RimWorld

RimWorld

Robotic Servitude
441 Comments
Zerlyn 10 hours ago 
can you turn off psychotic wandering somehow? i dont see the mod in options
ghosrider125 17 hours ago 
hell ye
TheLastThrumbo 11 Jul @ 9:38am 
Great to hear! Take your time, I'll be checking in when I can. Thank you!
ghastlyskull  [author] 11 Jul @ 9:32am 
There will be 1.6
TheLastThrumbo 11 Jul @ 7:10am 
phenomenal mod! hoping to see it in 1.6
/_SiPhErYt_\ 11 Jul @ 3:53am 
Will there be an update to 1.6?
OmegaEntertainment 6 Jul @ 9:35am 
Suggestion: Compatibility with the Mlie-Continued Repair Work Type mod?
Bimbo Advocate 1 Jul @ 2:41pm 
Thank you for confirming that my friend
ghastlyskull  [author] 30 Jun @ 10:37am 
@Spencer thats something I haven't figured out yet as well, however that error doesn't have an effect on the gameplay.
Bimbo Advocate 30 Jun @ 12:27am 
Not sure why but this mod gives me Failed to find Verse.ThingCategoryDef named CorpsesEntity. There are 119 defs of this type loaded errors
skelet 29 Jun @ 9:36pm 
i hope this gets updated i love it
5150 26 Jun @ 12:18am 
Need 1.6
Stachman 23 Jun @ 6:55am 
robotization
Alpharius 19 Jun @ 9:59am 
would the laborer skull literally just be a servo-skull?
that'd be cool I think
there are a whole lot of things that servo-skulls could do (assuming tynan's code would allow it) that I'd hope to see
those things include
being a moving light source, could maybe assign it to a pawn like an animal and it'd follow them around providing light
could maybe uhh, add a special implant to actually link the skull and the pawn?
could like, tie a pistol to the skull also. that'd be pretty funny, watching a swarm of flying heads with autopistols just mowing down raiders
ghastlyskull  [author] 17 Jun @ 5:20pm 
Yep, have a good one!
darthdud0 17 Jun @ 4:16pm 
okay so a big guy and a lil guy. good luck with the coding and stuff. have a lovely day. :)
ghastlyskull  [author] 17 Jun @ 4:11pm 
The first one is one that a good chunk of people suggested: A warcasket type of laborer & the second would a a laborer skull (Can't say much on this since it needs c# code for it)
darthdud0 17 Jun @ 12:34pm 
yay! maybe the combat laborer could get the firefighting? also what are the new ones like? if you don't wish to say is fine. great mod. :D
ghastlyskull  [author] 17 Jun @ 12:21pm 
@darthdud0 This mod will get updated for 1.6 (adding in 2 new laborers), I think I can give firefighting but the laborer already kinda does a lot, which makes it difficult for some to just assign a task for the laborer to do
darthdud0 17 Jun @ 12:14pm 
also i hope when 1.6 comes that this is updated for it,it is amazingly fun.
darthdud0 17 Jun @ 8:34am 
i love this mod so much! one question. could either laborers or combat laborers be given firefighting?
Olbi 15 Jun @ 6:17am 
Hi there, just saying this mod is fantastic and hope it gets updated! Thanks for the good work!
Bimbo Advocate 15 Jun @ 2:39am 
This is awesome. Perfect for my Zeta boys.
ghastlyskull  [author] 15 Jun @ 1:35am 
@OcN.Helbrecht The main one I recall would be the WVC mech mod. However there are other mech mods that function similar to WVC and work fine with Robotic Servitude
OcN.Helbrecht 15 Jun @ 12:23am 
Any off the top of your head to look for, I got complex jobs and possibly a couple others that might interact with jobs.
ghastlyskull  [author] 14 Jun @ 8:55pm 
@OcN.Helbrecht There are certain mods that do not play nicely with laborers
OcN.Helbrecht 14 Jun @ 5:17pm 
I had an issue with my first 2 laborers dropping off the work tab when I assigned different work priorities, had to disassemble both due to them never working any jobs, has anyone had this issue or are there certain mods that do t ply nice with the laborers?
ghastlyskull  [author] 14 Jun @ 1:10am 
@varulv16 Its one of my mods with a higher priority to get updated for 1.6. Plus there will be two more mechs in the next update
Varulv16 13 Jun @ 12:26pm 
Oh I pray to the gods that this mod will be updated quickly to 1.6
Lenin's Cat 5 Jun @ 2:49pm 
servitors
fosuster 1 May @ 7:18pm 
@lulo1900 in the mods settings there is a slider to determine how many breaks they get every day, I set mine to 0.2 so they only occasionally breakdown from their moment of brief lucidity where they realize the weight of their existence as eternal servitude servitors
lulo1900 27 Apr @ 3:52am 
the mechanoids become depressed every day and a cycle occurs: cried, went to exercise, cried, and so on in a circle. Is it possible to make an additional mod to remove the depression in these mechs?
Dea 20 Apr @ 11:55am 
Very handy mod, I've missed having a generalized mecha workforce since pre-biotech, the laborers are perfect for this. also seems to play nicely with the mechanoid upgrades mod too. Thanks for making this ghastlyskull!
fosuster 16 Apr @ 9:53pm 
oh I see, thank you!
ghastlyskull  [author] 16 Apr @ 9:46pm 
@fosuster There is already a mod where it makes mechs work similar to how pawns are assigned their tasks.
fosuster 16 Apr @ 6:02am 
can we assign specific jobs for the laborer or they will only do whats available? If we want to force them to specific jobs do we must assign them to zones instead?

cool mod thanks!
Demonic 12 Apr @ 8:46pm 
Also the Combat variant doesn't appear to work with "Search and Destroy"
Demonic 12 Apr @ 7:54pm 
Would it be possible to give them the ability to capture from the "Capture Them" mod?
ghastlyskull  [author] 9 Apr @ 7:35pm 
@Demosteres Np and would love to hear your ideas, however all the mechanoid artwork was made by the talented DetVisor. I only made the Assassins blade texture.
Demosteres 9 Apr @ 4:07pm 
Oh my fucking god, I've been writing (just a an rough a idea tbh, a few paragraphs long) with this EXACT idea in mind, my man you're awesome, thanks for bringing this into existence (and if you would allow me, i have a few ideas in mind, btw your style is awesome)
ghastlyskull  [author] 4 Apr @ 11:56pm 
@ImNotCreat1ve When you salvage a mech, I believe it just drops metal and no pawn body is returned
ImNotCreat1ve 4 Apr @ 4:50pm 
if salvage, disassemble or whatever the word is for discombobulating a mechanoid corpse, can i resurrect it's body if it drops one?
ghastlyskull  [author] 3 Apr @ 11:05pm 
@Settra The Imperishable, it should be the same way you force equip colonists with weapons.
Settra The Imperishable 3 Apr @ 4:25pm 
Using this mod with CE. Idk if its a bug, oversight, or purposely meant like this. But the only way to get the combat labourers to equip other weapons is by holding right click.
Outis 1 Apr @ 6:16am 
Are they affected by the mech work speed stat?
ghastlyskull  [author] 31 Mar @ 1:41pm 
I personally recommend ~0.25
ghastlyskull  [author] 31 Mar @ 1:40pm 
@Diiablox you can change the frequency inside of the mod settings
Diiablox 31 Mar @ 9:34am 
My Labourers have sad wander mental state malfunctions super often and idk if I can do anything about that
Wawa cat 27 Mar @ 7:18am 
Reanimen ahh
Kel'Thuzad 14 Mar @ 3:29am 
Negative, not on CE, can't swap combat mech guns. Gotta be something else.