The factories are fairly underwhelming, better for RP than efficiency. However, if combined with VE Outposts, then you can have truly free background resources.
Mechanite Underarmor gives +5 mood bonus as well. The best use for factory pieces pretty much boils down to, if you find and cart them home, they are handy before you have the tech. Other than that, steel extractor, cannery (removed what kind of food you stuffed into it), conveyor oven (turns the survival meals component less), neutramine infuser, and that's pretty much it. The meat grinder might be handy too for its reducing to one type of meat and feeding into the neutramine infuser. Otherwise, turn up the speed setting as this is suppose to be a factory not a slow parade. :P
Total war mechanic when you have long range missles: Fun fact, I randomly stumbled upon an extremely wealthy ruins that had like 50 advance components, 15 mechanoid components, cataphract armor, archotech limbs... Couldn't get everything in time but without it my colony would not have gotten to the point it is now.
The chemfuel clarifier is actually pretty insane because you can put rotting corpses in there (from manhunter raids) and it will convert the larger animals into ridiculous amounts of chemfuel. I remember getting a few thousand chemfuel after one manhunter pack. The plasteel forge is great simply because you can't make plasteel and the traders never bring enough. And if you're running say, SOS2, you'll need a LOT of plasteel.
Highly recommend "missing Fabrication Recipes" together with VE Chemfuel. 20 Steel + 20 Chemfuel = 10 Plasteel. Set a Fuel Tab next to your (maybe a second) Fabrication Bench and Scan/Drill for Steel. Gives a simlar Recipe for Neutro with Herbal Medicine and Psychoid. Both expensive and Time consuming so it really doesnt feel overpowered or give it for free, like a Mineshaft. For SOS2 i made a small Fuelship. Only filled with Chemfuel Tanks, go down to the Planet, which you need to anyways for the Psychic Ship. Build a bunch of Chemfuel Refineries and then fly back up and connect it. Worked like a Charme
To answer your fire question, its for suppression. Pawns will attempt to path around fire on the ground, so you can lay it on chokes to stifle advances. It also hurts, as in pain. But it doesnt actually do a lot of damage, so you can easily pain shock enough raiders that they'll eventually flee. Flame is definitely best used manually, though, unless youve got a kill box full of concrete. Also pretty good for wealth management as gear tends to burn up with the fire so you dont have to deal with 28492948 tribalwears sitting in your stockpile
Absolutely love your work with these reviews. The Rimworld community has a real need for quality mod reviews, rundowns, and guides from what I've seen. You're killing it. Thank you for the video!
I feel like factory prices are purely due to fear of the power of "automate everything," and the VE devs at the time didn't consider the possibility of a waste resource that had to be managed as with Biotech Mechs (namely fabricators, which invalidate 95% of the factory goodness.) Considering that VE has started an initiative to do full remakes of their past mods (like the in-dev Insectoids 2 and planned Medieval 2) maybe they'll come back to better balance the costs in the future.
i really do hope they will do a remake, honestly what makes me angry is how they treated biotech upgrading mechs in something more engaging would be such a good idea, but no, they just, slapped new research, called it a day, and you just can gestate the advanced mechs like normal ones, its dumb
I think I speak for several people when I say I really didn’t realize just how much the VE mods provided until you broke these all down. Keep ‘em coming man
I did a playthrough forever ago and the Mechanite LF Reinforcers saved the day. I had a Lycanthropy mod installed and had a combat expert in my colony that was also a werewolf. I lined her rooms with them and locked her in there during full moons. Worked beautifully. xD
How would you rework factories? My idea is that they should be available significantly earlier, before you get microelectronics, making them have a maintenance requirement, and give them 3 upgrades slots. Now pawns have to spend a lot of time working on these machines until you research the maintenance upgrades. With this primary purpose of factories becomes to supplement skills that your colony is lacking in the early game before becoming powerful enough to act as the foundation to your colony.
Agreed on a few of those bits. They need to be earlier for sure, unlocked with Electronics as standard and then things like Smithing for steel, packaged survival for the food, complex clothing for the autoloom etc. I'd want to change how factories chain together, so you can't build the final section by itself, you need to build the entire line of production so that the fabrication of parts goes entirely via factory pieces. So components are Drill > Steel > Component. With the upside being that they'd be produced at a much more beneficial amount/cost ratio. If you've gone through all of the effort and material cost to make that chain, it should be spitting out twice the components that you'd have made manually with those materials. Or failing that... simply make factories less expensive to build. The bits that produce resources from nothing? Sure, I get those having a high cost as they can quite quickly recoup that investment. Everything else is so overpriced for how little work its actually automating.
8 months later, but id personally improve them with better performance around the board (more speed, more efficiency, less cost), but id make them produce wastepacks more than mechanoids would for the same level of performance, and make some generally hazardous to be around when active (loading hoppers while machines are running having a low chance of severe hand damage, depending on skills and traits, or chemical related factories releasing a rot stink like gas, for example).
Just wanted to point out 2 things. 1: I have 2k+ hours in rimworld and I learned something from this video. Good job! (I've never used the mobile gun drone because I thought they were garbage.) 2: You would use the chemfuel clarifier over boomalope because of LAG. Animals are terrible for late game FPS and the clarifier avoids that entirely.
As someone that heavily uses the factory stuff from this mod, I used to say similar things in the start. "Why use this factory machine, when you can make these by hand faster and with less power" But what you never think about is workspeed and labor cost. The factory bits run constantly if they have power. Sure, my level 20 double passion crafter with every possible bionic that enhances manipulation could cramk out advanced components faster, but the advanced assembler works constantly. When I relied on my main crafters to make all the advanced components I needed, I never had enough. With the assembler, I always have 25+ lying around. The costs feel bad, but they make sense in practice.
I am legitimately mad at RUclips for not sending me a notification about this, whats crazy is, this is also one of the mods that I struggle with. Thanks for the rundown, one hour movie time 😂
As an answer to your question about incendiary damage. Burns hurt. Alot. But they aren't actually all that lethal and are very easy to patch up since, assuming you put the fire out, you just carry the pawn back and they're fine if that's the only thing they're dealing with. This allows you to down humanoid enemies very quickly. In conjunction with firefoam and waterskip, you basically circumvent the death on down chance with it. And yes, this is balanced by the downside of "Well now you've started a fire, idiot." But if you do this while it's raining or snowing then it's not so bad. Plus, if you're big up on map wealth then this is also very good at simply immediately decreasing it, and in the case of arboreal heavy biomes, creating farmable land without having to chop down trees or deconstruct/destroying scattered detritus with your pawns.
Another amazing rundown! I appreciate the effort you put into these videos. Without you, I’d still be in the dark for a good majority of what some of these mods do 😂
When I was first starting to look at the factories, I was looking to produce some standardised armour and weapons and I hit the issues mentioned here, along with the reasonable lack of flexibility in what could be produced, time and cost. In the end abbandoned the factory idea, built 2 mark 2 androids for android tiers, maxed their crafting (and nothing else), kitted them out with power limbs and neural upgrades then left then limited them to 1 room with a fabriaction bench, much more flexibile automatic production and probably a lot faster
I think some of the issue you've seen with fire based weaponry is in the situations you've been employing them (at least in this video), in my experience fire works best when you can fence in a lot of enemies into a small area and just torch the entire place. In particular I find it most effective against the bugs, which yes is a bit iffy when they pop an infestation inside your base but if they come out inside a relatively empty room you can just turn that whole place into a massive cookout with one little shot of fire (assuming you've got stone walls), even outside of that specific situation fire still works wonders against hordes of enemies as with enough glorious flame you can keep a rather significant portion of the horde running about in panic letting your other fighters clean up.
25:50 initally, i always had problems with inferno weapons, im new too rimworld, so didnt understand there problems at first when i started using them. Eventually i left them in my armories until one day, when i was facing a faction that was nearly as well equipped as the empire. heavy armor, charge weapons, ect. I used a flamethrower from vanilla weps expanded on a informal choke-point made of stone to cause them to panic, and be gunned down by the rest of my firing line. Since i lacked a lot of armor piercing weapons, that flamethrower really came in handy to give my pawns chances to shoot, thus i always made sure to have a flamethrower guy in the group.
Regarding incendiary weapons: I've found having a pyromancer from psycasts expanded is great as a crowd control tool. Most of my other combatants in that colony work one target at a time, and an enemy burning and running for my lake isn't shooting. I've also seen a base in some youtube series - something by Rhadamant maybe?- where most of the entry area was planted with haygrass to be deliberately set on fire. With walls on the side and firebreaks on either end, naturally.
In my eyes (and what I have found worthwhile), Factories should supplement your stuff, not replace it. I basically never build them directly unless I have a surplus of resources; instead, I loot them instead and see how they can fit into my colony. If they can't fit, deconstruct for resources. The cost becomes much easier to handle when it isn't the primary focus, and more like an extra tool. Basically, I treat them as glorified quest rewards XD
I understand your frustrations with how the factories were handled, but the reason they are all designed like is you are being given a way to create resources out of thin air with no colonists. Power and material cost are high because this is meant to be used by high wealth colonies that can afford the automation. All you need is power, and you can combine the chunk drill and steel extractor to have an infinite source of automated steel production without having to scan for deposits, constantly change mining spots, and more importantly *worry about potential infestations* due to your incessant deep drills, which the factory drills while dodging efficiency completely dodge all hassle. All you need from there is more than one chain, and that's several infinite sources of steel with your absolute exclusive concern being power. You can take this logic to most other factories and even combine it with other mods to further enhance the efficiency, such as placing chemfuel taps in place of manually fueled hoppers to have the chemfuel provide itself. Component factories, while time inefficient, not only free your crafter's time for more important jobs, but free up the crafting SPACE so your crafters making important things don't have to wait for a component to be finished or need a whole separate bench made for just components. Factories are a luxury that allow someone with the resources and knowhow to use them properly a full chain of reliable resource gain they can completely forget about, shifting more concern to other matters than resource management. I've only used them properly recently and I simply can't go back. As for the point that if you can afford these you're likely invincible anyway, these are buildings priced for being a goal you work towards round about the industrial area, which while it will make your base stagnant for the time you're building up the factory chain, the investment will boost your colony's productivity into the skies.
To bounce two of those points against eachother (and I don't mean it in a rude way, always hard to convey via text only) you've said that the power and material costs are high as they're meant to be used by high wealth colonies that can afford automation, the majority of things the buildings produce, especially for a high wealth colony, are really lackluster. Entirely agreed around steel, thats always useful, but a colony on the kind of wealth to make actual use of these won't care about anything but the steel and neutro. Chemfuel has easier sources. Crafted gear is not only better quality, but actually 'gear' in terms of armour, or charge weaponry. Survival meals don't offer a buff and you'd have pods for travel so unlikely to need the lifespan. Components are obviously always needed, but trade is so much easier to utilise late game with orbitals and caravans. For the price of the automation and power use you could easily be running a hydroponics yayo lab and just filling the world with the finest powders. It may not be automated but that silver can be used for anything. And as has been established, only a wealthy colony will be using these, which means they're unlikely not to have at least 1 skilled planter or int/craft/cook. It's a really hard balancing act though. Good feedback.
I have two ideas for rebalancing the factories. The first one is that they should be achievable much much earlier in game. The second one is that they should get a bonus to production speed for every factory in the chain.
I believe I have an idea of how the design of the factories would be better: If they could be minimized. If it was that case, then the abandoned factory quest would be a lot more valuable as you could grab them to offset the large base cost, with the research for them being more of a way to later fill in the missing building for a chain. It makes some of the issues better I think, though of course it is not perfect. I might have to look into modding Rimworld to try it out. Another thought is that the clothing being of only normal quality helps at least with arming large colonies without increasing the wealth by more then you expected, or ironically producing items for small number of colonists without them ending up bad or jumping the wealth up a bunch.
I was hoping to hear the rest of the factories. I get you don't like them but hell, that's why I sat through this one... IMHO the best way to get factories is quests.
I think the reason why the modder finally added the Total War toggle is because people were complaining enough that it became an issue. I remember early on, Oskar said he wouldn't do it. I can't help but feel that the mechanoid ships in the field were overtuned and imbalanced, and I still think they are! That being said, I do like the factory side of things. The issue with the automated production 'benches' is by late game, the player will likely be able to simply craft better gear, cook better food, tailor better clothes, and not rely on them at all. Definitely understandable why vanilla and the DLC doesn't add any similar benches. It's understandable why you don't like them though. It does make investing in your crafters a sidequest more than a primary objective. Funny enough, that's just also how the industrial revolution came to be and why Luddites were so against them.
The best incendiary ability is from Psycasts expanded. Firebeam. The first time I used that I didn't know what it did.... But lets just say that Tribal society probably picked up a new God for their pantheon when the Naked lady covered in anima implants turned the power of the sun onto their group.
Do hoppers from fabrics work like regular hoppers for non-factory machines? It could be cool if you could connect a factory meat grinder directly to a nutrient paste grinder from VE nutrient paste to create several litters worth of nutrient paste per corpse batch
You can have the meat grinder fed with a factory hopper and have it deposit into a normal nutrient paste hopper, just gotta line up the input and output correctly. That way your paste is entirely automated.
I feel that the issue of Factories aren't their low returns, necessarily, but that they seem to be built around The Lone Scrapper start and to emulate The Mechanitor start, which are both Solo Pawn encouraged playthroughs - especially with the latter forcing Recluse as a trait. I'm of the mind that the low returns for high investment are likely balanced around never having more than a single Colonist supported by an army of drones (Scrapper) or mechanoids (Mechanitor) with a bit of borrowed labor from some malnourished organ donors in the early or midgame.
and i experience some weird item disappearing on the hopper idk if it is intended but when there is alr item on the hopper and you switch the factory output to other item, it will consume the raw material in the process and spit out nothing
About the risk of making the game through automation, maybe if they had the risk of attracting mechanoids clusters or bug infestation, even just producing things like wastepacks as biproducts could go a long way; kinda like how in factorio the more you build the more you have to invest in defenses and fool-proving your base
The best machine is the grinder. This wasn’t mentioned but it grinds up ANY corpse. Rotten, skeletal or fresh all produce meat. I set mine to only accept rotten corpses and boom free food. Connect it to a neutro grinder, boom free neutro. It both ride your map of a corpse and gives you produce
I’m confused, what’s the difference between the friendly droids and the normal biotech mechanoids you can make? For example there’s the default biotech cleansweeper, but this mod also adds a cleaning bot. I feel like I missed something important
Mechanoids from the Biotech DLC are linked to a Mechanitor. Whereas some of the friendly droids included with VFE Mechanoid, like the roomba or propaganda drone, are entirely autonomous and don't need to be linked to a pawn. Depending on the colony you're playing with, being able to control your Mechanoids more directly via a Mechinator might be more beneficial than having everything doing whatever it wants, which is why I tried to use the different terminology of Droid, they behave more like tamed animals with jobs.
Fire defenses are the only good use for fire (or at least you can keep any issues to a minimum with planning) Plus fire is a Crowd control tool. In the end though Fire weapons are still limited to small usage and in some cases cheesy tactics with a heat tunnel trap for humanoid enemies....yeah I buff power armor to handle extreme temps not just for myself, but for enemies to have some advantages against cheesy tactics.
Oh man, I forgot about the total war mechanic in this one. Thinking of doing a game where I use a ship from SOS2 to sit in orbit and send down transport pods of recently frozen dudes to deal with key sites. 😉 XCOM themed is good too though. Probably will need one of those recruitment mods to get my numbers up.
Ultimate Storyteller. It's a mix of Cassandra, Randy and Perry Persistent. Really solid choice of you want a straight forward storyteller that's more active.
@@NoviceVideoGamer it's not a storyteller, but if you use achievements expanded you'll earn points that can trigger raids/traders/random events. There might be a custom storyteller out there but it's not on my radar
Nice video, will you do rundown on vanilla cooking expanded, its easy one mod, but it have some not so easy to understand parts, like food conditioning.
hope you can answer this - I've noticed you put a lot of nier music as background but there are some I just can't quite identify. do you have all used background music's names somewhere?
Don't have them written down sadly. I grabbed them from the individual ost tracks that someone has uploaded in a complete playlist on RUclips though. Not sure if some tracks weren't on a standard ost perhaps?
Going by what is tagged as viewed on the playlist. The songs I used/considered using are the following. ruclips.net/video/E9c-t8hQCRo/видео.html ruclips.net/video/DDwmKkxAyk0/видео.html ruclips.net/video/QNmui0Prrls/видео.html ruclips.net/video/EyZaNx8T-fM/видео.html ruclips.net/video/hMw-DUnR10s/видео.html ruclips.net/video/7jna9bvhdRE/видео.html ruclips.net/video/8jpJM6nc6fE/видео.html ruclips.net/video/KJBUF-s15co/видео.html ruclips.net/video/tDHRpWNq2-s/видео.html ruclips.net/video/paneqmGdM84/видео.html ruclips.net/video/ToBQY630PZE/видео.html
I am always confused why things like auto factories and mechanoid faction changes are all tied up in the same mod when it comes to VE. I'd probably try out the harvesting and planting stuff if it wasn't drowning in countless things to kill my launch times. If I did want the mech changes why tie it in with useless mega factories? Really should be split up.
the mobile turret can use the glitter tech mortars such as the cluster missle on so..... kinda op?... also it can for some reason shoot through the roof if its on a mobile turret
@@MysteriousFawx also do you know a way to download mods from steam? I found most on github and alike but some just ain't there (my internet connection cuts of every few hours)
If something isn't meant to do something... don't do it? Haha, self moderation is a thing, especially with potential mod conflicts/combinations. The majority of mods are on the Steam workshop, if you've got Rimworld on Steam you just open the Workshop from the game library shortcut, find what you want, subscribe and go. Outside of a Steam copy, its a bit of a PITA, especially making sure everything is up to date.
Thanks for the video I’m doing mechanitor run and I want to see if it’s worth getting into this stuff. So far the higher end factories aren’t that impressive, especially since a fabricor has a chance to make higher quality items and is comparatively cheaper outside of having to fight a war queen for the research. Though the mechs in the mod are interesting and might be worth integrating into the mechanitor army.
If you can get the upgraded Scythers they definitely are, really useful to chase down runners or rush raiders that are trying to hide behind awkward cover. Can make for a fantastic flanking force that just cleans up the backline of raids.
Thanks also not sure if this is the right place to ask but how well does a noble mesh with a mechanitor, since depending how high up the hierarchy you go it does mean they won’t do certain tasks.
I normally like my mechinators to still be able to fix up mechs, which they will stop doing at a certain point. Can't remember the ranks off the top of my head but I think you'd need to be careful around the rank of Knight? Maybe a little earlier.
Honestly.. As a rimfeller player... These factories are cool, but besides the steel... Rimfeller can do a bit of everything except steel, it can create its own blocks and floors too, and arguably faster, which just requires a colonist on the consoles, though you'll manually need to make components, but like you said, for me as well, it's more engaging to have a crafter on these things, they get married, sick, tired, slow or stop production at critical points which create the story Rimworlds trying to do, in fact, it's soft mods like these that I've been trying to avoid because they tend to take away from player engagement
Gonna have to say the Super Computer is indeed trash if you only build one, but the intent is to build a server room full of them. Get about 10 about them and that's like 240 research a day passively. They won't replace your researcher, but it will suppliment them durring their off hours or if they're unavailable atleast.
As in, what order do I load my mods with Rimpy? For the most part the Auto-sort does the job perfectly, but I don't use many mods that have conflict issues anyway, I keep my list very clean.
That's what the steam link is in the description for, I don't drop my entire mod manager list as that is how people end up installing mods that introduce conflicts with other things they use and cause red errors. It's far better practice for players to manage their own modlists and make sure they've got the right dependencies.
@@MysteriousFawx Kinda right, but processed meat survives 6 days and you can always bring meat to your freezer to make better food. I wanted to point out that THIS IS VERY OP. The reason is that manhunter packs have scaria, and after being killed they rot almost immediately. It can give you tons of meat. Besides that, I think that slow-working factories should have less colony cost to balance them out. Even less than pawns with 2 bionic arms, so factories would be safe, but expensive and slow working.
Tried it, definitely works on rotting corpses, but I'm not sure where you're getting 6 days on processed meat from? With only Mechanoids on it comes out at 2 days, same as any other meat. Another mod interaction or is the room your grinder is in cold but not quite freezing?
@@MysteriousFawx He's mentioned it somewhere that he will remake it. I don't remember where exactly I read it. In any event it's probably pretty far down the pipe.
@Magnus181 Yeah, but that's why you write it in the first place. Liking it as well comes off as kinda desperate for people to notice. I read all my comments dude, you don't need to try and highlight them. It's just super obvious on a channel of my size is all.
Imagine you lack a dedicated crafter, or your only skilled crafter is a Godlike researcher and you dont want him gone. Get a component factory. I think constantly sitting in a rec room to be a bit of a damp fart of a way to look at it when theres thousands of other things to craft and do, especially with the tens of other VE mods adding ludicrous quantities of options and activities. You get distracted by an inefficient output when the point is automation of timesink jobs like plantwork, mining, and in-between crafting. I do agree that the price scaling is ludicrous though lol(though the scavenger missions help some), I could be making a clone army or making a convoy of helicopters to make a huge trade network work but NO. I want to build kibble famctory :3
I get that a colony might lack a decent crafter and automation could be a direction to go to get around that. My thoughts would lead me to, if the colony lacks a decent crafter, they must have something else they're doing really well. Planting, cooking, art, mining? Something to make an absolute boatload of wealth to sell which would just let you buy components or gear instead. Which is also far more engaging to do with the colonists too, orbital traders are frequent enough and caravans to see friendly faces aren't usually that bad. I dunno, might just be me. Every time I look at trying to use 90% of the factory buildings to solve an issue, it's the most overboard way of doing it. The only 4 factories I stand by are the Drill + Steel combo, Neutro production and the Butcher. Everything else is *so* much work for the same payout as if I ran a drug/organ empire and just traded for what I needed. It definitely needs some efficiency tweaks to make it work at better ratios the further down the production line you go.
The factories may take an ingame year to pay FOR THEMSELVES, but the value is also in what your colonists can do when they're not tied up cooking or crafting. I agree it should be more efficient, but there is PLENTY of value in these functions since you can't really do them in any way without taking up a colonist for a significant amount of time. Again I agree, the rate of production should be jacked up OR the price should be decreased so you can build more of them at the expense of colony space. That's my suggested fix, make them a fourth of their cost and maybe make them unminifiable except for the abandoned factories. I just don't think they're useless by any means, they're meant to be less good than a legendary craftsman.
If you're lacking a crafter, you can get a fabricor. It's better in every single way than a factory. Rimfactory does this aspect quite a bit better, and the numbers are better balanced. That being said, I always have this mod just for the other features it adds.
"Oh goodie, I can spare twenty minutes of-- OH LAWD THE LONG VID COMIN'" (Not complaining) I'll be honest, I'm not a fan of storytellers whose only purpose is to ramp up combat. Yes, you get good events, but some of them, if you don't resort to pure cheese then it's impossible. It was long enough ago that I don't remember which one, but I tried one that, on my first raid for a tribal run, sent me a raid of four enemies with pulse rifles, two with sniper rifles, and two with doomsday rocket launchers... on Strive to Survive. Is this how people have fun? "I don't like any challenge except for threats that can delete my colony before I can fire a single shot." I dunno, to each their own, but I like more diversity than JUST combat. I don't mind the new enemy mechanoids. I like 'em. Fair 'nuff. I don't mind the new allied mechanoids. Same deal. Nothing too overpowering. While I think there's some overlap with Biotech that isn't necessary, I'm not going to complain too much. More on this later. Absolutely nailed my opinion on the factories. Simple ones are neat, but... not really worth it. You're jacking up your wealth to extremes just to build one, keeping it even higher, and really without a point. Theoretically cool, effectively more trouble than it's worth. Honestly, if you want to get Factorio in Rimworld, just use Factories Reborn. More sane building costs. Not all of the cool stuff, but still. So let's use this mod in a way that isn't going to kill you immediately. It isn't going to rely on only this mod, but this is going to be the central mod. First off, let's turn off the total war mechanic (loved that gag, by the way), and then let's inactivate the mechanoid faction. Yeah, you heard that right. Next, let's install a mod to allow you to construct the various mech chips without having to summon a mechanoid attack. Lastly, custom start based on the Mechanator start but without the starting mechanoid. The theme for this one is that all mechanoids were destroyed in this system, but your colony is bringing them back slowly. You may have to get a mod to let you craft mechanoid components, I'm not sure. I haven't done research on this yet, it's just a proto idea I came up with on the spot. Might be fun.
I like this mod, but I find some of the aspects of it fairly difficult to utilise in a typical base, if I'm being honest. A lot of the factory elements are fairly high tier research and by the time I get to them, I usually just find myself not needing them. Why would I need automatic sower/planter, when agrihands exist, require no real upkeep, and by the time I get the factory, my gardener already has field hands to boot? Why do I need a factory building for that, why my farmer pawn can do the same work within an hour? And even if I lose this pawn... By this time I will have enough agrihands to not care, and will be able to produce farm hands for replacement colonist. Normal quality clothes and weapons from factory are also a miss - by the time you get these buildings, your manual crafter will do stuff better and faster. There are some good points though - buildings that are not parts of factory chains, like fishery or automated soup-maker are not half bad, just very, very late. The factories may have some use, however - for certain playstyles and types of playtroughs. Basically - if you raid a lot, with your entire colony, or if you are dealing with never-ending raids - factory stuff makes your colony basically hands-off. So you can pull your entire group into combat without worrying about production due to fighting and healing downtimes. This is very specific, and a lot of it is invalidated by mechanitors, BUT factory bots do not seem to clog mechanitor's bandwidth and neither do buildings, so there is that - this actually pairs well with a mechanitor. Factory and bots deal with basic stuff and perimeter defence, while mechanitor keeps the bandwidth for a legion of lancers and centipedes. Speaking of bots... These things are kind of wonderful. The basic cleaners and haulers are redundant with their biotech equivalents, BUT they do not clog bandwidth. Combat bots are rather weak BUT they do provide basic, hands-off perimeter security and patrol on their own. Mechanitor's combat options are more bothersome in that regard. So combat bots are a good complement. And mobile turrets can become very cheesy. Autostriders are simply AMAZING - they provide caravan speed boost only 10% lower than a horse, while having good carrying capacity. They are a wonderful option if you have excessive power in your base, find animals to be a hassle, and if you do not use vanilla expanded vehicles, which make autostriders largely redundant. One thing to note - they glitch out when you try to use 'farskip' psychast to teleport back - they will not get unloaded automatically, so keep that in mind.
If I did cover it, it'd be way down the line because it also involves covering HAR, which has lost a lot of additional support since the release of Biotech, so won't promise anything but will make a note of it.
Yeah I never wanted anything to do with the total war mechanic on this mod. It always felt like it is tuned for a different game. I like the mod for everything else I just found that mechanic way too warping on how the game is played.
I had a problem with vanilla vehicles expanded my slaves were converting to colonists when they were caravaning across the map on car and on foot if there was anything to fix this other than that VVE was great. Im waiting for vanilla vehicle expanded ur channel was super helpful for vanilla expanded mods
Strange, just booted up a quick dev mode to check with only Vehicles Expanded on (and framework mods) and I can caravan both on foot and in a vehicle with slaves just fine. Does it take a while to happen or is it instantly? Do you have any mods that interact with slaves and/or recruitment?
It's been a long time since Snap Out was updated, but I'm not sure why it'd be causing issues with that specifically. Unless its applying warden type work to caravans and forcing them to recruit?
"I don't like factories." I mean dude I hate them too. Seriously for what they do they have no benefit. Okay yeah sure great I can make this machine do something so a pawn doesn't have to.. but upon has to carry the items to the machine so what is it doing? "You just need to add more machines" still got to carry the resources to it it's going to go vastly quicker if I just have a pawn craft something going to work bench. I mean I could take up about 12% of my base with five machines to craft one component fully automatically... Or I can completely ignore that and craft 10 components on one Crafter that barely takes up space to register on the scale of my base. And don't even get me started on the ridiculous cost for these oversized goliaths in both power and resources.
Feel like that is the point of these, if you have pawns you can just have them do the stuff but if you only really have mechs, they can run the factory while your main pawns do something better. I think the main benefit is that these free up pawn labour but thats just kinda pointless (for this cost) if you have the manpower, although some of the machines are just good.
Yeah, most of the factory stuff is questionable, basically anything that produces an item with quality is instantly bad, when a colonist with moderate skill will handily produce excellent fairly often. I'd rather things like the synthread factory just... give me the synthread to use. Some of these with lower costs to wealth COULD, and a smaller footprint could be very handy, even at their current material costs, as a way to move your valuable colonists to better tasks, like the stonecutter providing stone blocks for constant repairs.
I would assume if you automate your bases production you would set your colonists jobs to just training turn them into super soldiers kinda like knights training while the peasants work the fields 🤷♂️
The main issue is that training Shooting/Melee in Rimworld isn't something as farmable as doing something like medical or crafting, with the recreation items from VE like archery targets or training dummies and the inclusion of books to read for xp gain in vanilla, they'll hit learning cap for the day in a few hours and it won't be long before they get bored of that recreation type. Nothing against having pawns wandering around idle, it isn't a bad thing, it just isn't efficient, haha.
i dont really agree with your views on the factories. I'd MUCH rather set up a masonry saw or artillery foundry then have my pawns waste their time making basic level materials like that.....other then that i enjoyed the video as a whole
I feel that the issue of Factories aren't their low returns, necessarily, but that they seem to be built around The Lone Scrapper start and to emulate The Mechanitor start, which are both Solo Pawn encouraged playthroughs - especially with the latter forcing Recluse as a trait. I'm of the mind that the low returns for high investment are likely balanced around never having more than a single Colonist supported by an army of drones (Scrapper) or mechanoids (Mechanitor) with a bit of borrowed labor from some malnourished organ donors in the early or midgame.
This series is great. Despite already using most of the mods you covered, I've been waiting for someone to review the more popular Rimworld mods.
Not sure how a guy with such a new channel is making higher quality videos than other channels with 100x that subscriber number. Way to go sir
The factories are fairly underwhelming, better for RP than efficiency. However, if combined with VE Outposts, then you can have truly free background resources.
Mechanite Underarmor gives +5 mood bonus as well.
The best use for factory pieces pretty much boils down to, if you find and cart them home, they are handy before you have the tech. Other than that, steel extractor, cannery (removed what kind of food you stuffed into it), conveyor oven (turns the survival meals component less), neutramine infuser, and that's pretty much it. The meat grinder might be handy too for its reducing to one type of meat and feeding into the neutramine infuser. Otherwise, turn up the speed setting as this is suppose to be a factory not a slow parade. :P
How much do you recommend to turn it up
Total war mechanic when you have long range missles:
Fun fact, I randomly stumbled upon an extremely wealthy ruins that had like 50 advance components, 15 mechanoid components, cataphract armor, archotech limbs... Couldn't get everything in time but without it my colony would not have gotten to the point it is now.
The chemfuel clarifier is actually pretty insane because you can put rotting corpses in there (from manhunter raids) and it will convert the larger animals into ridiculous amounts of chemfuel. I remember getting a few thousand chemfuel after one manhunter pack.
The plasteel forge is great simply because you can't make plasteel and the traders never bring enough. And if you're running say, SOS2, you'll need a LOT of plasteel.
Highly recommend "missing Fabrication Recipes" together with VE Chemfuel. 20 Steel + 20 Chemfuel = 10 Plasteel. Set a Fuel Tab next to your (maybe a second) Fabrication Bench and Scan/Drill for Steel. Gives a simlar Recipe for Neutro with Herbal Medicine and Psychoid.
Both expensive and Time consuming so it really doesnt feel overpowered or give it for free, like a Mineshaft.
For SOS2 i made a small Fuelship. Only filled with Chemfuel Tanks, go down to the Planet, which you need to anyways for the Psychic Ship. Build a bunch of Chemfuel Refineries and then fly back up and connect it. Worked like a Charme
To answer your fire question, its for suppression. Pawns will attempt to path around fire on the ground, so you can lay it on chokes to stifle advances. It also hurts, as in pain. But it doesnt actually do a lot of damage, so you can easily pain shock enough raiders that they'll eventually flee. Flame is definitely best used manually, though, unless youve got a kill box full of concrete.
Also pretty good for wealth management as gear tends to burn up with the fire so you dont have to deal with 28492948 tribalwears sitting in your stockpile
Absolutely love your work with these reviews. The Rimworld community has a real need for quality mod reviews, rundowns, and guides from what I've seen. You're killing it. Thank you for the video!
I feel like factory prices are purely due to fear of the power of "automate everything," and the VE devs at the time didn't consider the possibility of a waste resource that had to be managed as with Biotech Mechs (namely fabricators, which invalidate 95% of the factory goodness.)
Considering that VE has started an initiative to do full remakes of their past mods (like the in-dev Insectoids 2 and planned Medieval 2) maybe they'll come back to better balance the costs in the future.
i really do hope they will do a remake, honestly what makes me angry is how they treated biotech
upgrading mechs in something more engaging would be such a good idea, but no, they just, slapped new research, called it a day, and you just can gestate the advanced mechs like normal ones, its dumb
I think I speak for several people when I say I really didn’t realize just how much the VE mods provided until you broke these all down. Keep ‘em coming man
There's more game in vanilla expanded than the base game, it feels like.
I did a playthrough forever ago and the Mechanite LF Reinforcers saved the day. I had a Lycanthropy mod installed and had a combat expert in my colony that was also a werewolf. I lined her rooms with them and locked her in there during full moons. Worked beautifully. xD
I've been Using them for entity containment in anomaly
How would you rework factories?
My idea is that they should be available significantly earlier, before you get microelectronics, making them have a maintenance requirement, and give them 3 upgrades slots. Now pawns have to spend a lot of time working on these machines until you research the maintenance upgrades.
With this primary purpose of factories becomes to supplement skills that your colony is lacking in the early game before becoming powerful enough to act as the foundation to your colony.
Agreed on a few of those bits. They need to be earlier for sure, unlocked with Electronics as standard and then things like Smithing for steel, packaged survival for the food, complex clothing for the autoloom etc.
I'd want to change how factories chain together, so you can't build the final section by itself, you need to build the entire line of production so that the fabrication of parts goes entirely via factory pieces. So components are Drill > Steel > Component. With the upside being that they'd be produced at a much more beneficial amount/cost ratio.
If you've gone through all of the effort and material cost to make that chain, it should be spitting out twice the components that you'd have made manually with those materials.
Or failing that... simply make factories less expensive to build. The bits that produce resources from nothing? Sure, I get those having a high cost as they can quite quickly recoup that investment. Everything else is so overpriced for how little work its actually automating.
8 months later, but id personally improve them with better performance around the board (more speed, more efficiency, less cost), but id make them produce wastepacks more than mechanoids would for the same level of performance, and make some generally hazardous to be around when active (loading hoppers while machines are running having a low chance of severe hand damage, depending on skills and traits, or chemical related factories releasing a rot stink like gas, for example).
I like it adding an xcom-esque invasion mechanic, it's cool
Idiology Expanded has a "Progressive" meme that improves factory speeds by 25%
Just wanted to point out 2 things.
1: I have 2k+ hours in rimworld and I learned something from this video. Good job! (I've never used the mobile gun drone because I thought they were garbage.)
2: You would use the chemfuel clarifier over boomalope because of LAG. Animals are terrible for late game FPS and the clarifier avoids that entirely.
As someone that heavily uses the factory stuff from this mod, I used to say similar things in the start. "Why use this factory machine, when you can make these by hand faster and with less power"
But what you never think about is workspeed and labor cost.
The factory bits run constantly if they have power. Sure, my level 20 double passion crafter with every possible bionic that enhances manipulation could cramk out advanced components faster, but the advanced assembler works constantly.
When I relied on my main crafters to make all the advanced components I needed, I never had enough. With the assembler, I always have 25+ lying around. The costs feel bad, but they make sense in practice.
I am legitimately mad at RUclips for not sending me a notification about this, whats crazy is, this is also one of the mods that I struggle with. Thanks for the rundown, one hour movie time 😂
As an answer to your question about incendiary damage. Burns hurt. Alot. But they aren't actually all that lethal and are very easy to patch up since, assuming you put the fire out, you just carry the pawn back and they're fine if that's the only thing they're dealing with. This allows you to down humanoid enemies very quickly. In conjunction with firefoam and waterskip, you basically circumvent the death on down chance with it. And yes, this is balanced by the downside of "Well now you've started a fire, idiot." But if you do this while it's raining or snowing then it's not so bad. Plus, if you're big up on map wealth then this is also very good at simply immediately decreasing it, and in the case of arboreal heavy biomes, creating farmable land without having to chop down trees or deconstruct/destroying scattered detritus with your pawns.
omg, i mean, you totally deserve it, but i subscribed like 3 days ago and you went from 940 back then to 1k already. nice
Another amazing rundown! I appreciate the effort you put into these videos. Without you, I’d still be in the dark for a good majority of what some of these mods do 😂
One I've been waiting for great video
Lesssgo!
Antoher almost 1 hour video!
When I was first starting to look at the factories, I was looking to produce some standardised armour and weapons and I hit the issues mentioned here, along with the reasonable lack of flexibility in what could be produced, time and cost. In the end abbandoned the factory idea, built 2 mark 2 androids for android tiers, maxed their crafting (and nothing else), kitted them out with power limbs and neural upgrades then left then limited them to 1 room with a fabriaction bench, much more flexibile automatic production and probably a lot faster
I think some of the issue you've seen with fire based weaponry is in the situations you've been employing them (at least in this video), in my experience fire works best when you can fence in a lot of enemies into a small area and just torch the entire place. In particular I find it most effective against the bugs, which yes is a bit iffy when they pop an infestation inside your base but if they come out inside a relatively empty room you can just turn that whole place into a massive cookout with one little shot of fire (assuming you've got stone walls), even outside of that specific situation fire still works wonders against hordes of enemies as with enough glorious flame you can keep a rather significant portion of the horde running about in panic letting your other fighters clean up.
25:50 initally, i always had problems with inferno weapons, im new too rimworld, so didnt understand there problems at first when i started using them. Eventually i left them in my armories until one day, when i was facing a faction that was nearly as well equipped as the empire. heavy armor, charge weapons, ect. I used a flamethrower from vanilla weps expanded on a informal choke-point made of stone to cause them to panic, and be gunned down by the rest of my firing line. Since i lacked a lot of armor piercing weapons, that flamethrower really came in handy to give my pawns chances to shoot, thus i always made sure to have a flamethrower guy in the group.
Regarding incendiary weapons: I've found having a pyromancer from psycasts expanded is great as a crowd control tool. Most of my other combatants in that colony work one target at a time, and an enemy burning and running for my lake isn't shooting.
I've also seen a base in some youtube series - something by Rhadamant maybe?- where most of the entry area was planted with haygrass to be deliberately set on fire. With walls on the side and firebreaks on either end, naturally.
In my eyes (and what I have found worthwhile), Factories should supplement your stuff, not replace it. I basically never build them directly unless I have a surplus of resources; instead, I loot them instead and see how they can fit into my colony. If they can't fit, deconstruct for resources. The cost becomes much easier to handle when it isn't the primary focus, and more like an extra tool. Basically, I treat them as glorified quest rewards XD
I read the title as rimworld mad random and it sounded awsome honestly
I understand your frustrations with how the factories were handled, but the reason they are all designed like is you are being given a way to create resources out of thin air with no colonists. Power and material cost are high because this is meant to be used by high wealth colonies that can afford the automation.
All you need is power, and you can combine the chunk drill and steel extractor to have an infinite source of automated steel production without having to scan for deposits, constantly change mining spots, and more importantly *worry about potential infestations* due to your incessant deep drills, which the factory drills while dodging efficiency completely dodge all hassle. All you need from there is more than one chain, and that's several infinite sources of steel with your absolute exclusive concern being power.
You can take this logic to most other factories and even combine it with other mods to further enhance the efficiency, such as placing chemfuel taps in place of manually fueled hoppers to have the chemfuel provide itself. Component factories, while time inefficient, not only free your crafter's time for more important jobs, but free up the crafting SPACE so your crafters making important things don't have to wait for a component to be finished or need a whole separate bench made for just components. Factories are a luxury that allow someone with the resources and knowhow to use them properly a full chain of reliable resource gain they can completely forget about, shifting more concern to other matters than resource management. I've only used them properly recently and I simply can't go back.
As for the point that if you can afford these you're likely invincible anyway, these are buildings priced for being a goal you work towards round about the industrial area, which while it will make your base stagnant for the time you're building up the factory chain, the investment will boost your colony's productivity into the skies.
To bounce two of those points against eachother (and I don't mean it in a rude way, always hard to convey via text only) you've said that the power and material costs are high as they're meant to be used by high wealth colonies that can afford automation, the majority of things the buildings produce, especially for a high wealth colony, are really lackluster.
Entirely agreed around steel, thats always useful, but a colony on the kind of wealth to make actual use of these won't care about anything but the steel and neutro. Chemfuel has easier sources. Crafted gear is not only better quality, but actually 'gear' in terms of armour, or charge weaponry. Survival meals don't offer a buff and you'd have pods for travel so unlikely to need the lifespan. Components are obviously always needed, but trade is so much easier to utilise late game with orbitals and caravans.
For the price of the automation and power use you could easily be running a hydroponics yayo lab and just filling the world with the finest powders. It may not be automated but that silver can be used for anything. And as has been established, only a wealthy colony will be using these, which means they're unlikely not to have at least 1 skilled planter or int/craft/cook.
It's a really hard balancing act though. Good feedback.
I have two ideas for rebalancing the factories. The first one is that they should be achievable much much earlier in game. The second one is that they should get a bonus to production speed for every factory in the chain.
I believe I have an idea of how the design of the factories would be better: If they could be minimized. If it was that case, then the abandoned factory quest would be a lot more valuable as you could grab them to offset the large base cost, with the research for them being more of a way to later fill in the missing building for a chain. It makes some of the issues better I think, though of course it is not perfect. I might have to look into modding Rimworld to try it out.
Another thought is that the clothing being of only normal quality helps at least with arming large colonies without increasing the wealth by more then you expected, or ironically producing items for small number of colonists without them ending up bad or jumping the wealth up a bunch.
Emil on the back suggests the desperation you'll feel when Mech raid comes
I was hoping to hear the rest of the factories. I get you don't like them but hell, that's why I sat through this one...
IMHO the best way to get factories is quests.
I think the reason why the modder finally added the Total War toggle is because people were complaining enough that it became an issue. I remember early on, Oskar said he wouldn't do it. I can't help but feel that the mechanoid ships in the field were overtuned and imbalanced, and I still think they are!
That being said, I do like the factory side of things. The issue with the automated production 'benches' is by late game, the player will likely be able to simply craft better gear, cook better food, tailor better clothes, and not rely on them at all. Definitely understandable why vanilla and the DLC doesn't add any similar benches.
It's understandable why you don't like them though. It does make investing in your crafters a sidequest more than a primary objective. Funny enough, that's just also how the industrial revolution came to be and why Luddites were so against them.
The best incendiary ability is from Psycasts expanded. Firebeam. The first time I used that I didn't know what it did.... But lets just say that Tribal society probably picked up a new God for their pantheon when the Naked lady covered in anima implants turned the power of the sun onto their group.
Do hoppers from fabrics work like regular hoppers for non-factory machines?
It could be cool if you could connect a factory meat grinder directly to a nutrient paste grinder from VE nutrient paste to create several litters worth of nutrient paste per corpse batch
You can have the meat grinder fed with a factory hopper and have it deposit into a normal nutrient paste hopper, just gotta line up the input and output correctly. That way your paste is entirely automated.
Can't think of a greater use for this mod except setting up a Rim-wide hyperwar using RimWar and Faction Control to 1vAll the entire continent.
I feel that the issue of Factories aren't their low returns, necessarily, but that they seem to be built around The Lone Scrapper start and to emulate The Mechanitor start, which are both Solo Pawn encouraged playthroughs - especially with the latter forcing Recluse as a trait.
I'm of the mind that the low returns for high investment are likely balanced around never having more than a single Colonist supported by an army of drones (Scrapper) or mechanoids (Mechanitor) with a bit of borrowed labor from some malnourished organ donors in the early or midgame.
What are the music you use?
The NieR:Automata soundtrack
No wonder it sound familiar
Incendiaries are great for keeping colony wealth down and burning away those pesky tainted apparel much quickly than using the crematorium.
and i experience some weird item disappearing on the hopper idk if it is intended but when there is alr item on the hopper and you switch the factory output to other item, it will consume the raw material in the process and spit out nothing
About the risk of making the game through automation, maybe if they had the risk of attracting mechanoids clusters or bug infestation, even just producing things like wastepacks as biproducts could go a long way; kinda like how in factorio the more you build the more you have to invest in defenses and fool-proving your base
The best machine is the grinder. This wasn’t mentioned but it grinds up ANY corpse. Rotten, skeletal or fresh all produce meat. I set mine to only accept rotten corpses and boom free food. Connect it to a neutro grinder, boom free neutro. It both ride your map of a corpse and gives you produce
Personally, I didn't mess with either the wealth or the colonist count requirements, but set the timer way, WAY higher.
I’m confused, what’s the difference between the friendly droids and the normal biotech mechanoids you can make? For example there’s the default biotech cleansweeper, but this mod also adds a cleaning bot. I feel like I missed something important
Mechanoids from the Biotech DLC are linked to a Mechanitor. Whereas some of the friendly droids included with VFE Mechanoid, like the roomba or propaganda drone, are entirely autonomous and don't need to be linked to a pawn. Depending on the colony you're playing with, being able to control your Mechanoids more directly via a Mechinator might be more beneficial than having everything doing whatever it wants, which is why I tried to use the different terminology of Droid, they behave more like tamed animals with jobs.
@@MysteriousFawx Ah my bad. That makes more sense
No worries, VFE Mechanoids was a lot more straightforward before the Biotech DLC, then it got quite a few crossed wires with shared terms.
That coffee cut scene looked like Joe from impractical jokers
Fire defenses are the only good use for fire (or at least you can keep any issues to a minimum with planning)
Plus fire is a Crowd control tool. In the end though Fire weapons are still limited to small usage and in some cases cheesy tactics with a heat tunnel trap for humanoid enemies....yeah I buff power armor to handle extreme temps not just for myself, but for enemies to have some advantages against cheesy tactics.
Honestly the main reason I use this mod is when I want to have mechs that have less upkeep. Medical drones pretty great in the mid to early-ish game
How the hell are you churning these out this fast?!
Eat, sleep, edit, repeat. Just as well I enjoy Rimworld!
Can you please review "the dead man's switch mod" it has enough content for at least an hour long video and a lot of numbers for u to calculate
A lot of people asking for that, it's been pushed up the list but I've got loads of testing to do with it first before I put out a rundown
The ve team needs to see this and reduce the time, energy and make cost requirements for some machines
Maybe these can be put onto a Rimnauts 2/Save Our Ships 2 spaceship?
I know that RimFactory has problems.
Mobile turrets are so broken you can even construct insectoid defenses on them.
47:28 shockingly, no. An equivalent number of boomalopes would cost 3800 silver.
Then again they wouldn't need food so
Oh man, I forgot about the total war mechanic in this one.
Thinking of doing a game where I use a ship from SOS2 to sit in orbit and send down transport pods of recently frozen dudes to deal with key sites. 😉
XCOM themed is good too though.
Probably will need one of those recruitment mods to get my numbers up.
So.... Helldivers?
Hey, who's glitchy boi at 1:44 ?
Ultimate Storyteller. It's a mix of Cassandra, Randy and Perry Persistent. Really solid choice of you want a straight forward storyteller that's more active.
@@MysteriousFawx I want a storyteller who will let me send my OWN events. Do you know of one like that?
@@NoviceVideoGamer it's not a storyteller, but if you use achievements expanded you'll earn points that can trigger raids/traders/random events. There might be a custom storyteller out there but it's not on my radar
@@MysteriousFawx Okay, thanks. I found the glitchy-looking storyteller.
Nice video, will you do rundown on vanilla cooking expanded, its easy one mod, but it have some not so easy to understand parts, like food conditioning.
hope you can answer this - I've noticed you put a lot of nier music as background but there are some I just can't quite identify. do you have all used background music's names somewhere?
Don't have them written down sadly. I grabbed them from the individual ost tracks that someone has uploaded in a complete playlist on RUclips though. Not sure if some tracks weren't on a standard ost perhaps?
Going by what is tagged as viewed on the playlist. The songs I used/considered using are the following.
ruclips.net/video/E9c-t8hQCRo/видео.html
ruclips.net/video/DDwmKkxAyk0/видео.html
ruclips.net/video/QNmui0Prrls/видео.html
ruclips.net/video/EyZaNx8T-fM/видео.html
ruclips.net/video/hMw-DUnR10s/видео.html
ruclips.net/video/7jna9bvhdRE/видео.html
ruclips.net/video/8jpJM6nc6fE/видео.html
ruclips.net/video/KJBUF-s15co/видео.html
ruclips.net/video/tDHRpWNq2-s/видео.html
ruclips.net/video/paneqmGdM84/видео.html
ruclips.net/video/ToBQY630PZE/видео.html
@@MysteriousFawx thanks for the answer! nier has some really amazing soundtracks. cheers!
Can you do Medieval Overhaul?
I am always confused why things like auto factories and mechanoid faction changes are all tied up in the same mod when it comes to VE. I'd probably try out the harvesting and planting stuff if it wasn't drowning in countless things to kill my launch times. If I did want the mech changes why tie it in with useless mega factories? Really should be split up.
LMAO the ben shapiro bit😭😭😭
the mobile turret can use the glitter tech mortars such as the cluster missle on so..... kinda op?... also it can for some reason shoot through the roof if its on a mobile turret
I mean, calling anything from Glitter Tech OP is kinda the purpose of that mod.
@@MysteriousFawx Yeah but.... now you have a moving cluster rocket launcher that can shoot through mountain roofs... it ain't meant to do that
@@MysteriousFawx also do you know a way to download mods from steam? I found most on github and alike but some just ain't there (my internet connection cuts of every few hours)
If something isn't meant to do something... don't do it? Haha, self moderation is a thing, especially with potential mod conflicts/combinations.
The majority of mods are on the Steam workshop, if you've got Rimworld on Steam you just open the Workshop from the game library shortcut, find what you want, subscribe and go. Outside of a Steam copy, its a bit of a PITA, especially making sure everything is up to date.
@@MysteriousFawx yeah but I got the game on GOG so unless I can get a transfer from GOG to steam... modding remains painful
What is the mod bar mod u use? It looks great!
It's CM Color Coded Mood Bar :)
steamcommunity.com/sharedfiles/filedetails/?id=2006605356
"Ten steel every two hours"
My colony, consuming 2000 steel a day: 😐
Thanks for the video I’m doing mechanitor run and I want to see if it’s worth getting into this stuff. So far the higher end factories aren’t that impressive, especially since a fabricor has a chance to make higher quality items and is comparatively cheaper outside of having to fight a war queen for the research. Though the mechs in the mod are interesting and might be worth integrating into the mechanitor army.
If you can get the upgraded Scythers they definitely are, really useful to chase down runners or rush raiders that are trying to hide behind awkward cover. Can make for a fantastic flanking force that just cleans up the backline of raids.
Thanks also not sure if this is the right place to ask but how well does a noble mesh with a mechanitor, since depending how high up the hierarchy you go it does mean they won’t do certain tasks.
I normally like my mechinators to still be able to fix up mechs, which they will stop doing at a certain point. Can't remember the ranks off the top of my head but I think you'd need to be careful around the rank of Knight? Maybe a little earlier.
Honestly.. As a rimfeller player... These factories are cool, but besides the steel... Rimfeller can do a bit of everything except steel, it can create its own blocks and floors too, and arguably faster, which just requires a colonist on the consoles, though you'll manually need to make components, but like you said, for me as well, it's more engaging to have a crafter on these things, they get married, sick, tired, slow or stop production at critical points which create the story Rimworlds trying to do, in fact, it's soft mods like these that I've been trying to avoid because they tend to take away from player engagement
same, gave up on factories after three colony attempts. too expensive, cumbersome, with too little gain.
Gonna have to say the Super Computer is indeed trash if you only build one, but the intent is to build a server room full of them. Get about 10 about them and that's like 240 research a day passively. They won't replace your researcher, but it will suppliment them durring their off hours or if they're unavailable atleast.
CVN Mechanoid Combined Arms Warfare
What mod is that for the loadouts
Compositable loadouts. I'm thinking of doing a rundown for it once 1.5 hits because the UI is a little janky but it makes everything so much easier
Could you add the rimpy mod order list?
As in, what order do I load my mods with Rimpy? For the most part the Auto-sort does the job perfectly, but I don't use many mods that have conflict issues anyway, I keep my list very clean.
@@MysteriousFawx it makes it easy to add the mods to the list
That's what the steam link is in the description for, I don't drop my entire mod manager list as that is how people end up installing mods that introduce conflicts with other things they use and cause red errors. It's far better practice for players to manage their own modlists and make sure they've got the right dependencies.
49:30 Actually, YOU DON'T NEED. This factory can process ROTTEN corpses.
Would still need it for the hoppers going into the oven surely? As rotten food disappears rather than going goopy.
@@MysteriousFawx Kinda right, but processed meat survives 6 days and you can always bring meat to your freezer to make better food.
I wanted to point out that THIS IS VERY OP. The reason is that manhunter packs have scaria, and after being killed they rot almost immediately. It can give you tons of meat.
Besides that, I think that slow-working factories should have less colony cost to balance them out. Even less than pawns with 2 bionic arms, so factories would be safe, but expensive and slow working.
Tried it, definitely works on rotting corpses, but I'm not sure where you're getting 6 days on processed meat from? With only Mechanoids on it comes out at 2 days, same as any other meat. Another mod interaction or is the room your grinder is in cold but not quite freezing?
I would wait for them to make the remake version for better biotech integration.
@Magnus181 all mods that are being remade have already lost support leading up to version 2. Mechanoids isn't on that list.
@@MysteriousFawx He's mentioned it somewhere that he will remake it. I don't remember where exactly I read it. In any event it's probably pretty far down the pipe.
@Magnus181 Off topic... but why are you liking your own comments?
@@MysteriousFawx Why wouldn't I? Of course I endorse what I am currently saying.
@Magnus181 Yeah, but that's why you write it in the first place. Liking it as well comes off as kinda desperate for people to notice. I read all my comments dude, you don't need to try and highlight them. It's just super obvious on a channel of my size is all.
Imagine you lack a dedicated crafter, or your only skilled crafter is a Godlike researcher and you dont want him gone. Get a component factory.
I think constantly sitting in a rec room to be a bit of a damp fart of a way to look at it when theres thousands of other things to craft and do, especially with the tens of other VE mods adding ludicrous quantities of options and activities. You get distracted by an inefficient output when the point is automation of timesink jobs like plantwork, mining, and in-between crafting.
I do agree that the price scaling is ludicrous though lol(though the scavenger missions help some), I could be making a clone army or making a convoy of helicopters to make a huge trade network work but NO. I want to build kibble famctory :3
I get that a colony might lack a decent crafter and automation could be a direction to go to get around that.
My thoughts would lead me to, if the colony lacks a decent crafter, they must have something else they're doing really well. Planting, cooking, art, mining? Something to make an absolute boatload of wealth to sell which would just let you buy components or gear instead. Which is also far more engaging to do with the colonists too, orbital traders are frequent enough and caravans to see friendly faces aren't usually that bad.
I dunno, might just be me. Every time I look at trying to use 90% of the factory buildings to solve an issue, it's the most overboard way of doing it. The only 4 factories I stand by are the Drill + Steel combo, Neutro production and the Butcher. Everything else is *so* much work for the same payout as if I ran a drug/organ empire and just traded for what I needed. It definitely needs some efficiency tweaks to make it work at better ratios the further down the production line you go.
The factories may take an ingame year to pay FOR THEMSELVES, but the value is also in what your colonists can do when they're not tied up cooking or crafting. I agree it should be more efficient, but there is PLENTY of value in these functions since you can't really do them in any way without taking up a colonist for a significant amount of time.
Again I agree, the rate of production should be jacked up OR the price should be decreased so you can build more of them at the expense of colony space. That's my suggested fix, make them a fourth of their cost and maybe make them unminifiable except for the abandoned factories.
I just don't think they're useless by any means, they're meant to be less good than a legendary craftsman.
If you're lacking a crafter, you can get a fabricor. It's better in every single way than a factory. Rimfactory does this aspect quite a bit better, and the numbers are better balanced. That being said, I always have this mod just for the other features it adds.
Yes please keep em coming
"Oh goodie, I can spare twenty minutes of-- OH LAWD THE LONG VID COMIN'" (Not complaining)
I'll be honest, I'm not a fan of storytellers whose only purpose is to ramp up combat. Yes, you get good events, but some of them, if you don't resort to pure cheese then it's impossible. It was long enough ago that I don't remember which one, but I tried one that, on my first raid for a tribal run, sent me a raid of four enemies with pulse rifles, two with sniper rifles, and two with doomsday rocket launchers... on Strive to Survive. Is this how people have fun? "I don't like any challenge except for threats that can delete my colony before I can fire a single shot." I dunno, to each their own, but I like more diversity than JUST combat.
I don't mind the new enemy mechanoids. I like 'em. Fair 'nuff.
I don't mind the new allied mechanoids. Same deal. Nothing too overpowering. While I think there's some overlap with Biotech that isn't necessary, I'm not going to complain too much. More on this later.
Absolutely nailed my opinion on the factories. Simple ones are neat, but... not really worth it. You're jacking up your wealth to extremes just to build one, keeping it even higher, and really without a point. Theoretically cool, effectively more trouble than it's worth. Honestly, if you want to get Factorio in Rimworld, just use Factories Reborn. More sane building costs. Not all of the cool stuff, but still.
So let's use this mod in a way that isn't going to kill you immediately. It isn't going to rely on only this mod, but this is going to be the central mod. First off, let's turn off the total war mechanic (loved that gag, by the way), and then let's inactivate the mechanoid faction. Yeah, you heard that right. Next, let's install a mod to allow you to construct the various mech chips without having to summon a mechanoid attack. Lastly, custom start based on the Mechanator start but without the starting mechanoid. The theme for this one is that all mechanoids were destroyed in this system, but your colony is bringing them back slowly. You may have to get a mod to let you craft mechanoid components, I'm not sure. I haven't done research on this yet, it's just a proto idea I came up with on the spot. Might be fun.
I like this mod, but I find some of the aspects of it fairly difficult to utilise in a typical base, if I'm being honest.
A lot of the factory elements are fairly high tier research and by the time I get to them, I usually just find myself not needing them.
Why would I need automatic sower/planter, when agrihands exist, require no real upkeep, and by the time I get the factory, my gardener already has field hands to boot? Why do I need a factory building for that, why my farmer pawn can do the same work within an hour? And even if I lose this pawn... By this time I will have enough agrihands to not care, and will be able to produce farm hands for replacement colonist.
Normal quality clothes and weapons from factory are also a miss - by the time you get these buildings, your manual crafter will do stuff better and faster.
There are some good points though - buildings that are not parts of factory chains, like fishery or automated soup-maker are not half bad, just very, very late.
The factories may have some use, however - for certain playstyles and types of playtroughs. Basically - if you raid a lot, with your entire colony, or if you are dealing with never-ending raids - factory stuff makes your colony basically hands-off. So you can pull your entire group into combat without worrying about production due to fighting and healing downtimes.
This is very specific, and a lot of it is invalidated by mechanitors, BUT factory bots do not seem to clog mechanitor's bandwidth and neither do buildings, so there is that - this actually pairs well with a mechanitor. Factory and bots deal with basic stuff and perimeter defence, while mechanitor keeps the bandwidth for a legion of lancers and centipedes.
Speaking of bots... These things are kind of wonderful. The basic cleaners and haulers are redundant with their biotech equivalents, BUT they do not clog bandwidth. Combat bots are rather weak BUT they do provide basic, hands-off perimeter security and patrol on their own. Mechanitor's combat options are more bothersome in that regard. So combat bots are a good complement.
And mobile turrets can become very cheesy.
Autostriders are simply AMAZING - they provide caravan speed boost only 10% lower than a horse, while having good carrying capacity. They are a wonderful option if you have excessive power in your base, find animals to be a hassle, and if you do not use vanilla expanded vehicles, which make autostriders largely redundant.
One thing to note - they glitch out when you try to use 'farskip' psychast to teleport back - they will not get unloaded automatically, so keep that in mind.
Could you do android tiers?
If I did cover it, it'd be way down the line because it also involves covering HAR, which has lost a lot of additional support since the release of Biotech, so won't promise anything but will make a note of it.
Yeah I never wanted anything to do with the total war mechanic on this mod. It always felt like it is tuned for a different game. I like the mod for everything else I just found that mechanic way too warping on how the game is played.
I didn't know that vanilla mechanoids couldn't use cover.
I had a problem with vanilla vehicles expanded my slaves were converting to colonists when they were caravaning across the map on car and on foot if there was anything to fix this other than that VVE was great.
Im waiting for vanilla vehicle expanded ur channel was super helpful for vanilla expanded mods
Strange, just booted up a quick dev mode to check with only Vehicles Expanded on (and framework mods) and I can caravan both on foot and in a vehicle with slaves just fine.
Does it take a while to happen or is it instantly? Do you have any mods that interact with slaves and/or recruitment?
@@MysteriousFawx no i don't remember using anything than VVE
Maybe there is a problem with snap out? Or old version of the mod.
It's been a long time since Snap Out was updated, but I'm not sure why it'd be causing issues with that specifically. Unless its applying warden type work to caravans and forcing them to recruit?
It feels like the factories have nothing to do with the mechanoids, tbh they should be two different mods
25:45 skipmaster
"I don't like factories." I mean dude I hate them too. Seriously for what they do they have no benefit. Okay yeah sure great I can make this machine do something so a pawn doesn't have to.. but upon has to carry the items to the machine so what is it doing? "You just need to add more machines" still got to carry the resources to it it's going to go vastly quicker if I just have a pawn craft something going to work bench. I mean I could take up about 12% of my base with five machines to craft one component fully automatically... Or I can completely ignore that and craft 10 components on one Crafter that barely takes up space to register on the scale of my base. And don't even get me started on the ridiculous cost for these oversized goliaths in both power and resources.
Imagine brrrt gun on this mobile turret, well raiders are scared
Is for modded run so is kind like is android tier with the quarry mod
you can Control the mechs from VFE mechs if you have biotech not talking about the droids the ones the mechantitor can control
Yeah I mention that in the video, the Droids are an alternative mech system for people that don't own Biotech.
Crazy long video
man, disappointing to actually see the factories are that inefficient and costly. Was hoping to make a low pop, mech colony with them.
Feel like that is the point of these, if you have pawns you can just have them do the stuff but if you only really have mechs, they can run the factory while your main pawns do something better. I think the main benefit is that these free up pawn labour but thats just kinda pointless (for this cost) if you have the manpower, although some of the machines are just good.
honestly, only thing i like about this mod anymore is the mechanoid armor/pants and the ships, and i hate inquisitors and carpenters
This mod isn't really my cup of tea, but great video nonetheless.
Yeah, most of the factory stuff is questionable, basically anything that produces an item with quality is instantly bad, when a colonist with moderate skill will handily produce excellent fairly often. I'd rather things like the synthread factory just... give me the synthread to use. Some of these with lower costs to wealth COULD, and a smaller footprint could be very handy, even at their current material costs, as a way to move your valuable colonists to better tasks, like the stonecutter providing stone blocks for constant repairs.
I would assume if you automate your bases production you would set your colonists jobs to just training turn them into super soldiers kinda like knights training while the peasants work the fields 🤷♂️
The main issue is that training Shooting/Melee in Rimworld isn't something as farmable as doing something like medical or crafting, with the recreation items from VE like archery targets or training dummies and the inclusion of books to read for xp gain in vanilla, they'll hit learning cap for the day in a few hours and it won't be long before they get bored of that recreation type.
Nothing against having pawns wandering around idle, it isn't a bad thing, it just isn't efficient, haha.
video (good)
reply (thanks)
Good or bad, calling it out is equally important, so if a mod is total trash under the mask, then it needs to be said.
i dont really agree with your views on the factories. I'd MUCH rather set up a masonry saw or artillery foundry then have my pawns waste their time making basic level materials like that.....other then that i enjoyed the video as a whole
spot on, this mod is sooo poorly balanced.... :(
I feel that the issue of Factories aren't their low returns, necessarily, but that they seem to be built around The Lone Scrapper start and to emulate The Mechanitor start, which are both Solo Pawn encouraged playthroughs - especially with the latter forcing Recluse as a trait.
I'm of the mind that the low returns for high investment are likely balanced around never having more than a single Colonist supported by an army of drones (Scrapper) or mechanoids (Mechanitor) with a bit of borrowed labor from some malnourished organ donors in the early or midgame.