RimWorld

RimWorld

Fisto - Fully Integrated Security Technotronic Officer Mod
73 Comments
Ranger Rick 27 Jul, 2021 @ 2:04am 
nice
Mistor Love  [author] 23 Feb, 2021 @ 11:32am 
Added update to description, If I ever get round to it I may end up using your mod to update this mod. Thank you for hard work :)
Mlie 23 Feb, 2021 @ 11:09am 
Lord of the Hold 22 Oct, 2020 @ 4:35pm 
lol
peterr 11 May, 2020 @ 11:03am 
fisto,,,
Demonlord09 28 Feb, 2020 @ 9:50pm 
Needs an update for Rimworld version 1.1 and the DLC.
test 28 Jan, 2020 @ 1:56am 
can this MOD work without a dog said MOD
Thundercraft 15 Jan, 2020 @ 12:04pm 
"This Protectron is found by a random event which then you can train your very own Protectron."

Is there any option to make these craftable?
My idea is that when you find a Protectron, obtaining it unlocks research that allows you to craft more.
eeBs 14 Jan, 2020 @ 3:43pm 
I love this mod, but is there a way to make him STFU?
test 11 Jan, 2020 @ 11:28am 
can it work without a dog asid
ANIKI 30 Dec, 2019 @ 7:20am 
Ah that may be the issue in the first place. I don't use A dog said, I have Cyber Fauna instead which is basically a more modular version of it :/
Mistor Love  [author] 27 Dec, 2019 @ 12:09pm 
Seems like a load order issue, I would load a dog said before the fisto mod.
ANIKI 23 Dec, 2019 @ 7:19am 
I'm having errors relating to "could not resolve cross-reference" named animalbionics/prosthetics like makeenhancedprotectronarm. Am I missing a base mod, some incompatibilities or just load order issues?
KeksMember 21 Dec, 2019 @ 5:08am 
Somehow the robot doesnt protect my pawns. "services" xD
DeTH 19 Nov, 2019 @ 12:43am 
you should totally help out RamRod and do a collab mod you both more or less are working on the same sort of mod... this would be great for the community :steamhappy:
Needle 11 Nov, 2019 @ 4:06pm 
p l e a s e a s s u m e t h e p o s i t i o n
RamRod 9 Nov, 2019 @ 10:07pm 
@MistorLove I am a huge fan of Fallout and your mod. I was wondering if you wanted to collaborate with me and my team to make this a playable race.
Geek 29 Oct, 2019 @ 8:01am 
Wonderful mod! However I feel Fisto is just missing something ! Please can you consider making it so he is able to haul / be released into combat! Apart from that everything is perfect. Amazing artwork (: Thank you.
Mistletoe The Bard 24 Oct, 2019 @ 12:03pm 
I honestly expected them to do a bit more than currently is. As for now they really feel like an upgraded turtorise. Can't haul, can't pack, tanky, ok-ish dmg. They are not easy to get, so why not make them a bit op? From enable hauling/cleaning, or range attack would all be really nice. I honestly really expected them to have range attack, they are robots after all and that would be so cool.
Mistletoe The Bard 24 Oct, 2019 @ 12:00pm 
@Mistor Love Tbh, I don't find them useful at all. I didn't have the man power to train them(I was on icesheet with 1 man), so without the ability to release them. They were more like meat shields, but that only happen unless the raiders choose to attack them. I set up a zone for them in my killbox and my kitchen and it really lead to a lot of food poisoning. These are all alright, since it's my fault that I didin't train them. The only issue I feel like it's lackluster is that they seems to be a bit too soft as a melee assistant fighter, or maybe their dmg are high enough so they always tend to take damage during fight. I spend more time tending them than I want to with them around in combat. I feel like I better spend my time setting up a better killbox/turret/motar/trap than training/tending them. They are more suited for bigger colony I guess. Also, may you share the data of their hunger rate, so we can calculate the food better?
Mistor Love  [author] 24 Oct, 2019 @ 7:38am 
Thought id also ask, how are the protectron in combat If you have used them yet?
Mistletoe The Bard 24 Oct, 2019 @ 7:34am 
@Mistor Love NP and good work :)
Mistor Love  [author] 24 Oct, 2019 @ 7:31am 
Alright thank you for the info, I'll try roll out a patch tonight :)
Mistletoe The Bard 24 Oct, 2019 @ 12:57am 
@Mistor Love It's just "Fisto Joined" : (A wild group of fisto decided to stay and join the colony.). I have no idea what protection event looks like. The only other event I got was something like: A fisto is around, you can try to tame them to join(Something like that I forgot the exact wording.) And for that one it's only 1 fisto.
Mistor Love  [author] 23 Oct, 2019 @ 7:40am 
do you mind going into more detail? Did this happen via the protectron event however instead of one you got 3? Or was it a case of "A wild group of fistos joined the colony"? Again thanks for the feedback
Mistletoe The Bard 22 Oct, 2019 @ 10:20am 
@Mistor Love Ya, I somehow got 3 of them from one, then followed by 3 more of the same events LOL
Mistor Love  [author] 22 Oct, 2019 @ 8:31am 
Group tame event, That completely went over my head. Ill need to figure out how to fix that. thanks for the report lol. As for the sounds I could just lower the volume, thanks for the feedback.
Mistletoe The Bard 21 Oct, 2019 @ 7:01pm 
Their voices are very distinctive to notice with even just 1 though imo.
Mistletoe The Bard 21 Oct, 2019 @ 7:01pm 
@Mistor Love I think the main issue to me are how loud they talk and since they actually "talk" in words human can understand, it's a lot more distracting than animal voices, which our brain will determine as information which we don't have to pay much attention to process. Plus, the robotic voices are a lot more clear than animal voices through the ambient sound. As for how I collected 10 of them, group self-tame event. I am guessing that's not intentional designed though. LOL
Mistor Love  [author] 21 Oct, 2019 @ 4:35pm 
the fact you have been able to collect yourself up to 10 of them when they are quite rare in themself amazes me. As for talking too much, they talk about as much as any other animal so im not quite sure what the issue is regarding that end, as for being too dirty. you did say you had 5-10 of em which would explain why they are so messy lol, Right/ the services. I'm not going to go much into detail however they apply a hediff on your colonist which makes them work slower however it applies a mood buff. Thanks for taking an intrest in the mod!
Mistletoe The Bard 20 Oct, 2019 @ 8:36pm 
What does the "service" do when you right click on them? Also, this is subjective opinion, but I feel like their filth rate is too high, and they talk way too much and loud, it's a bit annoying when I have 5 ~10 of these running around in my base.
Valdur 18 Oct, 2019 @ 8:42pm 
ASSUME THE POSITION
Mistor Love  [author] 18 Oct, 2019 @ 4:13am 
Thanks Sean, hopefully I'll be putting out a patch which fixes the whole edible body's thing
Red1 14 Oct, 2019 @ 8:12am 
@Mister Love absolutely it is especially great for your first C# mod
Tantkaka 13 Oct, 2019 @ 6:19am 
love that the only bug is that he can eat bodies hahahaha
Mistor Love  [author] 13 Oct, 2019 @ 5:35am 
Thanks for the feedback, This is my first C# related mod so I admit I cut some corners to save myself time and stress lol
Red1 12 Oct, 2019 @ 8:51pm 
This is super cool! The only thing that feels off is that the robot eats hay/grass. It would be cool if there was a building that would convert electricity into "food" and spit out batteries for the robot to eat. Kinda like the Nutrient paste dispenser.

Either way this is awesome I hope you do more robots!
Chismar 12 Oct, 2019 @ 12:13pm 
I've been waiting for a protectron mod for tooo long!
Armedwithpuns 11 Oct, 2019 @ 8:58pm 
Fully Integrated Security Technotronic Electrostatic Robot...Hey wait a second!
Colonel Sanders (Real) 11 Oct, 2019 @ 8:20pm 
Please assume the position
Lady Sorcia 10 Oct, 2019 @ 7:32pm 
Guts or Bust.
Terminus Est 10 Oct, 2019 @ 6:34pm 
Now waiting for a "special" RJW patch
Oculemon 10 Oct, 2019 @ 6:28pm 
Now I suddenly want a Fallout robot collection mod badly, with sentrybots and assaultrons and all
Also, great mod.
Mistor Love  [author] 10 Oct, 2019 @ 2:57pm 
Before making this mod, I had 0 C# knowledge, However I have had previous experience in lua for Garry's mod. Modding opens up alot of stuff for Rimworld and id definitely give it a shot! Would not recommend a job related mod for a first mod however lol.
image 10 Oct, 2019 @ 12:34pm 
Neat mod, how much C# experience did you have before making it? Interested in starting modding, but all I can do now is mess around with XMLs, which is fascinating enough already.
bbMouse 10 Oct, 2019 @ 9:31am 
I would actually die (in good way) if you added a Mr. Gutsy to protecc my colony, or a Mr. Handy to clean it.
Mistor Love  [author] 10 Oct, 2019 @ 4:52am 
Honestly, it was my pleasure .
Sentient_Worm 8 Oct, 2019 @ 4:55pm 
I'm just a big fan of anything that would add more mechanoids I can use to chase away those 200+ pawn death balls I get all the time
Mistor Love  [author] 8 Oct, 2019 @ 4:44pm 
If i was to give a crack at creating craftable versions of some of the other fallout robots id make it a separate mod, the creator of Fallout has also got in touch with me about a collab, So if it isnt in a mod I create, it might be in a mod someone else releases with my artwork. Thanks for taking an Interest in my mods :chocola3:
Sentient_Worm 8 Oct, 2019 @ 4:10pm 
Maybe after you get better at coding how about making craftable versions of each of of the fallout robots. I personally would like to see them as part of a custom mechanoid faction thats passive by default and have them pass through randomlly. Mods like what the hack would be good to use