RimWorld

RimWorld

Robotic Servitude
526 Comments
Da Cheese 30 Aug @ 7:27pm 
I like the 2 new Servitors, they are a very good addition to this mod
Seromas 29 Aug @ 5:48pm 
Thanks !
ghastlyskull  [author] 29 Aug @ 3:39pm 
@Seromas will add that small change into the code
Seromas 29 Aug @ 2:15pm 
When I spawn an Assassin Laborer, I get this red error :
"MakeThing error: Gha_MeleeWeapon_AssassinBlade is madeFromStuff but stuff=null. Assigning default."

I tested this on a game with just Robitic Servitude and Harmony so it's not a compatibility issue.
The error is caused by the fact that you didn't specify a stuff in the PawnKindDef of the assassin, so the game doesn't know what to choose when spawning one.

I resolved it by simply adding this line in the Gha_Assassin_Laborer PawnKindDef :

<fixedInventory>
<Gha_MeleeWeapon_AssassinBlade>
<stuff>Steel</stuff>
</Gha_MeleeWeapon_AssassinBlade>
</fixedInventory>

instead of :

<fixedInventory>
<Gha_MeleeWeapon_AssassinBlade />
</fixedInventory>
Lukster18 27 Aug @ 11:19am 
How come Laborers don't do plant work? Is there a way to allow all work types?
ghastlyskull  [author] 25 Aug @ 7:36am 
Strange, because that used to be an issue in the past, but I'll look into it once I get a chance
black_pumkin 25 Aug @ 5:53am 
Hello, I have noticed an issue with the Skull Servitores. Any time a Skull Servitor repairs another Skull Servitor it crashes my game. I have no clue if it's because of another mod or it's really the problem with the Skull Servitors, but now that I disabled automatic repair it didn't crash.
doctor who? 16 Aug @ 10:26am 
Damn, it took the raiders with machine guns about 11 hours of in-game time to take him down.

(Also I am wrong, not destroyer - breacher)
doctor who? 16 Aug @ 10:19am 
The mod looks like an OP. The destroyer is relatively cheap, but it has simply the wildest armor (182% versus 90% for the centipede). So in addition to all this, he also has the speed of an ordinary pawn..... I think he requires something like these changes.:

- the speed should be reduced to 2.40-3.40
- Armor reduced to 120%-140%
- Its weight has been increased to 200kg.
- Possibly transferred to the Nanotechnology of mechs (Or even be available according to the drawing)
- Well, maybe they could use a reduced protection from fire, but that's how the author wants it (Well, they're like a kind of bio-mechanics without such a strong protection base like mechs)

Since a tank that does not receive damage (unlike a centipede) is a very strong tank.
QuackBasilisk65 14 Aug @ 5:10pm 
hands down, I meant hands down, not done
QuackBasilisk65 14 Aug @ 4:22pm 
This is hands done one of my favorite mods. I know they're based on 40k servitors, but their more skeletal designs remind me of warframes necramechs.
Bobbarækus 9 Aug @ 9:12pm 
I did try that. And I found a strange non-really-solution. I tried to make a zone which was only a single empty room. I told the laborers to go there. Once inside, they defaulted to "wandering", not "standing". This told me that the issue might be with something on the map they wanted to reach but couldn't. So I gradually began including more rooms until suddenly they defaulted to "standing".

The puzzling thing is that the room which made them break contained only 5 things. 3 large batteries and 2 large chemfuel generators (from Vanilla Furniture Expanded - Power). For some reason, if the laborers had access to that room, they immediately went into eternal standing mode. I really don't understand why, there's no rhyme or reason I can see and they previously had no issue going in there. But I made a zone of the entire map minus that one room and now they're working diligently again. Maybe there's something with the large generators or batteries that they really don't like?
ghastlyskull  [author] 9 Aug @ 11:18am 
@Bobbarækus Have you tried drafting and undrafting?
Bobbarækus 9 Aug @ 10:47am 
I'm having a bit of a problem which I don't think is because of this mod, but suddenly and for no discernible reason all my laborers are no longer working correctly. They just stand still with their current task set to "standing". They don't interact with any of the crafting tables any more, won't remove floors and they only start to move if there's a construction job to do, then they immediately go back to standing dead still until they need to recharge.
Can't see any errors in the log so I figured I'd ask, maybe someone knows a fix.
Dr. Do Drugs 6 Aug @ 9:14pm 
Not to nit-pick but I feel like the base corpse laborer is a bit too expensive
16JSundberg4 6 Aug @ 7:50pm 
Huh, so you've made Servators...Interesting.
Slime Dog 5 Aug @ 2:54pm 
Amazing idea. Maybe I'm alone in this but I wish there was a version that was just *slightly* more colonist than mechanoid - for instance, could participate in ideoligion or attend parties. I guess that's just a heavily cyborgified colonist huh.
ghastlyskull  [author] 2 Aug @ 3:53pm 
@ChadTheLiberator research wise they are connected to base biotech research tree. Skull Laborer appears in basic, combat & basic Laborer in standard, and Breacher & assassin in high mech tech. Everything from standard & up takes large recharge stations & gestators
ChadTheLiberator 2 Aug @ 10:00am 
Where do these robots appear?
ghastlyskull  [author] 1 Aug @ 10:24am 
@Shiroe Strange. . . I'll look into it, could be a mod conflict but there also a chance that its actually an issue.

@ƎNA Typically I just use force equip because it will auto drop its current weapon and equip the weapon that you forced equip

@Apocalypse I think it would be possible, but prob be for a later time
ƎNA 1 Aug @ 6:45am 
Oh, by the way, how to make a mechanoid drop a weapon? Now I use the Character Editor for this, but purely in theory, if I didn't have it? (Maybe there's some vanilla mechanics that I'm not aware of?)
Apocalypse 1 Aug @ 6:05am 
would it be possible to have a setting to make them not spawn with mechanoids encounters?
Shiroe 1 Aug @ 3:45am 
@ghastlyskull I am trying to force the combat laborer or assassin to pick up more powerful weapons basically.
ghastlyskull  [author] 1 Aug @ 3:44am 
@Shiroe Heya, Are you trying forcing the laborers to equip the weapon, or are you waiting for the laborers to pick the weapons up?
Shiroe 31 Jul @ 9:16pm 
I wonder if I am experiencing some sort of minor error as my combat and assassin laborers are unable to pick up new weapons once they drop whatever they are spawned with.
ƎNA 30 Jul @ 7:10am 
I agree with the last suggestion. It would be really cool if you made them not so loud.
Sumatris 30 Jul @ 1:46am 
I know I'm getting annoying today, but could you please dial down the volume of the growls and grunts your mechs keep emitting? It's getting a tad grating when playing zoomed in. Much obliged :-).
Sumatris 30 Jul @ 12:19am 
Just to wrap up my ticket: after resubbing a couple more times just to be sure, my breacher did eventually start recharging (and promptly malfunctioned afterwards, lol), but it took a while before it got going, and the standard combat laborer never got out of dormant self-charge. Something's definitlely wonky here, but at least it's kinda-sorta working for the moment. Will keep investigating as time allows.
ghastlyskull  [author] 29 Jul @ 11:07pm 
@Emilie Sackenball by basic settings laborers will malfunction once every day, I personally play at 0.25
Emilie Sackenball 29 Jul @ 11:03pm 
it's normal some laborers constantly "malfunction" ?
Sumatris 29 Jul @ 10:33pm 
My vanilla mechs are charging just fine, so... But thanks for the suggestion, sometimes it really is such a basic issue. Not this time though :-(.
ghastlyskull  [author] 29 Jul @ 10:28pm 
@Sumatris another thing could be that the charger isn't getting any sort of electricity / somehow disconnected from the grid
Sumatris 29 Jul @ 10:04pm 
Resubbing didn't change a thing, but I built a standard combat laborer and got the same issue, so I guess one of my other mods is interfering. *sigh* That's gonna be fun to track down between 800+ mods...
darthdud0 29 Jul @ 9:51pm 
sometimes you have to unsub and resub to get a mod to update. i had that issue with a lot of mods recently.
Sumatris 29 Jul @ 8:48pm 
@ghastlyskull: Still isn't working :-(. Do I need to rebuild existing bots for the fix to take effect?
ghastlyskull  [author] 29 Jul @ 2:06pm 
@Sumatris Fixed the recharged issue with breachers so they will recharge at the large mech recharger
Sumatris 29 Jul @ 11:45am 
Anyone else being unable to recharge their Breachers? They keep claiming they have no charger available although I have chargers of both sizes ready and waiting. Bit of a bummer, I was really excited for these big bois.
ghastlyskull  [author] 29 Jul @ 10:45am 
@Предплечье It should be compatible with most other mods
Предплечье 29 Jul @ 10:26am 
This looks like something worth starting as a mechanitor xD but what about compatibilities with other mods?
King-Of-♥♥♥ 28 Jul @ 12:36pm 
Can i make it so the enemy doesnt' spawn with these, and I am the only one capable of creating them?
E. W. 27 Jul @ 10:23am 
Hail the machine spirit with his glory!
Serve in death.
Hail the omnissiah!
ghastlyskull  [author] 25 Jul @ 10:59pm 
@Myphicbowser Yea I know, and it was originally meant to be random, and later on the line I can ask if its possible now to make it random
Myphicbowser 25 Jul @ 10:44pm 
I'm very curious, is there an RNG element to the states that Servitors enter? They seem pretty consistent, and I have three labor servitors that all break down around the same time, I noticed the mod options are pretty binary on that as well

I'd really like an RNG element added into it, only because its super weird they break down so consistently like clockwork, you know?
Bobbarækus 25 Jul @ 11:46am 
I wasn't suggesting the "servitor" name specifically, any name would work, the point was the streamlining and clarification of the robot's function.
Thanks for letting me know about the warcasket weaponry!
ghastlyskull  [author] 25 Jul @ 11:17am 
@bobbarækus prob not for naming because GW is GW, and the Breacher servitor can pick up & use warcasket weapons
Bobbarækus 25 Jul @ 10:28am 
I was wondering if maybe the Combat, Assassin and Breacher ought to be renamed to reflect the fact that they will not to actual labor?
Maybe they could all be following the same naming convention.

Repair Servitor
Labor Servitor
Combat Servitor
Assassin Servitor
Breacher (Tank?) Servitor

Just for the sake of making their roles more clear. Finally about to make my first Breacher Laborer and I'm excited, even if my base is now a forest of band nones. Was wondering if the Breacher can pick up and use warcasket weapons. And if not, would suggest it. It would give them extra functionality and make the warcasket weapons useful for mech only colonies.
SirAltynJohn 23 Jul @ 4:08pm 
ah got it, thank you for the response and I wish you the best, once again thank you for making such an amazing mod:steamhappy:
ghastlyskull  [author] 22 Jul @ 10:32pm 
@SirAltynJohn It was done on purpose since 1.6 changed how you can get different pawns, in this case the mechs to "pick up items"
SirAltynJohn 22 Jul @ 10:01pm 
hiya i really love this mod but one thing i noticed is that the two new laborers arent avaible when i play in 1.5, if this was on purpose i can totally understand, thanks for making such an amazing mod
darthdud0 22 Jul @ 2:43am 
to be honest i'd like it if i could give them firefighting. i've had to draft them and stand them next to fires. if they could plant cut and grow would be nice but firefighting would be great.