngine.StackTraceUtility:ExtractStackTrace ()

https://gist.github.com/b6d33aec001c546231532cc2f3be1fe4
XaN 30 Oct, 2022 @ 12:23pm 
1.4 please :)
Thetaprime 26 Oct, 2022 @ 10:27am 
1.4 update when you can please.
xiaos03 31 Aug, 2022 @ 3:23pm 
Dude,you know The Hounds are just Common threat compared to other machines,right?I can't just hold down the hounds and let other monsters do what they want.It‘s unacceptable for me Such explosive weapons often appear
ScaryRabbit 16 Aug, 2022 @ 10:57pm 
Dude, if you think these mechanoids are OP, there are far more OP mechanoids in other mods on the workshop... The Hound is nothing special if you force him in melle combat while a group of pawns pepper him at distance.
xiaos03 5 Aug, 2022 @ 9:50am 
@FG_Remastered Of course I have deleted this mod, but when I complained about the balance of this mod, you said that I did not operate well. What a rude man.
FG_Remastered 5 Aug, 2022 @ 6:41am 
@xiaos03 Once you use one mod, you might as well use multiple. Sure, the Charge HMG from CE Guns isn't in the base game, but neither is the hound. If you have so much trouble with this thing, just don't use this mod, or just prevent it from spawning with Rimmsquol.
xiaos03 4 Aug, 2022 @ 10:24am 
@FG_Remastered RW is indeed a story telling game, but where is the invincible monster in its original version? Don't force your mind on the game.
xiaos03 4 Aug, 2022 @ 10:18am 
@FG_Remastered So can you defeat these enemies with the original equipment without using other mods? If not, then you still rely on other mods, which has nothing to do with what you said above. Is operation more important or balance more important?
FG_Remastered 4 Aug, 2022 @ 9:43am 
@xiaos03 RW is a storyteller game. Some enemies are impossible to beat normally or at all. Try baiting it around corners, upgrade your gear and use the terrain to your advantage. I know for a fact that it's not impossible and not even hard if you know how to deal with it.

In other words: Git Gud.
xiaos03 3 Aug, 2022 @ 10:08am 
@FG_Remastered If you think that who can destroy these enemies is dab hand, I have countless powerful mods that can do this. I can even destroy every enemy with the character editor. Is that fun?
FG_Remastered 1 Aug, 2022 @ 6:48pm 
@xiaos03 Git gud
xiaos03 30 Jul, 2022 @ 5:55pm 
You know what ,I even can't even bury it because the body was blown up together:steamthumbsdown:
xiaos03 30 Jul, 2022 @ 5:46pm 
Make Mechanical hound have Accurate and ranged grenade launcher is so stupid :steamthumbsdown:
Oppa 26 Jun, 2022 @ 7:36am 
did i need made turret on a storage case and put in ?
Oppa 26 Jun, 2022 @ 7:35am 
How Kraken install a turret on it ? after research it show dont hav turret or weapon can install
bearhiderug 11 Jun, 2022 @ 12:05pm 
op as f
get "rimmsqol" a mod on workshop, allows you to adjust w/e
I personaly adjusted two of there weapons to have a slight lower dps, and made several of the mechs have a hiar bit less beef and instant kill on them.

That being said, if you have an op colony, and think your cool and strong. Fight some of these mechs and re experience your earlier encounters, fight a tough opponent

thankyou for late game challange.
F1tgal911 8 May, 2022 @ 1:39pm 
I think balance is okay. You just need very good weapons to defeat the larger mechs. Can take a while and some losses though but this is good because it poses a challenge.
Durandal 26 Feb, 2022 @ 6:59pm 
Needs further balancing. The Grenade launcher they can carry fires too often. Kraken health/Armor is ridiculous even with armor penetration focused weaponry. Goliath is relatively balanced, but could do with a longer CD between its melee attacks and/or even slower running speed since they can easily punch off someone's organs out of their bodies even through power armor. The Vespas are good.
Holgast 8 Feb, 2022 @ 1:52pm 
hmm, if you wanted to you could put in a patch to rename one of the goliaths if alpha animals is installed. it doesn't matter too much anyway.
FG_Remastered 17 Oct, 2021 @ 2:50am 
@Aelanna Fair enough.
Aelanna 16 Oct, 2021 @ 5:15pm 
For those of you complaining that Combat Extended makes ME mechs too tough:

Firstly, as far as I know, the CE compatibility is done by the CE team, so asking Spino to do something about it is unfair.

Secondly, remember that heavier mechanoids are modeled after armored vehicles: "armor-piercing" rifle and machine gun ammunition is designed to defeat body armor, not solid metallic plating on a vehicle. M72 LAWs are Vietnam War-era weapons and woefully undersized to fight even modern-day armored vehicles, much less futuristic death robots. Doomsday Rocket Launchers and Orbital Bombardments are wide-area explosive attacks, not anti-armor options.

Either use something that's actually meant to kill tanks, such as 14.5mm AP-I or 90mm HEAT shells, or bypasses armor entirely such as EMP and ionized charge rounds. Remember that EMP damage not only stuns mechanoids in CE but also inflicts electrical damage on their internal systems and fries them from the inside out.
Aelanna 16 Oct, 2021 @ 5:14pm 
@FG_Remastered - Just FYI, Mechanoids Extraordinaire was released over a year earlier than Alpha Animals, and Alpha Animals didn't even have mechanoids in it at launch. It's a little unfair to be asking people to rename stuff in their mods just because someone else made something similar. :)
FG_Remastered 12 Oct, 2021 @ 8:36am 
Suggestion: Rename the Goliath to Guardian or similar, since Alpha Animals already has a mech called that.