RimWorld

RimWorld

199 ratings
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
308 Comments
The human 35 minutes ago 
This mod DOES support NL facial animations. I had to search for a minute but in the settings of the NL mod you can just turn off animations and i assume that is the same for any other face mods.
gravitator33 2 hours ago 
nevermind just found out the mutation is from vanilla races expanded: androids maybe using that mods tech can alter it
gravitator33 2 hours ago 
well thats fair enough. also how do i change up the mechanoid pawn xenotype, my mechanoid pawn got a mutation from radiation that makes them incapable of social and i was wondering how to upgradde them other than just bodyparts
hYPERION  [author] 7 Oct @ 12:45pm 
@gravitator33 Explains the lack of space immunity with SoS2, they likely changed how its done and my patches were fit for the old version, aside fit not working at the moment it shouldn't cause any extra issues.
gravitator33 7 Oct @ 11:56am 
i keep getting the error now

[Persona Mechanoid Pawns 2] Patch operation Verse.PatchOperationFindMod(Save Our Ship 2) failed
file: D:\steam\steamapps\workshop\content\294100\3522497657\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1
Timendainum 3 Oct @ 8:31am 
@hYPERION That was it. He was already tended somehow. Used character editor to clear it out, will try again next time he get's hurt. Thanks!!:steamthumbsup:
gravitator33 2 Oct @ 5:38pm 
love the mod, currently im running a spacer colony that uses mechanoids for ground missions.

one small problem that ive seen is that theyre affected by the sos2 space vacuum and get damaged by decompression and asphyxiation while other types of mechanoids arent is this intentional?
hYPERION  [author] 2 Oct @ 12:10pm 
@Timendainum Make sure they have not been "tended" to by some other means, otherwise they will not be repaired. And of course your mechanitor must be assigned to smithing and all that but I assume that is the case.
Timendainum 2 Oct @ 11:34am 
I'm still missing something. I put him in the bed, selected one of the mechinators, there is no right-click to repair, i'm not seeing an action button, what am I missing?
gravitator33 1 Oct @ 8:36pm 
you have to select a mechanitor to repair them