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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2347136687
Hope it helps anyone!
I'd say, bots don't need to be smarter per-se, as there are already mods for controlling animals, like Kill for Me, so you can basically outsource that :D
They only need to be buildable, have animal stats like trainability and wildness (you can think of those as whether the bot is complex enough to do certain tasks, and hove much it requires additional maintance), and add a job for "programming" bots, which would replace handling for them.
I'm no RimWorld modder myself, but from general gamedev experience it does seem doable without much hustle.
>gure out the C# on the Face lasers the assaultrons use
I believe the royalty abilities framework is in the base game, so you could just make it an ability of the Assaultron.
I'm not really familiar with the way mods work in rimworld but aren't you able to like cannibalize it through picking though the files?
The somewhat short descripion is : they run on energy which you can load from the power cables in ya base. ( i think they use something like a conductor ) they use plating and have their own limb replacements and organs. They do not count as " organic " anymore . The endgame buildings of it would be really really awesome with this mod . You could "store" your character in a pod , and remotely control said robots in your base. You know ... like mr house :D it would also take a load of your back with the whole balancing thing. All ya kinda have to do is to not allow them to wear appearel and figure out what kind of stats the races specifically should have. ( and their contruction costs) i can highly recommend your to fiddle around with it in debug ingame to somehwat get a feeling for it .
Your comment about trade offs actually makes me think of the Trait system from New Vegas. Love that system (though Wild Wasteland never felt like a trade off cause I almost always ended up picking it).