RimWorld

RimWorld

[1.2] Automatons II: Robotic Boogaloo [1.4 UPDATE IN DESCRIPTION]
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?
Rainy 20 Aug, 2021 @ 2:51pm 
Ah, alright. Thanks for the info! I haven't really had the chance to mess around with Pawnmorpher stuff in my current run, so that's good to know. Also, I remember someone asked if the bots are immune to the vacuum of space in SOS, and I can confirm that while they're immune to the cold, they still take damage from asphyxiation.
democracy's little pogchamp 10 Aug, 2021 @ 5:54am 
Can't comment on it happening/not happening in 1.3, as I figured this mod would be super incompatible with the changes to pawn rendering/&c, but for the person wondering about it I can confirm that in 1.2, the Automata added by this mod didn't mutate from Pawnmorpher stuff at all.

Made 'em really handy as, like, "getting people out of the goo enemies mortared past our walls" personnel, as well as mutanite miners.

That being said I am SO stoked to see activity from the author here as I miiiisssss the HECK outta this mod. None of the other bots in 1.3 have hit for me the same way this did.
Cato 8 Aug, 2021 @ 7:41am 
The first time I installed this mod I started an Ice Sheet colony - within 15 mins this situation happened. :wftolaugh: I then based a 200hr Ice Sheet playthough on 'Yig the B#stard' until 1.3 dropped, which was very enjoyable.

Can confirm that robo-spawns are rare and always part of a larger human force, especially when you have VFE mods adding factions. It's what I like about this mod. Have not tried it for 1.3 yet though.
Rainy 8 Aug, 2021 @ 7:31am 
Alright, understandable. The "coming into my house and killing my entire family, dog included" bit was just meant to be a joke about the way some people can end up overreacting about things like this though, lmao.

I can probably just imagine that the robots are getting bits added on and becoming awful, fleshy biomachines though.
Garr Incorporated 8 Aug, 2021 @ 12:21am 
Will this mod be working for 1.3? The framework has already been updated.
Veronika Holmes  [author] 7 Aug, 2021 @ 8:42pm 
Mutating robots? I have no idea if that'll happen or not, but my best guess says it will/can to some degree.
As for a horde of robots storming your base to kill your entire family, dog included? Unlikely. Not factoring in other races added by other mods, these robos are integrated into vanilla human spawns at about.. 10% of spawns, iirc.
Rainy 7 Aug, 2021 @ 3:18pm 
Question. I play using Pawnmorpher, will this mod come into my house and kill my entire family, dog included, by ruining muh immersion and letting robots mutate?

I understand if there isn't compatibility, I'm mostly just joking.
Veronika Holmes  [author] 5 Aug, 2021 @ 1:57pm 
I do not know. However, if you give it a try and encounter any bugs, I encourage you to report them as it will help me update things faster once I finally get around to properly doing that.
Dvoknr 5 Aug, 2021 @ 12:38pm 
Hey, I was wondering, does this still work in 1.3?
some random skeleton 13 Jul, 2021 @ 11:52am 
@Veronkia if there is a SOS patch that lets them survive in the vacuum wihtout an EVA suit, could it require an implant to make it work with the explanation being its upgrading the body to withstand the cold of space?
Veronika Holmes  [author] 26 Jun, 2021 @ 2:15pm 
Exactly! This guy gets it! (Also I have no idea how to make them immune to space without compromising various other aspects of the mod's simplicity.)
Garr Incorporated 26 Jun, 2021 @ 12:56am 
The robots can't handle the extreme temperatures of space. The sheer cold is inducing superconductivity in circuits, which they were not made for, thus damaging the body.
Veronika Holmes  [author] 25 Jun, 2021 @ 5:26pm 
There is not a compatibility patch for SoS, nor was this mod made with it in mind. The intricate design of these robots is incompatible with the absurdly frigid vacuum of space and, as such, will also need space suits.
However, should you be up to the task of creating a patch for SoS or a similar mod, please let me know so I can link it alongside the CE patch.
prototypedrakon 25 Jun, 2021 @ 1:42pm 
how well does it work with things like save your ship?
Bhaer 13 Jun, 2021 @ 5:15pm 
Ok Thanks!
Veronika Holmes  [author] 13 Jun, 2021 @ 5:12pm 
Excellent question! I dissected various other race mods. There's also plenty of resources and people available to help through the Humanoid Alien Races github wiki and it's discord server.
Bhaer 13 Jun, 2021 @ 2:23pm 
Question: How did you make your own race(s) mod? I plan on TRYING to make my own race mod but I would like to know how hard it is and how to.
Veronika Holmes  [author] 23 May, 2021 @ 4:53am 
Oh, that's this one. The mod is called Automatons, but the race contained within is referred to as AI Persona. Honestly it's bad marketing on my part, but it's a bit late to change it now.
Krazyfan1 21 May, 2021 @ 2:58pm 
ah, i meant more, the a.i persona race
Veronika Holmes  [author] 18 May, 2021 @ 8:07pm 
Dubs' Bad Hygiene. The needs that they're referring to are the needs that the mod itself adds.
Krazyfan1 18 May, 2021 @ 7:38pm 
"Dubs mod lets us disable the needs entirely for the AI Persona race" which one is this?
Veronika Holmes  [author] 18 May, 2021 @ 4:48pm 
It is intentional. A lot of thoughts they have are similar to a biologicals on a surface level, but are actually from a different perspective. Try taking a peek at what exactly they're thinking!

I have no idea about Dubs' Bad Hygiene. There's a lot of custom mechanics and code in there that is beyond me. I just turn off the bladder function, but let them shower when they like.
Cato 18 May, 2021 @ 5:05am 
Robot colonists get a mood debuff for being naked, is that intentional? My metal companions are beyond such fleshy concerns. :red_robot:

I like your sleep tweak at 2/5th the normal rate. Would it possible to add the same support for Dubs Bad Hygiene needs (Bladder & Hygiene)? Dubs mod lets us disable the needs entirely for the AI Persona race, but I think it realistic that the droid would occasionally vent waste or clear off dust, just not as often as a human.
Skorpior 8 May, 2021 @ 4:31pm 
@BestToasterNA You'll need Fabrication for the bench and Marine Armor for the AI Personae themselves. You'll technically need Bionics as well in order to make a Mini Persona Core, but you can trade for it or get it from a quest. You will also need some internal vanometrics. No way to craft those, quest/trade only.
BestToasterNA 8 May, 2021 @ 3:36pm 
How do we craft them?
Veronika Holmes  [author] 5 May, 2021 @ 11:08pm 
I have no idea. They have the same AI as humans, so I'm going to assume that it's an issue with something else.
Caerbannog 5 May, 2021 @ 8:52pm 
I got a transport pod event and rescued a neutral robot (no faction), but after the robot healed, they got up and couldn't leave the hospital, much like rescuing an animal would. I had to keep opening doors for them until they exited the base and left the map. Just wondering what might have caused that if known.
Veronika Holmes  [author] 4 May, 2021 @ 5:39pm 
Fabulous!
- BusterZlista - 4 May, 2021 @ 5:35pm 
its done
Veronika Holmes  [author] 4 May, 2021 @ 3:22pm 
Most certainly! Everyone is free to make compatibility patches for whatever mods they like! Let me know when it's done so I can put a link in the description.
- BusterZlista - 4 May, 2021 @ 4:41am 
hi, is it fine if i create a combat extended compatibility patch
Veronika Holmes  [author] 1 May, 2021 @ 6:35pm 
I have no idea why that's sill happening. I literally removed all the files/changes that caused that issue. Maybe Steam goofed something up? Try unsubcribing and resubscribing to Automatons II and/or validating RimWorld's files. See if that fixes it.
Skorpior 1 May, 2021 @ 6:34pm 
@Noodles of Intense Curiosity
You might be sitting on an older version of the mod, because that issue's been fixed a few days ago.
THICC Stegosaurus 1 May, 2021 @ 6:05pm 
I may have run into a bug or incompatibiltiy, but I noticed after using this mod my pets now eat components.
Veronika Holmes  [author] 1 May, 2021 @ 4:53pm 
I think I know what the issue is. For now, you can safely ignore that, as it shouldn't break your game, and I'll fix the issue here in a bit.
Cosmo Corban 1 May, 2021 @ 4:28pm 
I get this and other red errors loadig only this mod with HAR

XML error: Could not find parent node named "VFEM_MedievalEliteMilitaryBase" for node "PawnKindDef". Full node: <PawnKindDef Name="VFEM_Medieval_Knight" ParentName="VFEM_MedievalEliteMilitaryBase">
FluffyTowels 1 May, 2021 @ 4:31am 
As far as I know, it has to do with how CE reworks the armor system
Veronika Holmes  [author] 29 Apr, 2021 @ 2:34pm 
I have no idea if this is CE compatible. It wasn't made with CE in mind, but I don't know what does/doesn't make a mod CE compatible.
Enderman301103 29 Apr, 2021 @ 2:10pm 
Is this Combat extended compatible?
Icarael 29 Apr, 2021 @ 7:11am 
Personally, I'm OK with androids being able to do drugs. It's very Bender Bending Rodriguez.

Also I just got two androids from a raid on a pirate outpost and am ready to recruit them, since they both have great skillsets. It's fun trying to get all the races I have installed into my little paramilitary force.