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Automatons: Standalone
   
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Mod, 1.0, 1.1, 1.2
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3.179 MB
5 Nov, 2019 @ 5:59pm
20 Dec, 2020 @ 8:33pm
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Automatons: Standalone

Description
WARNING: THIS MOD IS EARLY IN DEVELOPMENT. ERRORS ARE POSSIBLE AND SOMEWHAT LIKELY. BE SURE TO BACKUP ANY IMPORTANT SAVES BEFORE ENABLING THIS MOD.


ABOUT:

THIS IS THE STANDALONE VERSION OF THE MOD THAT DOES NOT REQUIRE THE CLOCKWORK AND STEAM BASE MOD. GET THAT HERE: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1905108955
Clockwork and Steam: Automatons is an add-on to C&S. This particular mod adds a new alien race in the form of various clockwork automata.

WHAT'S NEW:

Automatons - C&S: Automatons adds automatons to your RimWorld experience. These currently come in three variations: Doll, Brass, and Brute. Each of these have special backstories that give them skills to somewhat specialize them. Alongside this, automatons can spawn with traits that further specialize them.

Upgrades - C&S: Automatons adds various surgeries for automatons that function as "upgrades", improving their stats.

Factions - C&S: Automatons adds a new faction, The Clockwork Emporium, to the game. They are a friendly faction that provide automata and windups (The Automaton Merchant currently acts as a slave trader, in the future it will only provide automaton pawns).

SAVES AND COMPATIBILITY:

C&S: Automatons is early in development and may cause some problems. This mod can probably be safely added to a game (although the automaton factions will not be available without additional work). However, removing this mod from a save will cause problems. Read the warning at the top: THIS MOD IS IN DEVELOPMENT, EXPECT ERRORS.

As for mod compatibility- I currently run C&S: Automatons in a rather large modpack and have yet to encounter any errors. However, its possible C&S might have some mod conflicts. Feel free to report these and I'll try my best to resolve them.

ART:

A kind thank-you to pls.endmylife for providing the utterly delightful automaton textures (Although she informs me she plans to re-do them somewhat).

DEVELOPMENT:

I haven't tested the mod too much yet, so future updates will likely involve a fair amount of balancing, bug fixes, and compatibility additions.

Enjoying the mod? Consider supporting my efforts:
[ko-fi.com]
Popular Discussions View All (2)
0
5 Nov, 2019 @ 11:07pm
Bugs, Errors, and What Have You
Chance2000w
0
5 Nov, 2019 @ 6:08pm
Balance Issues
Chance2000w
21 Comments
CrackaJack 4 Oct, 2021 @ 4:01pm 
this could use an update
Emperor 30 Jul, 2020 @ 8:18pm 
My brass automatons are wearing 30 cowboy hats on each limb.
Chance2000w  [author] 19 Jul, 2020 @ 3:26am 
Hello Everyone! Sorry I've been gone for so long- but I'm back. This mod is now properly updated (and I'm sure there will be plenty of odd bugs). Development will now be properly resuming on both this and Clockwork and Steam. I thank you all.
Popo Bigles 18 Dec, 2019 @ 3:13pm 
Wonderful, another addition to my collection. Thank you for the mod!
Mistletoe The Bard 25 Nov, 2019 @ 6:32am 
I come back to report that the conflict of the outfit setting might not have anything to do with this mod, but rather a conflict between Better Pawn Control, and Numbers Mod. However, the wearing more than 1 helmet problem is still annoying though.
Mistletoe The Bard 25 Nov, 2019 @ 5:40am 
@Chance2000w Thanks for the consideration!
Chance2000w  [author] 25 Nov, 2019 @ 1:43am 
@Mistletoe The Bard I have plans to add a shutdown mechanic. As for the apparel issue, I'm not quite sure what's causing that, but I'll see what I can do. Also, there will certainly be a trade ship for the emporium.
Mistletoe The Bard 24 Nov, 2019 @ 10:22pm 
I also have a bug that automatons can wear more than 1 gear on the same spot. I made one doll and she immediately went to put on 2 foil helmets and 1 skill helmets for maximum psychic blockage. LOL Worst part is that this mod seems to conflict with Better Pawn Control, as the automaton outfit kept getting swap back to the "default new colonist outfit" in Better Pawn Control settings every 2 seconds after I set automaton as Nudist.
Mistletoe The Bard 24 Nov, 2019 @ 9:40am 
May we have a bit more description on what each type and each upgrade does? Also, may we add some ways to shut down them and disassemble them? (Or just shut down) I feel kind of bad when I keep making a lot of them and then banish the ones I don't want, because I am searching for specific trait/passions. D:
Mistletoe The Bard 18 Nov, 2019 @ 11:03pm 
Their faction are really good for desert/ice sheet biome, since their caravan doesn't really care about the dangerous temperature... only if they carry some other good stuff though. I really don't need to buy another mouth to feed in those biomes. (And their caravan kept spawning, since they are the only ones who can survive.) lol Also, it will be cool if we can have a trade ship from them as well. :D