RimWorld

RimWorld

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[1.2] Automatons [NO LONGER ACTIVELY SUPPORTED]
   
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Mod, 1.2
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1.327 MB
Mar 20, 2020 @ 3:41pm
Mar 17, 2021 @ 4:51am
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[1.2] Automatons [NO LONGER ACTIVELY SUPPORTED]

Description
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Hello there, folks! As the mod's title now says, I'm no longer supporting this mod. The reason behind that is that I'll soon be releasing Automatons II: Robotic Boogaloo; a 'second attempt' at a robot race mod derived from this one. They'll be very similar mods, but they will be different and compatible with each other if you're so inclined to use both. There's a lot of things I don't like about how this mod turned out that seemed like a good idea at the time, but aren't so fabulous to me now; such as CPF dependency and anatomical structure of the automatons. This new version is going to be both bigger and less intrusive, assuming I don't majorly screw something up.

The mission goal remains unchanged: Make a robot race mod that fits in well enough with vanilla without making things too complex or grandiose.
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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
-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!
--Remember to subscribe to required mods!

-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 pain jobs! Woo colors!

-Added Tribal backgrounds.




To do:
-Fix any bugs/unintended features that may pop up
-Block Automatons from using the Chemical JoyKind
-Add integration into Empire faction
-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.
Popular Discussions View All (2)
7
Dec 30, 2020 @ 9:44am
Bug Report
Veronika Holmes
0
Oct 13, 2020 @ 10:52pm
Background Suggestions
Veronika Holmes
81 Comments
Toughest Gun In The West Mar 18, 2021 @ 10:59pm 
Does this work with 1.1 as well?
some random skeleton Feb 28, 2021 @ 10:58am 
could you add some steampunk styles for the automatons?
Risker the 34th Jan 3, 2021 @ 8:16am 
I saw the thumbnail icon and instantly recognized the caravan palace bot, very excited to play with a full version of it!
Veronika Holmes  [author] Dec 14, 2020 @ 4:59pm 
If you're referring to the 'retro' head with the side cones, it's actually based off of Caravan Palace's mascot! Though if I add more head shapes at some point, I really should look to Futurama as inspiration...
Tribal automatons arrive in bad shape with numerous crude prostheses such as peg legs and wooden hands.
Nah, a toggle is beyond my abilities.
CrackaJack Dec 14, 2020 @ 10:06am 
hehey, cool! looking rlly good! i love the monitor head xD the far right one makes me think about futurama.
"reasonable tribal integration"? like, warpainted skins for them, with feathers and bone trinkets and shrunk heads?
"Would you rather robots eat and not sleep or sleep and not eat?" why not a toggle?
Tete_pas_de_poule Dec 12, 2020 @ 7:38am 
yeah sorry the mod bug for me, i fixed and move some mods and now working without error consol msg, i dont remember what i do, now is ok
Veronika Holmes  [author] Nov 22, 2020 @ 10:11am 
Umm... It is for 1.2?
Tete_pas_de_poule Nov 22, 2020 @ 7:20am 
need update 1.2 plz
Skorpior Oct 13, 2020 @ 8:45pm 
In regards to backgrounds, I wasn’t able to come up with anything, due to me not being able to play the game all that much. I’ll offer up some ideas if they come to mind, though!
As for the additional question, I’d say this; not sleep, but require more food than other colonists, like Tiers’ Androids. That way, people can consider whether they should recruit one or not, rather than going “Hey, more efficiency!”.