RimWorld

RimWorld

636 vurderinger
Robotic Servitude
15
2
13
3
4
2
2
2
2
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Mod, 1.5, 1.6
Filstørrelse:
Offentliggjort:
Opdateret:
3.059 MB
25. okt. 2024 kl. 19:23
29. juli kl. 14:02
12 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Robotic Servitude

Beskrivelse

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]
Populære diskussioner Vis alle (5)
44
9. apr. kl. 16:08
Robotic Servitude Suggestions
ghastlyskull
5
29. juli kl. 19:13
Servitudes apart of mechhive?
Notмне
4
22. nov. 2024 kl. 11:07
CE
Financial-potat
519 kommentarer
doctor who? 16. aug. kl. 10:26 
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. kl. 10:19 
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. kl. 17:10 
hands down, I meant hands down, not done
QuackBasilisk65 14. aug. kl. 16:22 
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. kl. 21:12 
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  [ophavsmand] 9. aug. kl. 11:18 
@Bobbarækus Have you tried drafting and undrafting?
Bobbarækus 9. aug. kl. 10:47 
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. kl. 21:14 
Not to nit-pick but I feel like the base corpse laborer is a bit too expensive
16JSundberg4 6. aug. kl. 19:50 
Huh, so you've made Servators...Interesting.
Slime Dog 5. aug. kl. 14:54 
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.