RimWorld

RimWorld

657 ratings
Robotic Servitude
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.059 MB
Oct 25, 2024 @ 7:23pm
Sep 7 @ 12:55am
13 Change Notes ( view )
You need DLC to use this item.

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Robotic Servitude

Description

Are you tired of your captured pawns trying to escape or there was an “unforeseen” incident that has caused them to flatline? Well, they can still be of use even in death by turning them into a mechanized laborer. These advanced constructs, built from the remnants of the deceased, serve tirelessly, performing the menial tasks that once burdened your living colonists. Well no longer will you have to worry about morale, meals, or the messy business of escape attempts, once they have become mechanized.

Not Responsible For Any Unforeseen Accidents where Laborer Goes Rogue
-All laborers have a chance to have breaks that can only be fixed by the mechanitor that owns the laborer
-Can be disabled in the settings/changed in the settings
-Combat & Assassin Laborers are able to change their weapons the same way that pawns are able to.






This was a commisioned mod and would highly recommend and suggest you check out their other works!
DetVisor - Artist
Taranchuk - C# Coder & Some XML Code
Uniquebreed88 - Patched Startup errors
Nalzurin - Updated C# for 1.6 & implemented C# for Breacher and skull laborers

If you'd like to support future projects, your donations are always welcome and appreciated!: Donate a Kofi![ko-fi.com]

Known Issues:
- Resurrection doesn't work - Patched
- Null value for Combat Laborer & Asssassin Laborer - Patched

GitHub:
Leads to the GitHub page[github.com]
Popular Discussions View All (5)
53
Oct 13 @ 1:38pm
Robotic Servitude Suggestions
ghastlyskull
5
Jul 29 @ 7:13pm
Servitudes apart of mechhive?
Notмне
4
Nov 22, 2024 @ 11:07am
CE
Financial-potat
541 Comments
ghastlyskull  [author] Oct 17 @ 2:10pm 
I'll have to look into it, but my best guess could be something in either mods C# code that makes the other mod incompatible with each other
Trapinlive Oct 17 @ 9:49am 
I second the comment bellow, when utilizing this mod with RobCo, the game completely bricks.
Michael1073 Oct 12 @ 4:19am 
Seems to be incompatible with Fallout Immersion Project - RobCo, zero clue why but when I have both on at the same time it bricks clicking next to make a new game.
Sumatris Oct 10 @ 9:50am 
The name itself. The description is fine IIRC.
ghastlyskull  [author] Oct 10 @ 9:16am 
Is it in the description or the actual name itself?
Sumatris Oct 10 @ 7:19am 
Small nitpick that's been bothering me since the mod came out: there's a typo in the assassin blade, which only reads "assasin blade" ^^.
STEALTHY¥ Oct 9 @ 10:24am 
Ah nice thank you, ima lower it a tiny bit then as i like the featuer but i have 2 combat ones that keep going into violent rages and its hard to manage lol
ghastlyskull  [author] Oct 9 @ 8:10am 
You can adjust the frequency in the mods settings
STEALTHY¥ Oct 9 @ 5:19am 
is it intended for the Labourers to have mental breaks so often? i like the whole feature of them needing to have their systems fixed of malfuntions but it feels like its happening way to often
George Oct 3 @ 8:10am 
How do you get skulls?