RimWorld

RimWorld

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Automatons (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
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1.714 MB
28. sep. 2022 kl. 6:58
16. juli kl. 7:23
15 ændringsbemærkninger ( vis )

Abonner for at downloade
Automatons (Continued)

I 2 samlinger af Zaljerem
Zal's Continued Mods
535 genstande
Race Mods
63 genstande
Beskrivelse
Original mod by Veronika Holmes
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2029031687
If the original author requests it, I will remove this update.

"Automatons II: Robotic Boogaloo" (1.2)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2465268770

"Automatons II: Robotic Boogaloo (Continued)" (1.4/1.5)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2970480303

Remove clothing restriction:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2868922652

Cheap crafting patch:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2869716175

--

Added some clothing restrictions - bots don't usually need/wear clothes, do they? Flak and power armor is wearable (though not helmets), SOS2 spacesuits and helmets are allowed, shield and smokepop belts, etc. Open to suggestions on allowed clothing. If you'd rather not deal with it, a link to a patch is above.

Added support for Royalty - the Empire will have Automatons as well. Automatons can wear the various cataphract/prestige armors.

Added support for "EVA Core - Redux (Continued)"; EVA will field Automatons.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2709041269

Added Biotech support - Automatons should be sterile. All core Biotech xenotypes are blacklisted.

If you use Community Framework, you can craft your own colonist Automatons at the Fabrication bench after researching Machine Persuasion.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2585162118
It's expensive, but if you'd rather it be cheap and easy, a link to a patch is above.

--

Original mod notes (1.2):

Adds robotic colonists.

This is a simple mod that adds robotic colonists. It's supposed to be pretty simple and for the minimalist who wants robot pawns without the complexity and scale of mods like Androids or Android Tiers.

-They should spawn all over the place, albeit not too often.

-Their base stats are roughly half that of Lancers.

-They don't need to sleep, but they do need to eat. They're not picky, though. They'll eat anything from corpses to lavish meals without complaint. It's all just fuel.

-Automatons have a relatively vanilla body apart from some custom "organs". Replacement internals can be built at a fabrication bench once bionics are researched.

-Damage to the armature and sensory apparatuses are compatible with standard human prostheses from the peg leg to archotech!

-I'm not going to change this, but if you have a mod that lets you harvest stuff like arms and legs, you could probably attach them to an automaton to make some sort of flesh robot. So have fun with that.

-Automatons don't have to worry about infections, but malfunctions comparable to human diseases can occur.

-Includes automaton exclusive backstories! 4 childhood and 12 adulthood backstories for both industrial and tribal pawn!

NEW IN LATEST UPDATE
-[RESTORED!] I wasn't planning on adding this feature, but you can now craft Automatons at a fabrication bench after researching Machine Persuasion. Thanks to Isorex's Craftable Pawn Framework for that! [Now uses Community Framework: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2585162118]

-Two new heads: Drone and Jaw. I've also tweaked the Screen head a smidge. It's not perfect, but I don't think it'll get any better.

-Eyes are now a faint blue instead of vibrant green. I thought it would blend in a bit better with other robot mods.

-General stat tweaks.

-Automatons now have a 'brain' part of their body so that you can give them implants and such.

-Automatons now sport a variety of paint jobs! Woo colors!

-Added Tribal backgrounds.


To do:
-Fix any bugs/unintended features that may pop up
-Block Automatons from using the Chemical JoyKind [This seems to be mostly handled already in the race def]
-Add integration into Empire faction [DONE]
-More backgrounds and more reasonable Tribal integration


Graphics Settings isn't required, but is highly recommended!
Special thanks to Beelzebelt! Most of this mod was built off of his Klickmala Race mod.
43 kommentarer
Zaljerem  [ophavsmand] 28. juli kl. 6:41 
Thanks for the original mod, and being ok with me updating it!
Veronika Holmes 28. juli kl. 5:04 
I didn't realize this was still being updated. Glad I made something worth the effort! <3
Zaljerem  [ophavsmand] 4. mar. kl. 6:22 
They're different in some ways ... to be honest it's been awhile since I messed with either.
Zaljerem  [ophavsmand] 4. mar. kl. 4:49 
Yes, basically.
Thrice 3. mar. kl. 21:50 
Question - Is Automatons 2 just an updated version of this? So I dont need both right?
Timonelek 31. juli 2024 kl. 11:29 
when i use this certain mod, icons like red cross for forbidden items or moving objects blue arrow icon dont show up
Pana de Oro 25. maj 2024 kl. 13:19 
thxxxxx
Zaljerem  [ophavsmand] 25. maj 2024 kl. 10:50 
Updated: Automatons should now hatch as adults. Thanks ShauaPuta!
Pana de Oro 3. maj 2024 kl. 10:20 
...
Pana de Oro 29. apr. 2024 kl. 16:04 
1.5 plz?