RimWorld

RimWorld

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Persona Mechanoid Pawns 2
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Mod, 1.6
File Size
Posted
Updated
19.290 MB
10 Jul @ 10:40pm
13 Aug @ 1:14pm
13 Change Notes ( view )
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Persona Mechanoid Pawns 2

In 2 collections by hYPERION
My Rimworld Mods
15 items
Mechanitor Balance Tweaks Supported Mods
35 items
Description
Ever find it odd your mechanitor never found a use for those hyper advanced human-equivalent AI cores you have laying around? This mod is here to help!

This second release focuses far more on improving the parallels to standard mechanoids while rewriting the mod, it now features proper mechanics for charging, gestation, resurrection, and more!

Do note that to make it available for Odyssey, not all mechs have NEW assets and largely use the textures from the older version of the mod, this will be amended once they are done. The mod is still fully functional regardless and the transition will be harmless to existing saves. Other minor features such as some upgrades are missing too, they will likely be added in future updates.

Additions:
  • New personae driven mechanoid pawns with proper mech-like game play elements!
  • A fully functional persona gestator building for persona mech creation and revival!
  • 3 new charging related buildings for persona mechs and their energy need. Ranging from mech equivalent standing chargers, specialized repair beds to offset the their power costly operations, and the bioelectric cell charger and cells which are used for travel.
  • 2 new "scanner" buildings to collect persona data, an interesting new resource used to craft your own persona AI cores from scratch.
  • New "Persona Engram" item and mechanic, an imperfect way to transfer or copy skills, passions, and traits to personae, may or may not have some risks involved.
  • 17 Persona mechanoid only upgrades.
  • 108 Custom backstories! Only for Persona mechs.
  • 8 Head variations.
  • 1 New starting scenario with a custom mech themed player faction.
  • A new crafting station for almost all the new items.
  • A Friendly Mechanoid Faction with mechanoid caravans.
  • A new mechanoid themed ideology style.
  • Interesting lore-friendly and helpful descriptions!

You can start with one by simply selecting their xenotype when rolling pawns in almost any scenario, although you may want to trade with a settlement of their custom faction quickly, since they always carry one recharger. Useful before you have the research to create your own. (Not that they can not starve, but they will be forced into dormancy without power for extended periods!)

You can find some useful links to items like the Persona Core Mechlink and info on other specific items to them in their Xenotype info page.

Load with Vanilla Expanded Framework for minor bonus features.

Credit to "Rim-robots_" , the main inspiration for this mod! And a thank you to Vex in general for even providing some of the new "gene" icons.

Also a big thank you to DetVisor for working on the new mechanoid textures, and giving good advice for the new assets in general!


Note: While you can add genes during creation (e.g. via dev mode or outside the custom scenario via a new xenotype.) The mod doesn't fully support custom gene combos. Most vanilla and many modded genes should work, though xenogerms aren't usable in standard gameplay specifically. Feel free to experiment - for example appearance genes can be mixed in or the mech visuals can be removed, just be mindful of head types being reset and other quirks when forcing such edits. Do not report issues if you are using a non-stock gene configuration unless you are sure its unrelated

You can find the legacy version of the first edition here, which supports older versions but lacks key content: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2925172029

If you are using the facial animations mod make sure to disable it affecting persona mechs, otherwise their heads will be invisible.

There's More?!:

If you enjoy the mod, consider rating it up!

Version changes are posted in workshop item "Change Notes"

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
262 Comments
hYPERION  [author] 10 hours ago 
@Tubby Fatfrick To be able to repair a downed persona mech a pawn must also be a mechanitor. A fabricor could also do it but that also needs a mechanitor.
Tubby Fatfrick 11 hours ago 
@Gexi_TheHundredth No effect. The only option I get is to strip them. I should also add that I don't have Persona mechanoids researched, if that's perhaps the reason why.
Gexi_TheHundredth 12 hours ago 
@Tubby Fatfrick I'm pretty sure you need at least one of your colonists to have Smithing enabled, as that's what's used instead of Medical iirc
Tubby Fatfrick 12 hours ago 
Is there any way to repair Persona Mechs who were injured from Transport Pod crashes? I recently got one, but I'm not seeing any sort of option to repair them after rescuing them.
hYPERION  [author] 19 hours ago 
@Most Definitely a Mimic Well as mentioned this isnt really an "issue" in the sense its a bug, all vanilla (and even a few mod implants quietly) need converted variants that target persona cores instead of brains to be installed, made at the Persona Mechanoid Workstation. These are manually defined, Either by me within the mod itself or externally by a user made support mod (This was done by some people with PMP1 but not 2 so far.)
Most Definitely a Mimic 20 hours ago 
I'm running into the same issue as Mage Arcana.
What the main problem that I'm seeing is that since Perona mechs don't brain body parts they can't install most implants related to mechanitors. Need like a upgrade made from a brain or just have the Persona AI core=Brain.
Mage Arcana 22 Aug @ 3:01pm 
I did try the dev mode path first actually, but either I wasn't doing it properly or implants that could be stacked could only be installed once.
I was only interested in Integrated Implants, I am not using any other implant-adding mods.
This is neat! I might go poking around seeing how the XML defs function, but if you are inclined to do it yourself that would be significantly appreciated.
hYPERION  [author] 22 Aug @ 10:42am 
@Mage Arcana Yeah compatibility needs to be added to make em installable. It can be done either by me as the developer on my end, but also as a stand alone mod since its just defining an item the same way its done for normal mechanitor implants, but to target persona mech brains and be made from the normal version of the implant.

This is done via XML defs, ya can find examples in the mod itself for any of the adapted items.
If you have a specific list of mods I could look into adding it on my end although I can't say I look forward to it if its alot, Its easy but busy work. You can also skip making a patch if ya dont mind using dev mode btw, just apply the hediff of the desired implant to their persona core bodypart for a quick solution thats all in game.
Mage Arcana 22 Aug @ 2:17am 
Hello. I am currently playing a solo mechanitor colony using this mod, and noticed that the vanilla mechanitor upgrades cannot be implanted, they first must be crafted into the mechanoid-specific ones. This is an interesting mechanic (and as far as I can tell a necessary one so they target the appropriate body parts and use the crafting skill instead of medical), but does not interact with other mods that add similar mechanitor implants (such as the Integrated Implants Warprogrammer Interface, which I was looking forward to using).
I am antsy-uncomfortable about asking for things, but I am both unfamiliar and unskilled in modding Rimworld myself. Is it possible or desired for you to add compatibility for specifically Integrated Implants, or is this something I should ask on that developer's side, or something I should try to figure out myself?
Despite this, I have been really enjoying this mod. Thank you very much for your effort and time.
hYPERION  [author] 19 Aug @ 8:45pm 
@Misterdino Prime Yeah thats fair, I've tacked it on the description here on the mod page.