RimWorld

RimWorld

Fallout Races: The Robots Pack 1.1
120 Comments
Гнида }:-] 23 Jul, 2021 @ 4:30am 
1.3 pls
Mlie 2 Jan, 2021 @ 2:23pm 
Made an update of the 1.0 version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2347136687
Hope it helps anyone!
Pigeon_Omicron 22 Dec, 2020 @ 1:57pm 
The only robot that seems to work for me are protectetrons. The rest dont spawn in when built.
JohnMcHobo 20 Dec, 2020 @ 4:30am 
Has anyone field-tested how much the 1.1 compatibility matters.
Because I got kinda frightened after scrolling through the error log it throws.
Musswihs 10 Nov, 2020 @ 3:34am 
how hard update this mod?
I just sad what mod with faction and pawn from 1.1 can't work on 1.2
The Milky Hole 7 Nov, 2020 @ 10:57pm 
what weapons can Assaultrons use? because currently i dont see them as useful, especially when they dont have their head lazers (genuine assistance required).
Caelaran 21 Oct, 2020 @ 7:55am 
Aye, RamRod please don't get overwhelmed, one thing at a time for this excellent mod!
Longshots 16 Oct, 2020 @ 5:25pm 
can we get a update pls
Koi 29 Sep, 2020 @ 7:37am 
Will liberty prime be added? The giant robot from Fallout 3, would be awesome if so.
|_| Clyax 27 Sep, 2020 @ 11:45am 
Can we sell robots?
RamRod  [author] 27 Sep, 2020 @ 10:50am 
Some things that will be in the next update;
Hediff Weapons,
Dual Wielding Robots
Updated HD Handy/Gutsy Texture
RimLaser Integration
No more robot death sadness

Some things that will appear in the update after that one;
Turning Humans into Robobrains
More weapon variety
Robot Paintjobs
Single Use Missile Launchers
Multi Use weapons (Grenade launcher that can shoot 3 different times before destroying)
Autonomous firing (Assaultron)
Combat Inhibitors and Frenzy
Eye-Robot that acts like a pet and improves recreation and mood through music
Robot Hacking (Allows you to replace the combat inhibitor to instantly recruit a downed robot)
Faction Integration (You though you were the only one who could get robots?)
RamRod  [author] 27 Sep, 2020 @ 10:40am 
Unfortunately I am experiencing numerous bugs with the update of this mod. One thing I was looking into adding was the paintjobs which never ended up working, unfortunately. I am still looking into fixes. One major rework I was looking into was replacing the vanilla like weapons to be back to their old glory where it was installed. This led to many issues but I am so close to finishing.
Koi 24 Sep, 2020 @ 7:51am 
UPDATE? The Russian translation already is so...
starfaller 20 Sep, 2020 @ 10:19am 
RamRod- Keep your head up. Eat the Elephant one bite at a time.
|_| Clyax 16 Sep, 2020 @ 12:08pm 
Take your time. Games are 1 part art. Release it after it's ready.
RamRod  [author] 15 Sep, 2020 @ 9:51pm 
This mod will be updated by next, not this, weekend. I assure you. My apologies, I was going through things along with being completely demotivated with modding
|_| Clyax 8 Sep, 2020 @ 4:12pm 
Will an announcement be made when both this mod and its dependencies are updated?
Koi 8 Sep, 2020 @ 2:33pm 
I liked the scarpbots and mr handys from this my, were better then cat maids.
Cynical Cannibal 20 Aug, 2020 @ 8:53am 
just ran across a bug perhaps that when I fixed one of my Protectetron's eye sensor that in the health section it is no longer saying painless and restless. When it comes time for the main sleeping time for most of my pawns that Protectetron also finds a bed and sleeps. I can fix the sleeping by recruiting him and then he goes and does a job, also have a work around right now with him only working and rec. I am still on the 1.1 version because I havn't updated to 1.2 yet because most of my mods haven't either. Just thought I would let you know, great mod btw.

2 Edits since posted.
1. Even having them restricted to work/rec only I get the exhausted alert.
2. Using character editor by Void I was able add both "traits" back into the pawn.
Longshots 15 Aug, 2020 @ 2:16am 
update???
RamRod  [author] 12 Aug, 2020 @ 9:14pm 
@| Clyax My bad.
@Everyone Holy crap 1.2 changed a bunch of stuff for Humanoid alien races. Taking a bit longer than expected.
Also please consider joining the Discord so I can get some opinions and instant feedback. The part that takes the longest is figuring out how out how to balance things.
|_| Clyax 12 Aug, 2020 @ 1:11pm 
@RamRod Oh, I ask because I tried this mod without Verb Expansion and my game crashed on world gen. After disabling this mod my world generated.
RamRod  [author] 11 Aug, 2020 @ 6:49pm 
@| Clyax It will require the Prostethic Combat mod. The current version does not require either tho.
|_| Clyax 11 Aug, 2020 @ 5:25pm 
@RamRod Will it require Verb Expansion Framework? That mod hasn't been updated since 1.0, so I don't know if it will be around when you update it to 1.2.
RamRod  [author] 10 Aug, 2020 @ 9:03pm 
@Everyone I do plan on updating this mod to 1.2. The issue is that I had been combining all my mods into one to make a Fallout Core and it really sucks trying to part them out. The next update will be pretty cool tho.
Jedia Kyrol 10 Aug, 2020 @ 6:00pm 
Agh! Rimworld updated to 1.2 and my favorite mod is disabled again!
Firathmagi 27 Jul, 2020 @ 5:39pm 
getting issues with securitrons not getting the right backstory thus not getting the right hediff
Warbeard 27 Jul, 2020 @ 9:30am 
@galengar that's a bug in the base game. I've seen other mods get around it by setting robots/mechanoids as grazing herbivores with a rediculously low food need.
wtf? ⁧⁧[DDOS] ⁧⁧did u hear? 26 Jul, 2020 @ 7:16am 
when will this be compatible with AVP?
Hyeenu 22 Jul, 2020 @ 2:47am 
Strange thing I noticed while playing this - I'm trying to get the Mr. Gutsy I have in my group to come along with them in a caravan so we can invade another settlement, but what happens is when he's selected in the caravan list it causes the "Days of Food" meter to go to a permanent 0, no matter how much food I put in, and so my entire caravan starts to starve because the regular human pawns are not eating the meals provided to them.
reth 20 Jul, 2020 @ 9:16pm 
conflict with Droid Army
Between the traits "simple minded" (Fallout Races) and "simple AI" (Droid Army). The trait belonging to the mod that loads first does not give the correct mood bonus.
Mr.Zombears 19 Jul, 2020 @ 1:54pm 
None of the robots are shooting for me
|_| Clyax 17 Jul, 2020 @ 2:17am 
Does this mod still require Verb Expansion Framwork? My game won't load with V.E.F. loaded.
nex 13 Jul, 2020 @ 8:27am 
nex 13 Jul, 2020 @ 7:29am 
i just wanted to report about the mr. handy type robots that when they get hurt and lay down in a bed to heal the model in the colonist bar becomes corrupted. then only the round "head" shows and the arms are gone. i can only fix this by opening up the character editor screen where it forces a redraw of the robot.
meraDMG 11 Jul, 2020 @ 8:47am 
I dont know if it's normal, but all the weapons that I built for the robots appear as small dots
Da Evil Wizard 10 Jul, 2020 @ 3:29pm 
i cant use this because jecs tools and the race mod turn some of my colonists black for some reason
RamRod  [author] 6 Jul, 2020 @ 12:27pm 
@Farsight It should. There are no new float menus which usually causes issues with MP.
NeinDao 5 Jul, 2020 @ 8:29pm 
does this work in mp?
1960S Motown Ye N HH 29 Jun, 2020 @ 1:55am 
I wish there was a way to remove the robot's built in flamethrower and surgically insert it into my increasingly bionic cyborg dude I've been gradually adding parts to.
RamRod  [author] 24 Jun, 2020 @ 5:07pm 
I am still looking into the pincer fix and can't seem to solve it, it's all there and should work for some reason it doesn't.
Wololo 23 Jun, 2020 @ 12:07pm 
removing and reattaching the arm corrects the problem of the front pincer normally
superomgj 18 Jun, 2020 @ 10:20pm 
I am having the same issue as Geesuv. I came to the workshop to find a fix...didn't expect to see it at the very top.

Also.. My colonists keep social fighting with MR Handy.. Which doesn't really make a lot of sense.

" Welp nothing to do. Guess I'll fist fight the thing with a saw and a flamethrower for arms."
Geesuv 18 Jun, 2020 @ 4:46pm 
Er, no, I don't mean the art. The body part "Front Pincer" has been shot off and is thus missing. I have a "Pincer" in storage whose description says it is used with Handys. But my Handy doesn't have an option to install it in the operations menu.
RamRod  [author] 17 Jun, 2020 @ 6:07pm 
@Geesuv They only have 1 pincer. It has a weapon mount on the left side when facing south and a buzzsaw on the right side when facing south.
Geesuv 17 Jun, 2020 @ 3:11pm 
I've encountered a possible bug. My Mr. Handy isn't letting me replace his missing front pincer. I have a spare one but the install option isn't on the operations menu. I've recently successfully replaced components on a protectron. Unless I'm missing something?
x02sniper 17 Jun, 2020 @ 10:22am 
I may be dumb here but does it need a new save to work right? I can't seem to find any machine to craft them.
Wololo 16 Jun, 2020 @ 4:31pm 
Nice work for z-level too!

I've just looked at the discord! It's going to be very good for the future!

Good job!
RamRod  [author] 16 Jun, 2020 @ 1:54pm 
@revan6 Those are all really cool features that wouldn't be too difficult to add. I will look into it, currently my main focus is debugging Z Levels and building onto the Fallout Core which will include Super Mutants and much more, check out our Discord!
Wololo 16 Jun, 2020 @ 12:55pm 
Hey I really like this mod!

I wanted to know if in the future there would be some functionality like Android Tier.

I'm thinking of replacing medicine with robot blacksmithing.

repair tables instead of beds

capsules to store our protectron as in fallout.

Also I wanted to know if it was normal that my robots keep the food and sleep lines on their stats?

thank you in advance and great job!