RimWorld

RimWorld

Clay Soldier Race
438 Comments
Sera Oct 9 @ 10:07pm 
@aether
Did not know that. Thank you
dereality Oct 9 @ 9:55am 
Can these guys heal naturally? I've played around with them a few times, but every time I see one get injured, patched up, and tossed in a bed to recover, it never actually seems to heal. It's likely a problem entirely on my end, though.
Aether Oct 6 @ 12:47pm 
@Sera there is a toggle in the mod's setting to enable Clay Golems to do other jobs.
Sera Oct 5 @ 10:14pm 
I'm really liking these, What the fact that I can just click out a bunch of really pathetically terrible warriors to kind of fill up my numbers is awesome. I do have to wonder though. What about a version of the mod that makes it so there are worker versions of the clay soldiers? I What imagine that they're terrible in combat to the point of don't even bother using them for it and their skills would be level 4. A little bit of extra workers to help out, even though they're terrible, and when their job is done, send them off to combat As fodder for your... Well, fodder.
Korzen Sep 29 @ 12:20pm 
hello mod creator, i love this mod, i wish to have the chance of modify the cost of the golems
that will be nice
M2Ferocious Aug 15 @ 12:31am 
This is beautiful. Thank you
Gpac1231  [author] Aug 6 @ 6:23pm 
@Kursed_Knight

This is an interesting idea, I may look into that.
Kursed_Knight Aug 6 @ 5:54am 
Hello Mod Author. I would like to share a simple wish that, if you're willing to work on, would make the mod better for a few people, but specifically me (I'm no liar).

It would be neat if the Golems can be assigned to 'shut down' like mechanoids when there is no work that needs to be done/they are not drafted. I dislike seeing the golems just wander around, sometimes into the edge of the map, when doing 'Golemancer with a golem army' playthroughs.

Maybe they could even use the same system as mechanoids?
Gpac1231  [author] Aug 5 @ 4:41pm 
@小黑

HAR should be above/before the clay soldiers mod.
小黑 Aug 4 @ 10:02pm 
you mean Clay Soldier Race should be before Humanoid Alien Races mod?
小黑 Aug 4 @ 9:59pm 
@Gpac1231
yes,I add ratkin/kiiro/moelotl/dragonian before this mod
Gpac1231  [author] Aug 4 @ 8:32pm 
@小黑

Are you running the Humanoid Alien Races mod before this one?
小黑 Aug 4 @ 7:15pm 
我加了这个mod后,快速测试无法生成殖民者,商队无法生成交易员
After I added this mod, a quick test failed to generate colonists and the caravan failed to generate traders
Aether Aug 4 @ 6:17am 
@Sir Luis There's a toggle in the mod options to let them do work.
Sir Luis Aug 3 @ 12:21am 
can you make it possible for them to haul and clean?
Aether Jul 28 @ 3:32pm 
Yeah. An addon for golem types would be really neat.

Like Vacstone golems could be immune to vaccuum, granite golems are tough, marble golems are pretty, e.t.c.
yellowdotchuck Jul 27 @ 4:07pm 
It would be cool if there’s a spinoff or expansion called “Clay Workers” with these ideas, which can be specialists similar to Clay soldiers, but like Emperor’s idea.
yellowdotchuck Jul 26 @ 10:01pm 
I actually like that idea. I think it’s cool to see different types of golems for each task to have specialists.
Emperor Jul 26 @ 9:28pm 
You could always make an add-on. I've seen the Pikmin mod floating around so people different have a want for different golem types, and I'd like to see them too. Brown golems for construction and crafting tasks, blue ones for doctoring and study. Green ones for nature handling and all that junk. I could only foresee an issue with golems that do speaking tasks, as, I'm not sure how they'd go about speaking.
Gpac1231  [author] Jul 26 @ 8:35pm 
@Aether

I did think of the different Golem types, but ultimately decided that the more basic the better.
Aether Jul 26 @ 1:25pm 
This mod is great. Have you thought about adding a scenario that start you off with golem pawns? Or maybe different xenotypes of golems depending on the type of bricks used?
Emperor Jul 25 @ 7:59pm 
'Course! I'll probably keep kicking around for a lot longer too.
Gpac1231  [author] Jul 25 @ 7:57pm 
@Emperor

I just looked back through the comments and you have been here the whole time! I appreciate the commitment!
Emperor Jul 25 @ 7:47pm 
Hard to believe I was kicking around here 5 years ago whenever you started college. Good lord man.
Gpac1231  [author] Jul 25 @ 7:46pm 
@Emperor

It is strange to think that I had this mod made before I started college and now I have my Masters...
Emperor Jul 25 @ 7:21pm 
It's just insane that you've kept it updated for 5 years. Your mod is the age of a small child.
Gpac1231  [author] Jul 25 @ 7:17pm 
@Noobyishy

Not a problem, as long as at least one person enjoys it, I will keep it updated to the current version and dlc of Rimworld.
Noobyishy Jul 25 @ 6:32pm 
Hey Gpac1231, just want to say a truly great mod. I love making a guard force for my towns that are just clay knights. Thank you for your work and updating to 1.6!
Emperor Jul 20 @ 9:11pm 
That quells my suspicions!
QWETTRE Jul 18 @ 9:57pm 
@Gpac1231 Well, thank you very much! Your mod has been a great help. However, I want to emphasize that this request is specifically to address the body errors caused by the 40K mod equipment forcing the Hulk body type—it’s not for some "particular" mod.
Gpac1231  [author] Jul 18 @ 10:13am 
@QWETTRE

I do not intend to make any graphical changes or patches for other mods, these guys are meant to be detail-less clay minions... so yeah, sorry.
Emperor Jul 18 @ 9:48am 
Brother has some sussy mods lol.
QWETTRE Jul 18 @ 9:12am 
For certain reasons, could you add adaptation for several other body types? Some of my mods force changes to pawns' body types, but this mod only has the 'Male' body type.
Emperor Jul 17 @ 10:54am 
I like to make them from the art bench.
Paul Jul 17 @ 2:01am 
Just use blank head and asexual reproducrion from alpha genes to make biotech clay soldiers.
Bloodyfist Jul 15 @ 3:41pm 
Wish i could use this but i refuse to use h a r
Gpac1231  [author] Jul 15 @ 3:01pm 
@yellowdotchuck

The mod has been updated, please let me know if any other issues arise!
Emperor Jul 15 @ 1:21pm 
I appreciate seeing this updated!
yellowdotchuck Jul 14 @ 11:13pm 
Thanks.
Gpac1231  [author] Jul 14 @ 11:06pm 
@yellowdotchuck

For now, you can use dev mode to delete the spawners and use the spawn pawn option and spawn a Clay Man, then recruit them, although that is quite a process.
Gpac1231  [author] Jul 14 @ 11:05pm 
@yellowdotchuck

I promise to let you know when I figure out how to fix it!
yellowdotchuck Jul 14 @ 9:31pm 
I wanted to know if there is an update on it. Sorry to disturb on it.
yellowdotchuck Jul 13 @ 8:52pm 
I had the same issue.
Widow Jul 13 @ 5:21pm 
having same issue with egg with infinite timing
Gpac1231  [author] Jul 13 @ 4:27pm 
@Udam @lanystervel

Will look into it now.
Gpac1231  [author] Jul 13 @ 4:27pm 
@yellowdotchuck

They have 100% vacuum resist by default, no suits needed.
lanystervel Jul 13 @ 6:09am 
Same problem like Udam,I tried only with HAR,and still have the "egg progression"problem
Udam Jul 13 @ 5:41am 
clay soldier is bugged in 1.6 some how to becomes like clay mold and it says "egg progression" then it puts infinite amount of numbers its so weird idk maybe its not compatible with other mods?
yellowdotchuck Jul 13 @ 5:36am 
@ Gpac1231 Nice! Would there be an option if you don’t want them to need vac suit for space?
Gpac1231  [author] Jul 12 @ 10:40pm 
@ShadowEater25

I will not be making changes like that to the mod, if that is something you would like, you can change skill levels using dev-mode. I primarily made this mod so that players could have equal numbers of combat units as raiders and would thus feel more balanced, not for players to make an army of workers. But using the built in toggle you can make the soldiers also do work, and when made they will have random skills allocated to those categories.