RimWorld

RimWorld

Robotic Servitude
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?
Aracoa Sep 30 @ 5:07pm 
Didnt know there was a basic one now! AWESOME
Mari Gaming Sep 27 @ 6:51am 
is there a way you could patch this to support the quarry worktype from the quarry mod?
if not do you know how i could add it myself?
Uriel Septim VII Sep 11 @ 6:57am 
I would love to see a cleaning servitor they talk about how they look in some of the books lol
TigerDragon180 Sep 8 @ 7:10am 
loving this all. these servitors fit perfectly in my imperial guard camp, escorting the general, being tended to by tech priests....slowly automating production of the near constant need for artillery shells.
girk Sep 7 @ 12:39am 
ghastly you are one fucken rockstar
Da Cheese Aug 30 @ 7:27pm 
I like the 2 new Servitors, they are a very good addition to this mod
Seromas Aug 29 @ 5:48pm 
Thanks !
ghastlyskull  [author] Aug 29 @ 3:39pm 
@Seromas will add that small change into the code
Seromas Aug 29 @ 2:15pm 
When I spawn an Assassin Laborer, I get this red error :
"MakeThing error: Gha_MeleeWeapon_AssassinBlade is madeFromStuff but stuff=null. Assigning default."

I tested this on a game with just Robitic Servitude and Harmony so it's not a compatibility issue.
The error is caused by the fact that you didn't specify a stuff in the PawnKindDef of the assassin, so the game doesn't know what to choose when spawning one.

I resolved it by simply adding this line in the Gha_Assassin_Laborer PawnKindDef :

<fixedInventory>
<Gha_MeleeWeapon_AssassinBlade>
<stuff>Steel</stuff>
</Gha_MeleeWeapon_AssassinBlade>
</fixedInventory>

instead of :

<fixedInventory>
<Gha_MeleeWeapon_AssassinBlade />
</fixedInventory>
Lukster18 Aug 27 @ 11:19am 
How come Laborers don't do plant work? Is there a way to allow all work types?
ghastlyskull  [author] Aug 25 @ 7:36am 
Strange, because that used to be an issue in the past, but I'll look into it once I get a chance
black_pumkin Aug 25 @ 5:53am 
Hello, I have noticed an issue with the Skull Servitores. Any time a Skull Servitor repairs another Skull Servitor it crashes my game. I have no clue if it's because of another mod or it's really the problem with the Skull Servitors, but now that I disabled automatic repair it didn't crash.
doctor who? Aug 16 @ 10:26am 
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? Aug 16 @ 10:19am 
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 Aug 14 @ 5:10pm 
hands down, I meant hands down, not done
QuackBasilisk65 Aug 14 @ 4:22pm 
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 Aug 9 @ 9:12pm 
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  [author] Aug 9 @ 11:18am 
@Bobbarækus Have you tried drafting and undrafting?
Bobbarækus Aug 9 @ 10:47am 
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 Aug 6 @ 9:14pm 
Not to nit-pick but I feel like the base corpse laborer is a bit too expensive
16JSundberg4 Aug 6 @ 7:50pm 
Huh, so you've made Servators...Interesting.
Slime Dog Aug 5 @ 2:54pm 
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.
ghastlyskull  [author] Aug 2 @ 3:53pm 
@ChadTheLiberator research wise they are connected to base biotech research tree. Skull Laborer appears in basic, combat & basic Laborer in standard, and Breacher & assassin in high mech tech. Everything from standard & up takes large recharge stations & gestators
ChadTheLiberator Aug 2 @ 10:00am 
Where do these robots appear?
ghastlyskull  [author] Aug 1 @ 10:24am 
@Shiroe Strange. . . I'll look into it, could be a mod conflict but there also a chance that its actually an issue.

@ƎNA Typically I just use force equip because it will auto drop its current weapon and equip the weapon that you forced equip

@Apocalypse I think it would be possible, but prob be for a later time
ƎNA Aug 1 @ 6:45am 
Oh, by the way, how to make a mechanoid drop a weapon? Now I use the Character Editor for this, but purely in theory, if I didn't have it? (Maybe there's some vanilla mechanics that I'm not aware of?)
Apocalypse Aug 1 @ 6:05am 
would it be possible to have a setting to make them not spawn with mechanoids encounters?
Shiroe Aug 1 @ 3:45am 
@ghastlyskull I am trying to force the combat laborer or assassin to pick up more powerful weapons basically.
ghastlyskull  [author] Aug 1 @ 3:44am 
@Shiroe Heya, Are you trying forcing the laborers to equip the weapon, or are you waiting for the laborers to pick the weapons up?
Shiroe Jul 31 @ 9:16pm 
I wonder if I am experiencing some sort of minor error as my combat and assassin laborers are unable to pick up new weapons once they drop whatever they are spawned with.
ƎNA Jul 30 @ 7:10am 
I agree with the last suggestion. It would be really cool if you made them not so loud.
Sumatris Jul 30 @ 1:46am 
I know I'm getting annoying today, but could you please dial down the volume of the growls and grunts your mechs keep emitting? It's getting a tad grating when playing zoomed in. Much obliged :-).
Sumatris Jul 30 @ 12:19am 
Just to wrap up my ticket: after resubbing a couple more times just to be sure, my breacher did eventually start recharging (and promptly malfunctioned afterwards, lol), but it took a while before it got going, and the standard combat laborer never got out of dormant self-charge. Something's definitlely wonky here, but at least it's kinda-sorta working for the moment. Will keep investigating as time allows.
ghastlyskull  [author] Jul 29 @ 11:07pm 
@Emilie Sackenball by basic settings laborers will malfunction once every day, I personally play at 0.25
Emilie Sackenball Jul 29 @ 11:03pm 
it's normal some laborers constantly "malfunction" ?
Sumatris Jul 29 @ 10:33pm 
My vanilla mechs are charging just fine, so... But thanks for the suggestion, sometimes it really is such a basic issue. Not this time though :-(.
ghastlyskull  [author] Jul 29 @ 10:28pm 
@Sumatris another thing could be that the charger isn't getting any sort of electricity / somehow disconnected from the grid
Sumatris Jul 29 @ 10:04pm 
Resubbing didn't change a thing, but I built a standard combat laborer and got the same issue, so I guess one of my other mods is interfering. *sigh* That's gonna be fun to track down between 800+ mods...
darthdud0 Jul 29 @ 9:51pm 
sometimes you have to unsub and resub to get a mod to update. i had that issue with a lot of mods recently.
Sumatris Jul 29 @ 8:48pm 
@ghastlyskull: Still isn't working :-(. Do I need to rebuild existing bots for the fix to take effect?