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Machinists - A Faction Expansion
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Mod, 1.5
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1.505 MB
4 AGO 2024 a las 12:55 a. m.
31 ENE a las 10:48 p. m.
55 notas sobre cambios ( ver )
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Machinists - A Faction Expansion

Descripción


This faction comes with...




Machinists maintain an organized fighting force and their raids have been customized to reflect that.



Early on, they will send out patrols of minutemen and a few light mercenaries - not too dissimilar to outlanders, though unlike some vanilla pawn types they're guaranteed to come with *some* protection - but establishing yourself as a big threat will have consequences.



Machanists, using their reserves of soldiers, marksmen and ordnance experts, will strike with their milita-army! These soldiers, with their resources and training, are a threat to be reckoned with.



Make sure you make amends one way or another, lest you face the wrath of the gendarmerie. Lead by an elite captain, the gendarmerie come with their own unique raids where they wreak havoc in your colony.






Machanists reside in strong, fortified towns where they defend their horde of industrial wealth. Weapons are built in sweatshops by the dozen and distributed to soliders and peacekeepers.

These towns are designed by hand by me! The vanilla base generation system is kinda lacking for my needs, and so I have utilized the Vanilla Expanded Framework's base generation features to give machinists custom bases where each tile is placed by hand.






From a multitude of custom pawns and a mercenary hiring system to custom merchants specializing in the sale of certain industrial goods, every part of this faction has been packed with as much detail as I could fit. I have done my best to make this faction as interesting as possible and I hope you'll find them engaging to play with!

List of mods with integrated patches!
These mods are fully optional but are supported on this mod's side!

- Vanilla Ideology Expanded - Memes and Structures

- Vanilla Weapons Expanded
- Vanilla Weapons Expanded - Quickdraw
- Vanilla Weapons Expanded - Makeshift
- Vanilla Weapons Expanded - Frontier

- Combat Extended
- Combat Extended Guns

FAQ

Why so many dependencies?
There's a vast amount of content just sitting idle and underutilized. I'm a big fan of Oskar Potocki's Vanilla Expanded series and I have always wished a faction mod utilize the content from those mods in an industrial faction. That wasn't happening, however, so I decided to pick up the torch and do it myself!

Does this mod work with Combat Extended?
Yes! This mod comes with integrated patches to ensure everything works well with Combat Extended!

Faction bases/pawns are not generating correctly!
Make sure you have enabled all the listed dependencies. There's a lot, I wouldn't blame you for missing any, but make sure you have all the required mods before making a complaint.

Contact me on discord, chief_turkler for any inquiries.

Interested in participating in the development of my mods? Join the Discord server!
[discord.gg]

Credits

Bread Mo, who let me borrow their loot crate code.

Oskar Potocki, owner of the Vanilla Expanded Team, whose mods this faction relies on to populate much of the pawns and the faction bases.

Mod's mascot, Rosalina, was illustrated by chillym0n.

Me, turkler, for the rest of the work.
116 comentarios
turkler  [autor] 7 FEB a las 2:45 a. m. 
@BitterHolz the outfits are hand-curated, the pawns would generate nude and you'd get a bunch of errors about impossible apparel requirements and failing patches targeting ve apparel
Bitterholz 7 FEB a las 1:22 a. m. 
Whats the worst that can happen if I dont run VE Apparel? Will they just not spawn with clothing or does it get replaced with vanilla ones?
turkler  [autor] 1 FEB a las 11:55 p. m. 
@Cyberwolf yes, I use royalty and ideology stuff as props in mechanitor excavation sites. they'll fail to generate without the dlc
Cyberwolf 1 FEB a las 11:37 p. m. 
is royalty idealogy actually needed or is it just for extra stuff ?
TheSordishMan54 1 FEB a las 1:12 a. m. 
I ain't afraid of attacking those machinists, even if they plan an raid on me. I'll still terminate them with my highly augmented colonists with charge, gauss and laser weapons. Even if they call in reinforcements, they'd be terminated too.

Buuuut that mod already made my day to fight another opposing force that can raid my colony/settlement, bloody brilliant... if you want to face a new threat that would call in reinforcements if you try to invade their outpost or if you're seriously pulping them down on their raid to one of their settlements.

Re-sent because I had to edit my wording and added some context before... (Sigh), again had to edit again.
Signus 4 ENE a las 12:32 a. m. 
Can confirm, thank you as well :squirtyay:
turkler  [autor] 4 ENE a las 12:00 a. m. 
@Signus thanks for the report, should be fixed now
Signus 3 ENE a las 9:33 p. m. 
My bad, forgot to check with a clean modlist. After backing up my configs and running only the depndencies, the error still happens
https://gist.github.com/HugsLibRecordKeeper/7657a2fe42eb0842102950d3a362eee7
turkler  [autor] 3 ENE a las 3:45 p. m. 
@Signus you have over 400 mods. I can fix any potential mod interactions if you can figure out what mod(s) are causing the issue but you'll have to troubleshoot the issue yourself. I can't troubleshoot a list with 400 mods.
Signus 3 ENE a las 3:33 p. m. 
Hello, saw there was a new update recently but it gives me an error on startup, I don't use CE
hugslib: https://gist.github.com/HugsLibRecordKeeper/52ff5d57b0cb7a90593051ce831c37f0

[Machinists - A Faction Expansion] Patch operation Verse.PatchOperationFindMod(Combat Extended Armors) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3302616007\1.5\Patches\Janky_balaclava_fix.xml