RimWorld

RimWorld

Rim-Robots_
Showing 11-20 of 67 entries
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Update: Apr 1, 2024 @ 2:46pm

- Bug fixes regarding 1.5

Update on 4/1/2024 5:44:23 PM.

Update: Mar 21, 2024 @ 10:09am

- Added the charge pylon, a building that will allow you to use steel to produce an industrial amount of charge cells to fuel your bots, without any need for anything biological. Will pollute the terrain around it.
- Removed the storyteller Skycast Synthetic, she didn't really have any defining features and just seemed kinda bloaty.
- Touched up the textures of mechanent heads.
- Custom faction greetings over comms console for robot factions.
- Custom mechanent callouts if Callouts is active.
- All pawns using the "HumanlikeMechanoidsExtension" mod extension now have a custom health card tab.
- Robots with the "canRunWild" tag set to false will, you guessed it - not run wild.
- Robots with "canFeelPain" set to false will not feel pain, nor will pain be shown in their health card tracker.
- Robots with "seeInDarkness" set to true will not mind darkness.
- Some fancy under-the-hood stuff laying the foundation for robot-only "drugs" and some other stuff to come down the line.
- Robots can refuel using Medieval Overhaul's coal.
- Fixed, deleted, & rewrote some old patches.
- Fixed a ton of bugs regarding how robots would repair, how they interact with tending, etc.
- Added a new meme, "mechanical primacy".
- Human primacy meme now *slightly* hates robots (exclusive to this mods robots).
- Added a new precept for how to approach sentience in robots or humans.
- Pawns that follow an ideology with a preferred xenotype won't treat robots as having a xenotype, but they still won't necessarily like them either because they don't have a xenotype.
- Fixed a couple misc. bugs and typos.

Update on 3/21/2024 1:07:56 PM.

Update: Jul 25, 2023 @ 9:46am

[Auto-generated text]: Update on 7/25/2023 12:43:44 PM.

Update: Jul 24, 2023 @ 11:05pm

- Robots can be repaired! This consumes their energy need and heals most injuries as the pawn repairs. (For a robot to repair they must be able/set to perform smithing.) It will not repair permanent injuries, a new feature is in the works for repairing those.
- Fixed a bug with the mech-casket spawning infinite pawns.
- Rewrote nearly all the backstories and polished them up.
- Fixed a few small typos.
- Fixed some issues and errors with the surgery system (overclocking removes mechlinks, peglegs not being installable if leg is missing, right foot mislabel, etc.)

Update on 7/25/2023 2:02:15 AM.

Update: Jun 22, 2023 @ 9:19pm

- Some small bug fixes.

Update on 6/23/2023 12:17:24 AM.

Update: Jun 21, 2023 @ 11:47am

- Retextures abound, practically everything has been visually updated.
- Updated textures for personae, and readded the visor headtype! Personae with this headtype can have special colored eyes. They're also a lot harder to spot now, looking like regular humans - unless you know what to look for.
- The hostile robot faction now also uses mechanoids during their raids.
- Small bug fixes.
- Some grammar fixes.
- Laid some major groundwork for the next update..

Update on 6/21/2023 2:44:54 PM.

Update: Jun 21, 2023 @ 11:46am

[Auto-generated text]: Update on 6/21/2023 2:43:32 PM.

Update: Jun 8, 2023 @ 1:28pm

- Fully retextured the mechanents, and the components used by the mech-casket.
- Robots can't use certain buildings that they logically shouldn't be able to use.
- A lot of changes with how the traits interact and such, there's too much to explain here alone, So check out the GitHub wiki for explination.
- Robots now cannot receive hediffs listed in the "disabledHediffs" extension. (Excluding certain damagetype hediffs or the missing bodypart hediff so nothing wacky happens.)
- Robots are now immune to illness events.
- Mechanents are now incapable of love. They cannot be romanced or bond with an animal.
- Mechanents will no longer care if a pawn is ugly, pretty, or disfigured.
- Robots won't sell food, but will sell a ton of chemfuel/neutroamine.
- Mechanent corpses are no longer disturbing to pawns that see them.
- Fixed some bugs, and made the code a lot less convoluted. So load time has increased a tad.

Update on 6/8/2023 4:26:14 PM.

Update: May 21, 2023 @ 5:19pm

[Auto-generated text]: Update on 5/21/2023 8:18:44 PM.

Update: May 19, 2023 @ 9:50am

- Robots can no longer be accepted targets for gizmos such as 'implant xenogerm', & 'bloodfeed'. (You can still set them as hemogen farms, but I'm trying to figure out a patch for this.)
- Robots have had their food need swapped out for energy need, & the sleep need has been renamed to "memory" for robots.
- Robots will spawn with chemfuel in their inventory instead of meals, & they won't spawn with masks in polluted tiles.
- Fixed the name generator for robots not accepting new names.
- Fixed a patching error with CE.
- Reduced the code spaghetti so load time has been reduced a tad.
- Fixed some small bugs.

Update on 5/19/2023 12:49:42 PM.