RimWorld

RimWorld

Less Mechanoids
45 Comments
The Village Guy  [author] 15 Jul @ 9:13pm 
@justSmile probably, no clue why I didn't upgrade this one. I will in the future
JustSmile 15 Jul @ 2:26pm 
This seems to work fine with 1.6, can anyone confirm?
The Village Guy  [author] 27 Sep, 2024 @ 7:57am 
@S E R B I A N - I am not sure tbh, it really depends if clusters are in fact raids or other events. One way to find out...
S E R B I A N 26 Sep, 2024 @ 8:19pm 
Does this apply to Mechanoid Clusters as well?
Cato 25 Jul, 2024 @ 5:43am 
There is a solution - Safe Faction Temps mod combined with this one works great: https://i.imgur.com/Z9YCGEu.jpeg

Meats back on the menu boys! :dd2orc:
The Village Guy  [author] 23 Jul, 2024 @ 5:03pm 
@cato I have seen this before, playing on a sea ice map. It explains a lot. The only solution I could find was completely removing the mechanoid faction from the save, sadly
Cato 20 Jul, 2024 @ 5:09am 
Done some reddit digging, I think it is an extreme temperature mechanic which overrides regular values. Which sucks, as I'm only at 96k wealth with 4 colonists.
Cato 20 Jul, 2024 @ 4:50am 
Sadly not working for me, here are my raid values compared to your XML settings: https://i.imgur.com/t4aKgWq.jpg
1.5, but I am on an ice sheet.
The Village Guy  [author] 1 Apr, 2024 @ 1:43pm 
0river0blood0 are you having problems with the 1.4 version?
0river0blood0 1 Apr, 2024 @ 8:30am 
Any news on 1.5?
The Village Guy  [author] 22 Jan, 2024 @ 6:41am 
@SydWad I've added instructions to check if the mod is working. Less = not none. In a particular test game I am seeing 18% vs 13%, although the rise is much slower.
SydWad 21 Jan, 2024 @ 11:00pm 
i dont feel like this is working correctly. Still almost all mechanoids late game for me.
dumbaq 18 Nov, 2023 @ 12:00am 
This mod is must have in any save. Need a settings tab tho...
Lulu 15 Oct, 2023 @ 4:23pm 
Late game becomes unfun repetitive tedium without this, kill one mech cluster, another one shows up again immediately. Not anymore.

I love the weapon and equipment variety Combat Extended introduces within humanoid raids and mechanoids just aren't cutting it, a few are fine but when it's all there is it just becomes uninteresting and boring.
ジャスティン 10 Jun, 2023 @ 3:04am 
this mod ends up being a must late game, mechs are fine sometimes but Jesus when you have 4 mech clusters on the map at one time and a new mech raid drops pods in, you kinda realize the spawn rates for mechs are just broken in the late game.
Viruana 14 May, 2023 @ 7:57am 
Thank you for this. Cassandra is just constantly assaulting my current colony with Mechs and it's marginally annoying. Hope this works midgame cuz the only mod I have that alters mech raids in any way only disables the events with defoliators, etc, which I don't want.
Rips 11 Feb, 2023 @ 12:48pm 
Amazing mod. I find the game unplayable after mid-game and half decent weapons without this. Otherwise it's just constant mechanic spam and no other attacks in my playthrough.
The Village Guy  [author] 5 Nov, 2022 @ 3:55pm 
@TaM_tHe_JaM the only way out is removing them from your save, then. You need good xml skills for that
TaM_tHe_JaM 5 Nov, 2022 @ 11:50am 
Problem is I've already started the game and am 40 hours into a colony. So that's a yes on disable-able mech raids?
The Village Guy  [author] 5 Nov, 2022 @ 3:59am 
@TaM_tHe_JaM You can just disable the mechanoid faction when starting a game from 1.3 onwards I believe

Yes you will get other raids instead
TaM_tHe_JaM 3 Nov, 2022 @ 4:21pm 
A few questions!

Is the chance configurable (so i can disable them entirely)? Will I get more raids of other factions instead of mechanoid ones?
Catch Lightning 4 Oct, 2022 @ 2:26am 
I have received no fewer than 5 mechanoid clusters in one year. Phoebe this is not chill. Especially not when you scatter them across my map. Hoping this mod will fix the game's cruelty.
[☆] AresOfThrace 24 Jun, 2022 @ 12:19pm 
Alright, thanks for the reply, will give it a try!
The Village Guy  [author] 24 Jun, 2022 @ 11:32am 
@AresOfThrace I am not certain, but I think so. mechClusters are basically sieges by mechanoids, and a siege is one of the raid strategies. As there are less raids, there should also be less mechClusters
[☆] AresOfThrace 23 Jun, 2022 @ 11:16am 
Hey, does this also reduce the chance for random mech clusters?
The Village Guy  [author] 3 Jan, 2022 @ 9:19pm 
@JohnnyR Top right of Rimworld mod mentions which versions they will work with. You can also filter on version when searching for mods. And, yes, it will.
JTHM 3 Jan, 2022 @ 2:24pm 
I apologize if this is listed somewhere, but will this work for 1.3?
The Village Guy  [author] 1 Dec, 2021 @ 4:43am 
@aessxx I don't see why not, but be careful if you use other mods that change things in relation to mechanoids.
aessxx 1 Dec, 2021 @ 2:21am 
Is it save to add this mod in mid game?
Wololo 12 Nov, 2021 @ 11:25am 
Ah yes! it makes sense! thank you for the answer
The Village Guy  [author] 12 Nov, 2021 @ 9:49am 
@wololo probably using the scenario editor
Wololo 7 Nov, 2021 @ 11:39am 
@Fiatil How did you manage to get a guaranteed raid every 7 days?
Fiatil 25 Aug, 2021 @ 2:01pm 
Yeah it could be small sample size at the end of the day. I started up another new save, this time with a guaranteed raid every 7 days. So I'll see more how it goes at end game.
The Village Guy  [author] 25 Aug, 2021 @ 12:49pm 
@Fiatil I have no explanation for that, on my Sparta map, if I call 20 enemy raids only 3 are mechanoids, where normally it would 10 or more.
svlla 22 Aug, 2021 @ 9:43am 
I needed something like this...rarely got any human faction raids after the first couple years
Fiatil 17 Aug, 2021 @ 12:18pm 
My high wealth colony experiences are pretty much the same as Th4nu (I'm still playing on 1.2 beta). I have this at the end of my mod list and have since the start, but haven't had human raids in like 2 years, and still plenty of mechanoids sadly.
The Village Guy  [author] 28 Apr, 2021 @ 6:06am 
Could it be that some other mod is altering the mechanoid curve? Maybe try loading my mod last?
Th4nu 25 Apr, 2021 @ 5:23am 
Does not seem to be working for me - I still have mechs raining down on me almost every day, with regular raids being removed completely near the end game (still have enemy factions present)
The Village Guy  [author] 15 Feb, 2021 @ 3:21pm 
@anadaras could you give me more info? What version are you playing? Do you use other mechanoids mods? It's not a very complicated mod, it's rather simple really so it technically should not be able to stop rimworld from loading, but never say never..
anadaras 15 Feb, 2021 @ 2:42pm 
I believe this mod caused Rimworld not to start (after I've had it installed without problems for a while). When I unsubscribed, Rimworld started without problem.
The Village Guy  [author] 15 Feb, 2021 @ 6:52am 
@Lord Jupiter the odds are roughly halved. So if you had 2 mechanoid raids out of every 5 before, it will now be 1 out of 5.
Red Phantom Ledo 14 Feb, 2021 @ 12:09pm 
Could you explain how much the odds are reduced by? thanks in advance.
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 9 Feb, 2021 @ 9:22am 
@TheVillageGuy - Ahhh... I see. Thank you for clearing that up.
The Village Guy  [author] 9 Feb, 2021 @ 7:28am 
@bubbeenator it only reduces the odds of raids being mechanoids, not the amount of raids. So if you have no enemies, there will still be mechanoids raining down.
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 8 Feb, 2021 @ 9:01pm 
Thank you for this mod.
I started a frozen planet playthrough on ice sheet with an extremely large map and there are plenty of things to make it challenging enough for my liking (travel time, extreme cold and lack of traders/reinforcements/food).
The fact that mechanoids are raining down on me is not as fun as when I play an easier map.
Thanks again!