RimWorld

RimWorld

Robotic Servitude
519 Comments
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?
ghastlyskull  [author] Jul 29 @ 2:06pm 
@Sumatris Fixed the recharged issue with breachers so they will recharge at the large mech recharger
Sumatris Jul 29 @ 11:45am 
Anyone else being unable to recharge their Breachers? They keep claiming they have no charger available although I have chargers of both sizes ready and waiting. Bit of a bummer, I was really excited for these big bois.
ghastlyskull  [author] Jul 29 @ 10:45am 
@Предплечье It should be compatible with most other mods
Предплечье Jul 29 @ 10:26am 
This looks like something worth starting as a mechanitor xD but what about compatibilities with other mods?
King-Of-♥♥♥ Jul 28 @ 12:36pm 
Can i make it so the enemy doesnt' spawn with these, and I am the only one capable of creating them?
E. W. Jul 27 @ 10:23am 
Hail the machine spirit with his glory!
Serve in death.
Hail the omnissiah!
ghastlyskull  [author] Jul 25 @ 10:59pm 
@Myphicbowser Yea I know, and it was originally meant to be random, and later on the line I can ask if its possible now to make it random
Myphicbowser Jul 25 @ 10:44pm 
I'm very curious, is there an RNG element to the states that Servitors enter? They seem pretty consistent, and I have three labor servitors that all break down around the same time, I noticed the mod options are pretty binary on that as well

I'd really like an RNG element added into it, only because its super weird they break down so consistently like clockwork, you know?
Bobbarækus Jul 25 @ 11:46am 
I wasn't suggesting the "servitor" name specifically, any name would work, the point was the streamlining and clarification of the robot's function.
Thanks for letting me know about the warcasket weaponry!
ghastlyskull  [author] Jul 25 @ 11:17am 
@bobbarækus prob not for naming because GW is GW, and the Breacher servitor can pick up & use warcasket weapons
Bobbarækus Jul 25 @ 10:28am 
I was wondering if maybe the Combat, Assassin and Breacher ought to be renamed to reflect the fact that they will not to actual labor?
Maybe they could all be following the same naming convention.

Repair Servitor
Labor Servitor
Combat Servitor
Assassin Servitor
Breacher (Tank?) Servitor

Just for the sake of making their roles more clear. Finally about to make my first Breacher Laborer and I'm excited, even if my base is now a forest of band nones. Was wondering if the Breacher can pick up and use warcasket weapons. And if not, would suggest it. It would give them extra functionality and make the warcasket weapons useful for mech only colonies.
SirAltynJohn Jul 23 @ 4:08pm 
ah got it, thank you for the response and I wish you the best, once again thank you for making such an amazing mod:steamhappy:
ghastlyskull  [author] Jul 22 @ 10:32pm 
@SirAltynJohn It was done on purpose since 1.6 changed how you can get different pawns, in this case the mechs to "pick up items"
SirAltynJohn Jul 22 @ 10:01pm 
hiya i really love this mod but one thing i noticed is that the two new laborers arent avaible when i play in 1.5, if this was on purpose i can totally understand, thanks for making such an amazing mod
darthdud0 Jul 22 @ 2:43am 
to be honest i'd like it if i could give them firefighting. i've had to draft them and stand them next to fires. if they could plant cut and grow would be nice but firefighting would be great.
fosuster Jul 22 @ 2:33am 
mod is really awesome, ive been using it ever since it was released!

I do have a suggestion though, could there be a setting in the mod setting to determine what the servitors work types they could work on? I hope the servitors can be able to work on plan and cut work, I understand if it wasnt added on purpose initially because theyd focus on planting all day long instead of other work types, I use another mod to determine mechanoid work priorities to get around this
Siren System Jul 21 @ 1:05pm 
servitor time
darthdud0 Jul 20 @ 12:28pm 
never had a crash from work modes.
ƎNA Jul 20 @ 11:42am 
Idk, I have been using the mod since 1.5 and I had no problems with the "WVC - Work Modes" (neither the one that is now, nor the one that you described)
ghastlyskull  [author] Jul 20 @ 10:49am 
@darthdud0 if I remember correctly it was mostly with the game crashing
darthdud0 Jul 20 @ 10:41am 
what kind of issues? i have never had any issues with work modes that i can remember.
ghastlyskull  [author] Jul 20 @ 10:25am 
@darthdud0 huh. . . very strange, because in the past a good portion of people were reporting that it was causing issues with robotic servitude