RimWorld

RimWorld

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Persona Mechanoid Pawns
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Mod, 1.4, 1.5
File Size
Posted
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13.045 MB
28 Jan, 2023 @ 7:20pm
14 Jun, 2024 @ 4:30pm
42 Change Notes ( view )
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Persona Mechanoid Pawns

In 1 collection by hYPERION
My Rimworld Mods
15 items
Description
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522497657

Ever find it odd your mechanitor never found a use for those hyper advanced human-equivalent AI cores you have laying around? This mod is here to help!

Additions:
  • New personae driven mechanoid pawns with mech-like game play elements!
  • 24 Persona mechanoid only upgrades. (Not including replacement parts or mechanitor implants.)
  • 61 Custom backstories for Persona mechs.
  • 9 Head variations.
  • 1 New starting scenario with a custom mech themed player faction.
  • A new crafting station for almost all the new additions.
  • All vanilla bodytype shapes.
  • A Friendly Mechanoid Faction. Load with VEF for custom base generation!
  • A new mechanoid themed ideology style.
  • Hopefully interesting descriptions for almost all mod elements!

CE?
I don't use it so I have no idea, probably not?

Persona Mechanoids are advanced mechanoids based on divergent mechanite strains that can interface with persona cores.

Highlights:
They have some pretty strong perks and negatives:
  • + Easily repaired at the cost of energy reserves.
  • + No Blood
  • + No rest loss (An upgrade can offset this in exchange for other buffs.)
  • + Natural Armor (Equivalent to a Militor.)
  • + Dormant Self-Recharge ability
  • + Immune to toxic buildup and environments
  • + Immune to disease
  • + Mechanoid temperature resistance
  • + +2 Base mechanoid bandwith (Those antennas aren't all for show.)
  • + Can have special mechanoid only upgrades installed.
  • + Capable of crafting standard and high tier subcores at the subcore encoder at an elevated cost. (Since they can no longer use scanners.)
  • + Operations do not apply anesthetic.
  • + 5% Research speed increase.
  • + Ignores some negative mood debuffs.

  • ~ Don't feel pain
  • ~ Repairing and operations are counted as "smithing" work.
  • ~ Operations require "Persona Mechanoid Components" instead of medicine.
  • ~ Base psychic sensitivity of 75% (However, upgrades can circumvent or even boost this past 100%.)
  • ~ Incapable of forming romantic relationships.
  • ~ Can't ingest drugs.

  • - Requires power costly infrastructure to keep charged.
  • - Body part health scale is 0.85 instead of 1. (Equivalent to a Pikeman.)
  • - Always susceptible to "system shock" and stuns from EMP damage.
  • - Can not use various buildings organics can.
  • - 4.1 Move Speed
  • - Can only recharge off Bioelectric Cells.
  • - No Natural Healing.
  • - Can only be repaired by either a mechanitor or a normal mech capable of smithing. (Repair-self ignores this.)
  • - Do not and can not have genes or xenotypes.
  • - Can't have any non-mechanoid bodyparts installed (Archotech parts are excluded from this.)
  • - Requires special more costly alternative version of psylink neuroformer to gain psylink level.(Its also locked behind the persona upgrades technology!)
  • - All bodyparts and upgrades require a mechanitor to craft (Crafting and intellectual skills are also needed.)
  • - Can't naturally reproduce (Can be built or bought very rarely. Start off fully grown and ready to go!)
  • - Can't have "Natural" focus type
  • - -50% Pruning Speed
  • - 65% social impact
  • - 5900 Market Value (They do have persona cores in them!)
  • - 70% Negotiation Ability
  • - 80% Hunting Stealth
  • - 70% Drug Sell Price "Improvement"

  • Various other misc tweaks that range from cosmetic, to potentially positive or negative.

Bioelectric cells are how persona mechanoids recharge themselves, acting similarly to meals. Cells used by colonist persona mechs will leave behind a depleted variant that can be recharged at a "Bioelectric Cell Recharger", these chargers use 1500w of power while active and generate waste to charge cells. Generally about one charger per persona mechanoid should be sufficient, however power hungry upgrades or energy spent on repairs can easily offset this. Also bioelectric cells used on the world map do not yield depleted variants, so plan accordingly.

A ship chunk containing a free charger is provided in the "Stranded Mechanoid" scenario to make survival generally feasible.

All new content can be crafted via the Persona Mechanoid Workstation (Except for the persona core version of the mechlink which is made at a machining table.)

There is also a new build-able version of the unstable power cell can be made which requires a salvaged power cell from the normal building. It produces 50 less power, in exchange for higher health and a much smaller blast radius.

While persona mechs are certainly very powerful, they can still be outclassed by augmented humans, especially when factoring genetic alterations.

Credit to "Rim-robots_" , the main inspiration for this mod!

Also surprisingly supported by the "Avatar" mod.

There's More?!:

If you enjoy the mod, consider rating it up!

Version changes are posted in workshop item "Change Notes"

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
220 Comments
hYPERION  [author] 11 Jul @ 12:34am 
The first version of Persona Mechanoid Pawns 2 is now available, all future updates will be there and this item will be left as is. I've de-listed it but wont be actually removing it.

Link to the new version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522497657
hYPERION  [author] 8 Jul @ 2:02pm 
@Enxix66 There will be not a new update, but a entire new re-release that I've been working on since the announcement of the update. Its pretty much a full rewrite and offers alot of new bits of content and all sorts of changes (although a few minor things like SOME upgrades will be missing) plus exciting new mechanics I'm very happy with, including proper mechanoid style recharging mechanics, actual gestation alongside revival, and much more.

Its pretty much done, but I'm largely holding it off to polish up some more assets while waiting on potentially more that may freshen up the look of persona mechs overall. I'd like to get out the day before the DLC / 1.6 but we will see.

Note that this rewrite removes the HAR requirement, and fixes alot of smaller issues like one @Soithnalem encountered, I will not be updating this version of the mod once it is out.
Endix66 8 Jul @ 8:54am 
will there be 1.6 update before new DLC? (also i love the mod)
Soithnalem 1 Jul @ 7:09am 
First of all: Great mod!
I just went through all of the comments and it seems nobody has mentioned the problem I have, so it may be my own fault or I skipped something, but I am not able to change my Persona Mechanoids' names or titles. Every attempt results in a message saying the entered name is invalid. Any idea on how to change/fix this?
(≡◉‿‿◉≡) 9 Jun @ 8:11pm 
hello, do they appear on raids? or do they have a raider faction? kind of want to play a war against machines.
abdel.soto85 2 Jun @ 12:46pm 
holy. cant believe a mod like this exists. great job!
hYPERION  [author] 20 May @ 7:41pm 
@harhell Probably at some point but I have nothing planned soon. The mod has been updated a whole lot since its release and I plan to fix it if some version change comes out and what not. But content wise there are some ideas I have, but I have other projects to work on for the foreseeable future and I quite like the mod as it is now even if it is not perfect.
harhell 18 May @ 4:44am 
Will there be updates
hYPERION  [author] 26 Apr @ 1:17am 
@Poob Yeah sadly they still sometimes use drugs under some conditions such as being ordered or forced, its something thats a little spotty in the mod.
Poob 26 Apr @ 12:06am 
sadly the mod doesn't even really block the mechs from using the normal non-serum drugs. They can still be administered or taken by the mech if it holds the drug in inventory.