RimWorld
Persona Mechanoid Pawns
221 opmerkingen
I.A.N.A.S 14 jul om 3:41 
With the scenario there is a small issue as you dont start with the research and it needs high mechtech so if you are like me and doing a mech only run you are solo until late game (just wondering if there are any workarounds to this?)
hYPERION  [auteur] 11 jul om 0:34 
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  [auteur] 8 jul om 14:02 
@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 om 8:54 
will there be 1.6 update before new DLC? (also i love the mod)
Soithnalem 1 jul om 7:09 
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 om 20:11 
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 om 12:46 
holy. cant believe a mod like this exists. great job!
hYPERION  [auteur] 20 mei om 19:41 
@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 mei om 4:44 
Will there be updates
hYPERION  [auteur] 26 apr om 1:17 
@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 om 0:06 
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.
hYPERION  [auteur] 25 apr om 16:23 
@DRG Engineer

Largely friendly, its a outlander faction and race mod.

@Poob Maybe in the future if I ever get around to moving the functionality of more serum stuff into something unique to them.
Poob 25 apr om 1:26 
could you disable their ability to use serums?
DRG Engineer 22 apr om 11:06 
Friendly or hostile?
hYPERION  [auteur] 4 feb om 4:36 
@oxfordoctopus Yup! While they have the need bar it wont deplete by default.

To affect it you can choose to either install the "Performance Cycler" upgrade to start making them need to rest for some buffs. Or you can install the "Topographical Array" which is exclusive between the "Performance Cycler" since it removes the "rest" need letting them travel the world map at night plus a minor buff instead.
oxfordoctopus 3 feb om 12:01 
I'm troubleshooting some mods right now, and I wanted to ask since I'm uncertain: when you say "no rest loss" (until you install particular upgrades) does that mean that unupgraded mechanoid pawns won't need to sleep? I really love this mod, and I want to make sure that it's operating as intended for me.
Eric 23 jan om 19:43 
oh alright, i did the same but wanted to know if there was a way in the mod to change it
hYPERION  [auteur] 23 jan om 15:10 
@Eric I personally have used Character Editor to that sorta stuff.
Eric 23 jan om 5:10 
how to change robot appearance? like head type etc
Eric 22 jan om 1:42 
oh alright, thanks!
hYPERION  [auteur] 22 jan om 1:23 
@Eric No not really. You could try to patch their diet and race food restrictions but if I remember how I implemented depleted cells off the top of my head they may still drop those even after recharging off something that isnt a cell.
Eric 21 jan om 23:02 
this mod is great but is there a way to remove bioelectric cells and have them eat uranium or something?
hYPERION  [auteur] 14 jan om 2:48 
@Farbott Nothing about the start disables the exostrider and generally I expect players to loot it, if its failing to spawn that could be a problem with another mod.

Even in the freak case where there isnt a strider for some reason starting without a mechlink would make things tough but you're not inherently dead. Repair Self lets you patch up your own damage and you get a free recharger and a selection of power cells (You can get more of both from the mechanoid faction traders added by the mod too)

You would however struggle if you lose limbs and you wont be able to BUILD more persona mechs or install upgrades / replacement bodyparts without the help of a mechanitor. Still with all the perks in your favor its very much survivable.

If for some reason the exostrider is not present for you I'd recommend either editing the scenario to have a mechlink or just spawning one in if you're not interested in a sudden challenge run,
Farbott 14 jan om 1:43 
oh dang, if it does require a mechinator the start thats a solo mech pawn maybe should have a link if the warspider ruin somehow isnt spawning lol
Cibo 21 dec 2024 om 23:02 
at the most just include a mechlink in the future, (not trying to sound demanding) its just all your settlement progress researches is gated behind having a mechinator, which is pretty crippling until you scavenge one, which is rng based, getting lucky to find it in a vender or loot it,
hYPERION  [auteur] 21 dec 2024 om 20:36 
@Cibo Yeah thats one of the tricky facets to having mech pawns, for all the other benefits having someone who has the skills to work with them is a downside. I wouldn't feel bad changing the scenario to your preferences!
Cibo 21 dec 2024 om 12:22 
man, i started the custom scenario and hit a massive snag, you need a mechanist to do the research so you can get to the research to make more mechanoids, and i spent three days irl trying to get a mechlink and failing, So i had to make a custom edit of the scenario to give me a single mechlink so i could graduate from a single colonist,
hYPERION  [auteur] 9 dec 2024 om 14:35 
@Cleo Yeah thats the one thing not in the custom crafting station, you'll need to convert psylink neuroformers too, but those are switched to the persona core variant in the "Persona Mechanoid Workstation"
Cleo 8 dec 2024 om 15:02 
Ah nevermind theres a persona core mech link available under machining lol
Cleo 8 dec 2024 om 14:21 
Is there a way to install a mechlink on a persona? It says i cant install it because the pawn lacks a brain lmao
desert beagle 4 dec 2024 om 14:28 
one of them just smoked a joint while relaxing socially? i have almost no other mods enabled
Reprogrammed Automaton 28 nov 2024 om 1:23 
That bug was caused by an outdated version of Big and Small framework, updating it should fix there issue.
hYPERION  [auteur] 24 nov 2024 om 0:10 
@Average Genestealer Haven't heard of that one before, does it happen with just Persona Mechs loaded?
Average Genestealer 23 nov 2024 om 12:40 
Weird bug, but for some reason my persona mech pawn just keeps changing bodytype.
hYPERION  [auteur] 18 okt 2024 om 14:38 
@Gaming Dog I missed this report, it probably is a conflict I assume since in my testing with the trader mech caravans have worked fine.
whenwrašk 15 sep 2024 om 15:39 
time to put one of these lads in the Archotech Spore from SOS2 and create the one true Machine God
Gaming Dog 1 sep 2024 om 5:58 
Maybe this problem doesn't from this mod, but when mechanoids caravan came and I look on it all my hud and units at map disappearing.
hYPERION  [auteur] 26 aug 2024 om 2:34 
@Gantradies The logi mechs used by the friendly faction aren't proper mechanoids, they're for flavor and wont work correctly in the player's hands. So yeah you need the proper logistics mechanoid mod to actually have your own.

I just didnt want to add it as a requirement since the implementations are stand alone outside of depicting the same looking mechanoid. (Fun fact the faction colors are actually baked directly into the texture for the trader logi mechs alongside a variety of other hacky things.)
Gantradies 26 aug 2024 om 1:24 
something i was wondering-
ive had Caravans show up from a friendly mechhive with Logistics mech's carrying cargo-
from this mod, not from the logi mechanoids mod-
are they also gestatable, or is the original logistics mechanoid mod still required?
mostly just asking out of curiosity,
and due to a comically bloated mod loadorder im trying to trim back a little xD
hYPERION  [auteur] 4 jul 2024 om 13:55 
@domin2ktr You should be able to scrap their corpses in the machining table but this is ill advised. You can resurrect them with a mech serum and potentially other methods that organics use.

As for recharging, they recharge off bioelectric cells. Make sure you keep charged ones in stock they should treat it as essentially eating. If you added the mod mid-playthrough make sure to allow them in their food restrictions. Empty cells that they leave behind after can be recharged at an a new recharger building.
domin2ktr 4 jul 2024 om 1:37 
and why persona mechanoids not automaticaly slef recharging!
domin2ktr 4 jul 2024 om 1:30 
why persona mechanoid remains cant ressurected or recycled?
Gexi_TheHundredth 23 jun 2024 om 7:40 
I *think* my Mechanitor was able to do it for a brief time, but I may be misremembering. Thank you for the clarification though!
hYPERION  [auteur] 22 jun 2024 om 21:09 
@Gexi_TheHundrdth Hmmm, that recipe only works if the crafter is a persona mechanoid them self. It should work like any other recipe aside from that. Have they been able to work on the recipe at all?
Gexi_TheHundredth 22 jun 2024 om 20:30 
for some reason I have been unable to priorotize my mechanitor to make standard and high subcores with persona mech components in the Subcore Encoder workbench. Do you think this is a mod conflict or something else?
hYPERION  [auteur] 21 jun 2024 om 16:56 
@Industrial penis cutter There should not be any conflicts between the two mods last I checked. However they do very similar things so there will probably be much "duplicate" content.
Second Gayest Glue Eater 21 jun 2024 om 8:36 
Can this mod be combined with rimrobots mod or they will conflict with each other? Lorewise it would be something like 1.0 and 2.0 models having their own societies
hYPERION  [auteur] 15 jun 2024 om 13:24 
@Gyomic If you've added the mod to an existing save, make sure bioelectric cells are allowed in their food restrictions, by default new items are forbidden. They should use them essentially the same as normal meals.

As for them sleeping on caravans, use the Topographical Array upgrade to let them travel at night. The "Almost There!" mod can also work.
Gyomic 15 jun 2024 om 10:09 
they also sleep while on caravans
Gyomic 15 jun 2024 om 7:39 
I am having an issue with self recharge, as in the robot wont "eat" the full bioeletric cells requiring me to micromanage their power, and it is impossible to "feed" them while imprisoned without godmode