RimWorld

RimWorld

Robotic Servitude
411 Comments
fosuster May 1 @ 7:18pm 
@lulo1900 in the mods settings there is a slider to determine how many breaks they get every day, I set mine to 0.2 so they only occasionally breakdown from their moment of brief lucidity where they realize the weight of their existence as eternal servitude servitors
lulo1900 Apr 27 @ 3:52am 
the mechanoids become depressed every day and a cycle occurs: cried, went to exercise, cried, and so on in a circle. Is it possible to make an additional mod to remove the depression in these mechs?
Dea Apr 20 @ 11:55am 
Very handy mod, I've missed having a generalized mecha workforce since pre-biotech, the laborers are perfect for this. also seems to play nicely with the mechanoid upgrades mod too. Thanks for making this ghastlyskull!
fosuster Apr 16 @ 9:53pm 
oh I see, thank you!
ghastlyskull  [author] Apr 16 @ 9:46pm 
@fosuster There is already a mod where it makes mechs work similar to how pawns are assigned their tasks.
fosuster Apr 16 @ 6:02am 
can we assign specific jobs for the laborer or they will only do whats available? If we want to force them to specific jobs do we must assign them to zones instead?

cool mod thanks!
Demonic Apr 12 @ 8:46pm 
Also the Combat variant doesn't appear to work with "Search and Destroy"
Demonic Apr 12 @ 7:54pm 
Would it be possible to give them the ability to capture from the "Capture Them" mod?
ghastlyskull  [author] Apr 9 @ 7:35pm 
@Demosteres Np and would love to hear your ideas, however all the mechanoid artwork was made by the talented DetVisor. I only made the Assassins blade texture.
Demosteres Apr 9 @ 4:07pm 
Oh my fucking god, I've been writing (just a an rough a idea tbh, a few paragraphs long) with this EXACT idea in mind, my man you're awesome, thanks for bringing this into existence (and if you would allow me, i have a few ideas in mind, btw your style is awesome)
ghastlyskull  [author] Apr 4 @ 11:56pm 
@ImNotCreat1ve When you salvage a mech, I believe it just drops metal and no pawn body is returned
ImNotCreat1ve Apr 4 @ 4:50pm 
if salvage, disassemble or whatever the word is for discombobulating a mechanoid corpse, can i resurrect it's body if it drops one?
ghastlyskull  [author] Apr 3 @ 11:05pm 
@Settra The Imperishable, it should be the same way you force equip colonists with weapons.
Settra The Imperishable Apr 3 @ 4:25pm 
Using this mod with CE. Idk if its a bug, oversight, or purposely meant like this. But the only way to get the combat labourers to equip other weapons is by holding right click.
Outis Apr 1 @ 6:16am 
Are they affected by the mech work speed stat?
ghastlyskull  [author] Mar 31 @ 1:41pm 
I personally recommend ~0.25
ghastlyskull  [author] Mar 31 @ 1:40pm 
@Diiablox you can change the frequency inside of the mod settings
Diiablox Mar 31 @ 9:34am 
My Labourers have sad wander mental state malfunctions super often and idk if I can do anything about that
Wawa cat Mar 27 @ 7:18am 
Reanimen ahh
Kel'Thuzad Mar 14 @ 3:29am 
Negative, not on CE, can't swap combat mech guns. Gotta be something else.
Faith Feb 10 @ 1:31am 
Thanks Ghastly, I am to scared to ruin this save (vampire building with the incorporate gene). I keep them up as they do make good tanks anyway to keep people in range of turrets.

It's strange, no action options when trying to click available guns, but bio coded weapons give the option they cannot be picked up haha.

Gestated canine type would be a cool addition... ;) wink wink.
ghastlyskull  [author] Feb 9 @ 4:02pm 
@Faith I though I read that CE made a patch for this mod, so could be one of the others
Faith Feb 9 @ 2:38pm 
It's 100% a mod conflict so no judgement at all (I love this mod).

No mech mods and to me it looks like CE problem. I am running Mantodeans and it's not patched for CE, so gives an endless error log.... Profaned also not for CE and all the weapons are bugged a little (great swords with ranged attacks etc) so I am running a dirty game anyway.

I have MIM40k mods with Mechs but that doesn't usually cause a problem.
Faith Feb 9 @ 2:38pm 
It's 100% a mod conflict so no judgement at all (I love this mod).

No mech mods and to me it looks like CE problem. I am running Mantodeans and it's not patched for CE, so gives an endless error log.... Profaned also not for CE and all the weapons are bugged so I am running a dirty game anyway.

I have MIM40k mods with Mechs but that doesn't usually cause a problem.
ghastlyskull  [author] Feb 9 @ 1:05pm 
@Faith I think this is a mod conflict, could you tell me what mods you are running that can cause a potential conflict? Good starter place is other mech mods
Faith Feb 9 @ 12:58pm 
If you can't change the weapons when they get knocked and drop the original bolt rifle, they can't pick anything else.
Faith Feb 7 @ 6:38pm 
Damn, can't change it's weapons which I read is potentially a conflict. They give the options that you can't pick up biocoded but nothing on either weapons. They have a bolt action rifle so not the end of the world (had a minigun ready lol)
Tired&High Feb 7 @ 5:07am 
would love ot here to be a away to pick wich jobs they do
Kwiatuś Feb 6 @ 4:05pm 
great mod but sad you cant gestate them in automatroid fabrication station from dead man switch :steamhappy::steamhappy::Pig:
Logbuzz Jan 30 @ 6:03am 
I'm glad there's an option to change breakdowns, everyday just seems too much and makes it so having an army is just impossible. :steamhappy:
ghastlyskull  [author] Jan 29 @ 4:29pm 
@Emuss Its normal, you can adjust it inside the settings, 0 caused it to never happen. A good starting point if you wish to keep the breakdowns is to put it in the decimal ranges 0.01 ~ 0.25
LordHarambe Jan 29 @ 4:58am 
Even in death they serve.
ghastlyskull  [author] Jan 25 @ 11:04pm 
@tnharbert Yes the assassin requires anomaly dlc to use, thats because both the ability and the recipe uses anomaly functions
tnharbert Jan 25 @ 7:02pm 
Assassin not showing up to produce. The other ones show up just fine. Does the assassin require anomoly dlc to use?
Zalera Jan 22 @ 4:51pm 
What kind of bandwidth do they each consume? Apologies if this has already been answered.
ghastlyskull  [author] Jan 18 @ 12:52pm 
@Bluntdrachen, they do not give mood hediffs to colonists. Think of them as regular mechanoids that use a corpse for its creation
Blutdrachen Jan 18 @ 12:48pm 
Do these give a mood bonus to pawns that find corpses sublime?
ghastlyskull  [author] Jan 16 @ 5:39pm 
@calt259 Unlock the mech research and start the bill to create a servant at a mech gestator.
calt259 Jan 16 @ 5:25pm 
how do you turn a corpse into a servant
ghastlyskull  [author] Jan 15 @ 8:08pm 
@ooBUBBYoo idk how to send a modlist other than the steam modlist, however I believe the mod should still work as intended
ooBUBBYoo Jan 15 @ 4:10pm 
Failed to find Verse.ThingCategoryDef named CorpsesEntity. There are 89 defs of this type loaded.

Way to send you my mod list?
Usernames Are Hard Jan 14 @ 1:07pm 
Can there be an option to replace the plasteel cost with bioferrite for an anomaly twist?
Klaustraphobic Jan 12 @ 8:04pm 
@ghastlyskull Yea I figured it out; its the Quarry (continued) Mod that screwed it up. Broke my game once i removed it too but at least i can change weapons now
ghastlyskull  [author] Jan 12 @ 6:08pm 
@Klaustraphobic Strange could be a conflict with another mod, if your not trying to force equip it, like a regular pawn
Klaustraphobic Jan 12 @ 5:30pm 
My combat laborers cant seem to equip weapons for some reason
StockSounds Jan 11 @ 5:02pm 
As much as I like this mod, the use of a dead person isn't really impactful.

I assume the mental breaks are a way to show that they can still have existential crises, so that would mean that they can still think, right?
But they aren't the actual character that you put in, they're just robots with emotional problems. They don't have their traits, their skills, their skills, you can't even see what their name was.

Turning somebody into a mechanical servant should be something that they hate you forever for, but they can't hate you if there's nobody in there aside from mental breaks.
Farbott Jan 10 @ 12:09am 
Is there a version that doesnt need to eat up mechanitor bandwith (by just being separate instead of tied to them)? This seems pretty awesome otherwise
Daemonic Spoder Jan 7 @ 8:59am 
Ahhhh... Mechromancy
Xeonzs Jan 6 @ 8:44am 
I don't mind them having mental breaks, but they take way too long, they go on for hoooouuuurs.
I already reduced the frequency of them happening, but that's not really the issue, I just think it's insane that their mental breaks go on for so long.
However I don't want to disable them completely because I consider it a balancing mechanic, but with how long the mental breaks take their productivity really takes a hit.

The modifier also doesn't really seem to work properly, I changed it from 1 to .1 and still it happens daily, even though it should now happen once every 10 days or so (i've saved and reloaded the game), setting the chance to 0 though does work and there will be no further breaks.
Rusky38 Jan 5 @ 10:54am 
I feel the machine spirit call!