RimWorld

RimWorld

125 ratings
[1.2] Automatons II: Robotic Boogaloo [1.4 UPDATE IN DESCRIPTION]
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2
File Size
Posted
Updated
2.691 MB
22 Apr, 2021 @ 8:08pm
28 May, 2021 @ 2:49am
16 Change Notes ( view )

Subscribe to download
[1.2] Automatons II: Robotic Boogaloo [1.4 UPDATE IN DESCRIPTION]

Description
Updated to 1.4 by Zaljerem: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2970480303



1.3/Ideology note: I don't know what 1.3/Ideology has broken or if it has broken anything within this mod. Once everything/almost everything pertaining to bugs and updates have settled down and once I get Ideology myself, I'll be updating A2. Until then, please be patient or make a patch on my behalf.





This mod adds robotic pawns to the game and very little else. Notable features include:

- Robots should make up about...5% of the spawns if I recall correctly?

- Robots have base stats on par with a Lancer or Scyther.

- Robots have gender identities because why not?

- Robots eat in order to produce repair mechanites. Having high blood loss will make them ravenous as they desperately try to produce enough mechanites to repair damage.

- Robots should not be able to do drugs.*

- Robots sleep to encode memories and defrag their system. They only need about 2/5ths as much sleep as a human.

- Robots are craftable without depending on ISOREX's Craftable Pawn Framework. The only caveat to this is crafted robots will not automatically join your colony. Honestly, I'm okay with this. These aren't drones you're building, they're sentient artificial entities with minds of their own. If you want a robot you build to join your colony, you'll have to persuade them somehow.

- Robot bodies are compatible with most human prosthesis/augmentations, but have a few 'organs' specific to them. The three core components of the robots are their internal vanometric batteries and mechanite refineries, which can be found as quest rewards or exotic goods, and miniaturized persona cores, which can be found as quest rewards or exotic goods and can also be crafted.

- Custom backstories. In total, there are 11 Childhood backstories and 4 Adulthood origins of Royalty, Outlander, Offworlder, Pirate, Tribal, Viking, Settler, and Medieval backgrounds.

- Vanilla Expanded integration. As the last point may have clued you into, I've included patches to support Oskar Potocki's Vanilla Expanded mods, so robots should rarely spawn as settlers, vikings, and/or medieval subjects in both your faction as well as NPC ones.


You're free to leave questions and such on this page, but I'm also available in the #automatons-ii chat in the HAR Discord. [discord.gg]



*Robots will still likely try to consume modded drugs and may or may not try to consume substances recreationally because fully custom think trees are basically impossible. Well, they are for me, at least. If there's a modded drug that you'd like patched, let me know which mod and I'll see what I can do.



Thank you to Beelzebelt, as their Klickmala Race mod was used as the template for my first Automatons mod which, in turn, this mod is built off of.

Thank you to Rylfamer, whose HD Pawn Textures I mutilated for my own purposes.

Thank you to erdelf and the rest of the folks contributing to the Humanoid Alien Races framework.

Thank you to BusterZlista for creating a Combat Extended patch:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2476640690
Popular Discussions View All (1)
11
6 Aug, 2021 @ 7:52pm
Bug Reports
Veronika Holmes
104 Comments
kubazwami 29 Jun @ 7:39am 
chicken jockey
BlackWaterAquifer 1 Jun, 2024 @ 5:17am 
1.5 now, Zaljerem!
Veronika Holmes  [author] 17 Mar, 2022 @ 8:58pm 
Again, it's not something I can help without proper CSS coding, which I don't know how to do.
Emperor 17 Mar, 2022 @ 11:08am 
I was going to make a post arguing about all of the irrationality that goes into the robot leaving the colony, but unfortunately it was way too long apparently.
Alexisrex 17 Mar, 2022 @ 9:45am 
You mean violently beat the shit out of them then imprison them and bully them until they join xD, but yeah whatever it's not like life is the biggest gift (And curse) you can give something
Veronika Holmes  [author] 16 Mar, 2022 @ 7:48pm 
- Robots are craftable without depending on ISOREX's Craftable Pawn Framework. The only caveat to this is crafted robots will not automatically join your colony. Honestly, I'm okay with this. These aren't drones you're building, they're sentient artificial entities with minds of their own. If you want a robot you build to join your colony, you'll have to persuade them somehow.
Alexisrex 12 Mar, 2022 @ 7:46pm 
*Builds a robot then the piece of shit doesn't join* Ah yes I just gave you life and you don't join my colony, This mod is even worse then the rimrobot mod and that's saying something
V∆ŁĶẎŘĒΞ 1 Feb, 2022 @ 11:19pm 
Жду 1.3)
Deamonheart 5 Oct, 2021 @ 2:30pm 
Sooo, when is the 1.3 version coming out?