
Last update: 27.09.25.
Reason: Update mod to version: 27.09.25

Thanks for subscribing to "Mechanoids: Total Warfare" MOD!
This mod's difficulty primarily centers on new mechanical enemies and their accompanying enhancement systems. These enhancements gradually unlock as players trigger specific conditions during gameplay, delivering an extremely hardcore trial while avoiding unnecessary power creep. If you feel excessive pressure during play, please prioritize your experience - you can reduce raid intensity or disable mechanoid enhancements in settings.
● Total Warfare provides deep expansion to RimWorld's original mechanoid content, offering:
Richer mechanoid unit options
Unique combat mechanics
Epic-scale battles
● Total Warfare features progressive difficulty design. The mod reconstructs vanilla combat logic, expands battle scale, and adds about a dozen distinctive mechanoid units. Early-game content focuses on exploring new elements, allowing you to naturally familiarize yourself with numerous new items and mechanics while enjoying gameplay, establishing a solid foundation for late-game challenges. Please note that for late-game challenges, we recommend utilizing the mod's new mechanics, mechanoids, and structures - using purely vanilla tactics against new enemies may significantly increase combat difficulty.
● Additionally, Total Warfare introduces the hidden faction NCL. By constructing an NCL Quantum Communication Console, you can establish contact to:
Trade valuable resources for colony expansion
Request deployment of Titan class Mechanoid Archowrom as garrison reinforcements
『Archowrom Garrison Feature: This worm can dramatically reduce raid difficulty. If you wish to avoid frequent interruptions during construction, you can use it to eliminate threats. Please note its combat methods may cause unexpected damage to your base facilities.』

















And lots more weapons and equipment.
Q: Is it compatible with existing save files?
A: Yes, but note: the mod redesigns vanilla mechanoid ruins and sets these modified ruins as the initial trigger point for the core mod progression. You need to use the Mod setting to regenerate the ruins.
Q: Can I play without Royalty, Anomaly, and Biotech DLCs?
A: No. Many features depend on these DLC mechanics. To ensure players who:
• Subscribe mid-campaign
• Use spaceship faction starts
can experience the full content, we've added a "Generate Mechanoid Ruins" button in mod settings.
Strongly recommended for mid-game adopters to guarantee complete mod experience.
Q: Is Odyssey and Ideology DLC required?
A: Optional. Content activates automatically if detected, but neither is required for core functionality.
Q: Why won't my point defense work in existing saves?
A: Requires charged batteries in power grid. Ensure:
Batteries exist in network
Charge level > 0
Power lines properly connected
Q: CE (Combat Extended) compatibility?
A: Not currently supported. Focus remains on core development.
*Note: Compatibility may be added if:
Mod development stabilizes
Author personally adopts CE
No estimated timeframe exists.*
Special Compatibility Notice:
GlitterWorld Destroyer 5 - Full integration verified
Developer Team:
Nyar,lingluo,Ejiao No. 12,Feng Xinzi, Azzy,Chitosemo,more,and chinese friends
Special Thanks given to:
Rimworld by Tynan,VEF by VETeam
UIpdates:
There will be soon。
Required:
● Added Mechanical Clan Nest units: [Coconut Mech], [Psionic Roach], [Special Forces Paratrooper Silent Mantis];
● Added enemy summoning structures: [EMP Mortar], [Raid Signal Indicator Terminal] (used to summon mechanized units for parachute assaults; currently includes Special Forces Paratrooper Mantis and Mechanical Shock Centipede);
● Added colony defense structure: [Iron Rain Vertical Launch Interception System];
● Mortars no longer penetrate thick rock ceilings (reverted);
● Fixed bug where Demon Cannons became ineffective under thick rock ceilings;
● [Static Nest Construct] durability increased;
● [Shell Fortress Construct] now immune to EMP control;
● [War Scorpion] gains new attack with shrapnel effect, firing animation, and self-healing ability;
● [War Scorpion] retains unchanged durability in flash-destroyed environments, while durability in non-flash-destroyed environments is reduced by approximately 30%;
● [Frequency Scout Locust] and Guided Centipede missiles now feature new fragmentation effects, dealing additional damage to hit enemies;
● [Frequency Scout Locust] Energy shield increased to 4000 in flash-destroyed environments, reduced to 1500 in non-flash-destroyed environments;
● [Tesla Centipede] Sharp weapon defense increased from 142 to 154 in flash-destroyed environments. Remains unchanged in non-flash-destroyed environments;
● Mortar count during assaults has been significantly reduced, and the mortar texture summoned by the Mechanized Entity has been replaced;
● Removed prerequisite dependency on the Anomaly DLC;
● The Narrator [Justice] has merged with Randy's code and will become more insane;
● Optimized mod settings:
- Wealth value boost and airstrike trigger thresholds are now configurable;
- Can now set a mortar quantity cap or disable War Beacon enhancements to prevent raids from carrying mortars;
- Can now configure whether the mod's stealth buff provides “True Stealth” (True Stealth grants 0% transparency, rendering units invisible to the naked eye).
● For further details on this update, please refer to: Baidu Tieba's “Mechanized: Total War” September 21 Incremental Update Announcement
21.09.25 (1.6)
04.09.25 (1.6)
25.08.25 (1.6)
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