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Robotic Servitude
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Mod, 1.5
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25 okt, 2024 @ 19:23
21 dec, 2024 @ 18:27
7 ändringsnotiser ( visa )
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Robotic Servitude

Beskrivning

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

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]
Populära diskussioner Visa alla (4)
44
9 apr @ 16:08
Robotic Servitude Suggestions
ghastlyskull
4
22 nov, 2024 @ 11:07
CE
Financial-potat
4
27 nov, 2024 @ 8:34
Servitudes apart of mechhive?
Notмне
428 kommentarer
Alpharius 19 jun @ 9:59 
would the laborer skull literally just be a servo-skull?
that'd be cool I think
there are a whole lot of things that servo-skulls could do (assuming tynan's code would allow it) that I'd hope to see
those things include
being a moving light source, could maybe assign it to a pawn like an animal and it'd follow them around providing light
could maybe uhh, add a special implant to actually link the skull and the pawn?
could like, tie a pistol to the skull also. that'd be pretty funny, watching a swarm of flying heads with autopistols just mowing down raiders
ghastlyskull  [skapare] 17 jun @ 17:20 
Yep, have a good one!
darthdud0 17 jun @ 16:16 
okay so a big guy and a lil guy. good luck with the coding and stuff. have a lovely day. :)
ghastlyskull  [skapare] 17 jun @ 16:11 
The first one is one that a good chunk of people suggested: A warcasket type of laborer & the second would a a laborer skull (Can't say much on this since it needs c# code for it)
darthdud0 17 jun @ 12:34 
yay! maybe the combat laborer could get the firefighting? also what are the new ones like? if you don't wish to say is fine. great mod. :D
ghastlyskull  [skapare] 17 jun @ 12:21 
@darthdud0 This mod will get updated for 1.6 (adding in 2 new laborers), I think I can give firefighting but the laborer already kinda does a lot, which makes it difficult for some to just assign a task for the laborer to do
darthdud0 17 jun @ 12:14 
also i hope when 1.6 comes that this is updated for it,it is amazingly fun.
darthdud0 17 jun @ 8:34 
i love this mod so much! one question. could either laborers or combat laborers be given firefighting?
Olbi 15 jun @ 6:17 
Hi there, just saying this mod is fantastic and hope it gets updated! Thanks for the good work!
Honeycomb 15 jun @ 2:39 
This is awesome. Perfect for my Zeta boys.