RimWorld

RimWorld

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Rim-Robots_
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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33.435 MB
4 Feb, 2022 @ 7:24pm
26 Jun @ 4:24pm
68 Change Notes ( view )

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Rim-Robots_

In 1 collection by Vex
Vexed Things - Race Mods
9 items
Description
Do you want a robot race that is centered around being balanced, lightweight, & based on vanilla aesthetics? Do you also enjoy backstories & descriptions based upon the Rimworld lore primer, eating chemfuel, lumps of raw uranium, and creating a machine legion? Then this mod might just be the one for you!

Have you ever wanted to add a robot/android mod to your rim, but most of them seemed a little too heavy or otherwise didn't fully fit into the vanilla aesthetic? Then this mod is hopefully what you're looking for! It adds just enough content for a robot-oriented playthrough, while also being light and balanced enough that it can fit right into the backseat of your regular playthrough and be barely noticed.






Races
There are two types of synthetic pawns added by this mod:

Mechanents: Human-like mechanoids. They carry complex subpersona cores in an attempt to mimic human behavior. Compared to humans, mechanents do not need sleep, but they require either chemfuel, uranium, or fuel nodes for power. Stat-wise and gameplay-wise they're akin to mechanoids, just with the complexity of a regular pawn.

Personae: The vessel of an AI persona. A bridge between the biological and the mechanical. Compared to humans, personae need "sleep" - but not fuel. They're also the most human-like; with all the benefits that mechanents have, but none of their inhuman qualities.

All of these robots can be stunned by EMPs, share a unique "surgery" system, custom thought replacers, immunity to biological ailments and weaknesses, unlimited lifespans, etc.
They cannot - take human drugs, use human skill trainers, be host to xenogenes/xenotypes, or use buildings that require a "fleshy" pawn.

They can be found rarely as slaves, in outlander/spacer/pirate factions, or most commonly in their own factions.
The civil synth' are peaceful, open to trade, and even have a few humans in their ranks.
The hostile synth' however are meant to be a challenge faction. They're often amped up with combat upgrades and advanced weaponry, and to top it off they can even bring mechanoids with them on raids, such as scythers and lancers. And if Biotech is enabled they'll bring mechanoids made specifically to burn out organic life, like tesserons, scorchers, and even very rarely centipede burners. Good luck!

All of these wacky robots also both come with a combined amount of roughly 100+ backstories, thousands of different and unique names, and a plethora of unique textures and headtypes. All of your robots will have a different flair, style, & story to tell.



After finishing the research needed to make mechanent/persona components, you can print your own colonists. You can either obtain a casket via orbital traders, synthetic goods traders, or by building one yourself after finishing the ultratech persona research.



After finishing the research needed to make mechanents, you can build a massive charge pylon - used to produce charge cells in exchange for steel, giving your robot colony complete independence from anything biological for fuel production.



The civil, and hostile personae. The civil personae are open to trade, and will be generally accepting of any fleshlings. The hostile synths are the complete opposite, seeking to destroy your fleshly colonists with the might of steel and fire.



If you're running the Ideology DLC, you'll be able to have varying degrees of hatred and even love for either biological or mechanical pawns. Ie. pawns under the "mechanical primacy" meme will have mood debuffs if any non-slave human/flesh pawn is present in the colony, while pawns under the "biological pawns venerated" precept will be delighted to live among humans and other fleshy pawns.




- "CE?" - Yes.

- Incompatibilities? - The Forgeling race, Xenobionic Patcher (for now), & RJW. If you're running 'Babies and Children [1.3]' you'll want to disable mechanents & persona in the mod settings. (Not a hard incompatibility, just a inconsistency.) --- If you find any other issues please let me know and I will try my best to fix it.

- "Is it safe to add / remove mid-save?" - You can safely add it mid-save, but if you want to remove it make sure you make a backup save and remove the robot factions if you have any.

- "Are they balanced?" - Yep! They are not overpowered in combat or in day-to-day life. Running a robot-only colony will still be as challenging as a human colony, granted it will be played completely differently. They're the middle ground between mechanoids and humans as pawns.

- "Does this mod add any sneaky features?" - All this mod adds is two races, two research projects, a new scenario, a few robot-only prosthesis, two rare traits, a meme and 2 precepts, and 2 new building. It also adds a simple nutrition value to chemfuel & uranium, though these items are only consumable by robotic pawns, and function exactly the same as they did before.

- "Where can I find these robots? And what is the deal with this new building?" - Mechanents and personae can both be found within their respective factions, rarely alongside industrial & spacer factions, or sold as slaves. If you're rich enough you can also print your own using the mechcasket.

- "Does it work with genes, babies, etc?" - Yes, it's fully compatible and consistent.

- "Biotech version?" - No. It's too much effort, and a lot of the features in this version would have to be shaved down considerably.



Credit ~ An absolutely immense thank you to Neronix17 for allowing me to use his framework as a dependency during the early stages of this mod, Erdelf for their amazing framework and help, the 'AlienRaces' discord for helping me out throughout my modding experience, Detvisor for his artistic input and enthusiasm for the mod, Sir Van for helping out with the "socialist" mechanent head, and finally the Rimworld modding community for its awesome support and feedback. Cheers guys.

Github ~ This mod finally has a Github page! You can find it here: Rim-Robots_ Github[github.com].

Also check out:
Persona Mechanoid Pawns by hYPERION. They've put a ton of love into their robots and it really shows, check em out!






This mod is back in development! - you can still suggest balancing and tweaks, report bugs in the discussions threads, or you join my discord and chat directly: https://discord.gg/fWvhXuby62



If you really enjoyed this mod, or like what I'm doing here's a link for my Ko-fi page if you'd like to lend a tip! https://ko-fi.com/vexedtree73525

You're 100% allowed to poke, dissect, and prod this mod's code to see how it works and to learn from it, infact I've left a couple notes throughout the mod's XML for fledgling modders.

This mod does not add any new apparel, weapons, or any sneaky race-oriented stuff (besides a handful of prosthesis). The last showcase image shows mod content from the Vanilla Expanded series, go check them out, if you somehow haven't! - And if you find any bugs or inconsistencies please let me know and I will try to help fix it for you!
Popular Discussions View All (11)
290
12 Jul @ 7:18am
PINNED: Bug Reports
Vex
65
25 May @ 12:00pm
PINNED: Feature Suggestions
Vex
2
17 Jun, 2022 @ 2:47am
there is no way to build a mech casket?
Murphe
969 Comments
Robcartree 11 Jul @ 1:02pm 
Close Enough, Welcome back Skeletons!
Naraxa 11 Jul @ 12:58pm 
I'm very excited to see what sort of stuff is planned for the biotech port, now that 1.6 is out and VRE Androids is updated as you were waiting for. Please take your time for the update and don't let people pestering you discourage your drive, as this is a very high-quality mod
Crazy Dog 10 Jul @ 8:31am 
got the Same problem. No Heads. And if i Spawn a Persona all Pawn Graphics will be invisible.
If i Char edit the Persona and randomice her all will be displayed again
schwazel_bacher 9 Jul @ 12:27pm 
Missing heads, uninstall reinstall mod does not work, poked and prodded the code. Could not for the life of me figure out why the heads are missing. Possible to do with neck? No idea, I've tried for 2 days. I love the look of this mod but the model's heads are broken so I'm very sad :(. Verified rimworld files, etc. Chat GPT could not figure out what was wrong with the pathing either. Please update :'(
cyber foxvx 9 Jul @ 11:19am 
@vex VE Androids has updated to 1.6
Hammer Goblin 7 Jul @ 1:17am 
I must be blind, ignorant, or both. I love the mod, I love running half-robot colonies, but is there some reason that my created Mechenents have no head-casing, and why my colony vanishes, when a Personae is created?

Does anyone in the comment section know of any incompatibilities, or is this a skill issue with Rimworld Together? Genuinely curious. No shade thrown.
Darkstar 4 Jul @ 11:59am 
Having a curious problem with this Mod, and I;m sure its due to a incompatibility somewhere. When they are on the screen, they are invisible and cause all my pawns to vanish. Also they have a hunger bar I cannot seem to fix and eventually die from starvation (ya...robots getting hungry lol)
Singularity 3 Jul @ 1:46am 
i already tried unsubing/resubing and changing the mod load orders multiple times to no success :(
Eeo 2 Jul @ 10:13pm 
Nothing seems to be a mod mismatch here, just that the game can't find the graphic for w/e reason
Eeo 2 Jul @ 10:12pm 
Error is this:
Failed to find any textures at RobotRace/Head_Mechanent/ while constructing Multi(initPath=RobotRace/Head_Mechanent/, color=RGBA(0.796, 0.812, 0.765, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
AlienRace.AlienRenderTreePatches:HeadGraphicForPrefix (Verse.PawnRenderNode_Head,Verse.Pawn,Verse.Graphic&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderNode_Head.GraphicFor_Patch2 (Verse.PawnRenderNode_Head,Verse.Pawn)
Verse.PawnRenderNode/<GraphicsFor>d__67:MoveNext ()
Verse.PawnRenderNode:EnsureMaterialsInitialized ()
Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags)