Rimworld vanilla expanded mechanoid обзор

Обновлено: 07.07.2024




See change notes


One of the first mods I ever came up with, and one that took the longest to design, draw, code and deliver, Vanilla Factions Expanded - Mechanoids is a mod unlike any other. A group of talented modders came together to make sure this mod is not only full of new interesting content, but also provides something to make the game a bit more dynamic.

We have improved on the Custom Settlement Generation code to provide you with semi-random spaceships that Mechanoids can use to wreak havoc on the planet’s surface. Thanks to a lot of cooperation from some of the most famous modders out there, we were able to provide you with not just a new faction, but a unique mechanic of Total War, which makes the faction stronger the more ships land on the planet. We were also able to give you a little Factorio love letter in the form of fully automated machines that produce various items in the game, automatically. Did I mention it’s all happening automatically?

New buildable mechanoids can fill various roles around your colony, from cleaning and hauling to base defense. With supercomputers, you can now automate research, Autosowers and Autoharvesters on the other hand will allow you to begin your farming enterprise with no need for physical labor.

New quests, new events, new starting scenario, a storyteller, it’s all waiting for you. Merry Christmas!








































































































































Ship generation DOES NOT work with Large Faction Bases.

We are currently not tracking any issues. Please use Bug Reports discussion board to submit error logs. It is crucial you provide us with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using.

To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL + F12 while in game and copy the link to us.


Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design and xml.

ISOREX, an artist responsible for a number of Automation machines and general art help.

Sarg Bjornson, a programmer responsible for Automation code.

erdelf, responsible for Total War code and general code help.

Kikohi, a programmer responsible for the Settlement Generation code and events.

Kentington, a programmer responsible for buildable mechanoids.

Chowder, a modder responsible for xml tweaks, factory design, balancing and descriptions.


Q: Is this mod compatible with Combat Extended?
A: Yes.

Q: Can I disable Total War mechanic?
A: Yes, mod options.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods that add Mechanoids?
A: Yes, other mods enhance the vanilla ancient mechs faction. This mod adds a brand new, standalone faction.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save. If the game prompts you if you want to add a new Mechhive faction, click yes.

Q: How do I lower Mechanoid presence?
A: Venture out and destroy their ships. If they are too far, either use drop pods, long range missile launchers or download a mod like SRTS Expanded.

Q: Compatible with RimWar?
A: Should be, let us know if you encounter any issues.

Q: No ships land. Why?
A: There are pawn number requirements. You can edit them in mod options.



Check out our collection at:




See change notes


One of the first mods I ever came up with, and one that took the longest to design, draw, code and deliver, Vanilla Factions Expanded - Mechanoids is a mod unlike any other. A group of talented modders came together to make sure this mod is not only full of new interesting content, but also provides something to make the game a bit more dynamic.

We have improved on the Custom Settlement Generation code to provide you with semi-random spaceships that Mechanoids can use to wreak havoc on the planet’s surface. Thanks to a lot of cooperation from some of the most famous modders out there, we were able to provide you with not just a new faction, but a unique mechanic of Total War, which makes the faction stronger the more ships land on the planet. We were also able to give you a little Factorio love letter in the form of fully automated machines that produce various items in the game, automatically. Did I mention it’s all happening automatically?

New buildable mechanoids can fill various roles around your colony, from cleaning and hauling to base defense. With supercomputers, you can now automate research, Autosowers and Autoharvesters on the other hand will allow you to begin your farming enterprise with no need for physical labor.

New quests, new events, new starting scenario, a storyteller, it’s all waiting for you. Merry Christmas!








































































































































Ship generation DOES NOT work with Large Faction Bases.

We are currently not tracking any issues. Please use Bug Reports discussion board to submit error logs. It is crucial you provide us with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using.

To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL + F12 while in game and copy the link to us.


Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design and xml.

ISOREX, an artist responsible for a number of Automation machines and general art help.

Sarg Bjornson, a programmer responsible for Automation code.

erdelf, responsible for Total War code and general code help.

Kikohi, a programmer responsible for the Settlement Generation code and events.

Kentington, a programmer responsible for buildable mechanoids.

Chowder, a modder responsible for xml tweaks, factory design, balancing and descriptions.


Q: Is this mod compatible with Combat Extended?
A: Yes.

Q: Can I disable Total War mechanic?
A: Yes, mod options.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods that add Mechanoids?
A: Yes, other mods enhance the vanilla ancient mechs faction. This mod adds a brand new, standalone faction.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save. If the game prompts you if you want to add a new Mechhive faction, click yes.

Q: How do I lower Mechanoid presence?
A: Venture out and destroy their ships. If they are too far, either use drop pods, long range missile launchers or download a mod like SRTS Expanded.

Q: Compatible with RimWar?
A: Should be, let us know if you encounter any issues.

Q: No ships land. Why?
A: There are pawn number requirements. You can edit them in mod options.



Check out our collection at:

RimWorld 1.3 - Активное сообщество

RimWorld 1.3 - Активное сообщество

RimWorld 1.3 - Активное сообщество запись закреплена

Тимур Барыкин


Тимур Барыкин Клево, но мне все еще надо чинить игру, 1.2 чет у меня вдруг очень плохо реагирует на моды.

RimWorld 1.3 - Активное сообщество

Один из первых модов, которые я когда - либо придумал, и тот, который занял больше всего времени на разработку, рисование и кодирование, Vanilla Factions Expanded-Mechanoids - это мод, не похожий ни на один другой. Группа талантливых моддеров собралась вместе, чтобы убедиться, что этот мод не только полон нового интересного контента, но и дает что-то, чтобы сделать игру немного более динамичной.
Показать полностью.

Мы улучшили код генерации пользовательских поселений, чтобы предоставить вам полуслучайные космические корабли, которые Механоиды могут использовать, чтобы сеять хаос на поверхности планеты. Благодаря большому сотрудничеству с некоторыми из самых известных моддеров мы смогли предоставить вам не просто новую фракцию, но и уникальную механику Total War, которая делает фракцию сильнее, чем больше кораблей приземляется на планете. Мы также смогли дать вам небольшое любовное письмо Factorio в виде полностью автоматизированных машин, которые производят различные предметы в игре автоматически. Я уже говорил, что все происходит автоматически?

Новые сборные Механоиды могут выполнять различные роли в вашей колонии, от уборки и транспортировки до защиты базы. С помощью суперкомпьютеров вы теперь можете автоматизировать исследования, а Автосил и Автогарвестеры, с другой стороны, позволят вам начать свое сельскохозяйственное предприятие без необходимости физического труда.

RimWorld (Rim World) - Первое русское сообщество

Даниил Назарчук

Даниил Назарчук запись закреплена

Ребят играю с модом Vanilla Factions Expanded - Mechanoids и вроде как интересно, но для комфортной игры мне бы не помешал русификатор ,которого в стиме нет. Если у вас есть русификатор то прошу вас помочь с моей маленькой проблемой. Заранее спасибо.

Михаил Мазов


Михаил Мазов

Михаил Мазов


Михаил Мазов

Михаил Мазов


Михаил Мазов

Вообще, если прям так сильно напрягает - переводи сам, это можно даже через блокнот сделать

Альфа Фантом

У меня не хочет атаковать корабли, что делать?
Именно пытаюсь нажать атаковать и появляется локация, но там нету моих людей, только враг. Потом сразу исчезает локация и всё.

Даниил Назарчук


Даниил Назарчук

Альфа, поменя порядок модов и проверь есть ли необходимые библиотеки. И лчше пиши об этом на главной стене, а не в посте полугодовалой даности.

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