RimWorld

RimWorld

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Persona Mechanoid Pawns
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Mod, 1.4, 1.5
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13.045 MB
Jan 28, 2023 @ 7:20pm
Jun 14, 2024 @ 4:30pm
42 Change Notes ( view )
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Persona Mechanoid Pawns

In 1 collection by hYPERION
My Rimworld Mods
14 items
Description
Ever find it odd your mechanitor never found a use for those hyper advanced human-equivalent AI cores you have laying around? This mod is here to help!

Additions:
  • New personae driven mechanoid pawns with mech-like game play elements!
  • 24 Persona mechanoid only upgrades. (Not including replacement parts or mechanitor implants.)
  • 61 Custom backstories for Persona mechs.
  • 9 Head variations.
  • 1 New starting scenario with a custom mech themed player faction.
  • A new crafting station for almost all the new additions.
  • All vanilla bodytype shapes.
  • A Friendly Mechanoid Faction. Load with VEF for custom base generation!
  • A new mechanoid themed ideology style.
  • Hopefully interesting descriptions for almost all mod elements!

CE?
I don't use it so I have no idea, probably not?

Persona Mechanoids are advanced mechanoids based on divergent mechanite strains that can interface with persona cores.

Highlights:
They have some pretty strong perks and negatives:
  • + Easily repaired at the cost of energy reserves.
  • + No Blood
  • + No rest loss (An upgrade can offset this in exchange for other buffs.)
  • + Natural Armor (Equivalent to a Militor.)
  • + Dormant Self-Recharge ability
  • + Immune to toxic buildup and environments
  • + Immune to disease
  • + Mechanoid temperature resistance
  • + +2 Base mechanoid bandwith (Those antennas aren't all for show.)
  • + Can have special mechanoid only upgrades installed.
  • + Capable of crafting standard and high tier subcores at the subcore encoder at an elevated cost. (Since they can no longer use scanners.)
  • + Operations do not apply anesthetic.
  • + 5% Research speed increase.
  • + Ignores some negative mood debuffs.

  • ~ Don't feel pain
  • ~ Repairing and operations are counted as "smithing" work.
  • ~ Operations require "Persona Mechanoid Components" instead of medicine.
  • ~ Base psychic sensitivity of 75% (However, upgrades can circumvent or even boost this past 100%.)
  • ~ Incapable of forming romantic relationships.
  • ~ Can't ingest drugs.

  • - Requires power costly infrastructure to keep charged.
  • - Body part health scale is 0.85 instead of 1. (Equivalent to a Pikeman.)
  • - Always susceptible to "system shock" and stuns from EMP damage.
  • - Can not use various buildings organics can.
  • - 4.1 Move Speed
  • - Can only recharge off Bioelectric Cells.
  • - No Natural Healing.
  • - Can only be repaired by either a mechanitor or a normal mech capable of smithing. (Repair-self ignores this.)
  • - Do not and can not have genes or xenotypes.
  • - Can't have any non-mechanoid bodyparts installed (Archotech parts are excluded from this.)
  • - Requires special more costly alternative version of psylink neuroformer to gain psylink level.(Its also locked behind the persona upgrades technology!)
  • - All bodyparts and upgrades require a mechanitor to craft (Crafting and intellectual skills are also needed.)
  • - Can't naturally reproduce (Can be built or bought very rarely. Start off fully grown and ready to go!)
  • - Can't have "Natural" focus type
  • - -50% Pruning Speed
  • - 65% social impact
  • - 5900 Market Value (They do have persona cores in them!)
  • - 70% Negotiation Ability
  • - 80% Hunting Stealth
  • - 70% Drug Sell Price "Improvement"

  • Various other misc tweaks that range from cosmetic, to potentially positive or negative.

Bioelectric cells are how persona mechanoids recharge themselves, acting similarly to meals. Cells used by colonist persona mechs will leave behind a depleted variant that can be recharged at a "Bioelectric Cell Recharger", these chargers use 1500w of power while active and generate waste to charge cells. Generally about one charger per persona mechanoid should be sufficient, however power hungry upgrades or energy spent on repairs can easily offset this. Also bioelectric cells used on the world map do not yield depleted variants, so plan accordingly.

A ship chunk containing a free charger is provided in the "Stranded Mechanoid" scenario to make survival generally feasible.

All new content can be crafted via the Persona Mechanoid Workstation (Except for the persona core version of the mechlink which is made at a machining table.)

There is also a new build-able version of the unstable power cell can be made which requires a salvaged power cell from the normal building. It produces 50 less power, in exchange for higher health and a much smaller blast radius.

While persona mechs are certainly very powerful, they can still be outclassed by augmented humans, especially when factoring genetic alterations.

Credit to "Rim-robots_" , the main inspiration for this mod!

Also surprisingly supported by the "Avatar" mod.

There's More?!:

If you enjoy the mod, consider rating it up!

Version changes are posted in workshop item "Change Notes"

Thank you for reading this far, if you would like to support future mods consider donating via ko-fi.[ko-fi.com]
https://ko-fi.com/pal5k
212 Comments
hYPERION  [author] Apr 26 @ 1:17am 
@Poob Yeah sadly they still sometimes use drugs under some conditions such as being ordered or forced, its something thats a little spotty in the mod.
Poob Apr 26 @ 12:06am 
sadly the mod doesn't even really block the mechs from using the normal non-serum drugs. They can still be administered or taken by the mech if it holds the drug in inventory.
hYPERION  [author] Apr 25 @ 4:23pm 
@DRG Engineer

Largely friendly, its a outlander faction and race mod.

@Poob Maybe in the future if I ever get around to moving the functionality of more serum stuff into something unique to them.
Poob Apr 25 @ 1:26am 
could you disable their ability to use serums?
DRG Engineer Apr 22 @ 11:06am 
Friendly or hostile?
hYPERION  [author] Feb 4 @ 4:36am 
@oxfordoctopus Yup! While they have the need bar it wont deplete by default.

To affect it you can choose to either install the "Performance Cycler" upgrade to start making them need to rest for some buffs. Or you can install the "Topographical Array" which is exclusive between the "Performance Cycler" since it removes the "rest" need letting them travel the world map at night plus a minor buff instead.
oxfordoctopus Feb 3 @ 12:01pm 
I'm troubleshooting some mods right now, and I wanted to ask since I'm uncertain: when you say "no rest loss" (until you install particular upgrades) does that mean that unupgraded mechanoid pawns won't need to sleep? I really love this mod, and I want to make sure that it's operating as intended for me.
Eric Jan 23 @ 7:43pm 
oh alright, i did the same but wanted to know if there was a way in the mod to change it
hYPERION  [author] Jan 23 @ 3:10pm 
@Eric I personally have used Character Editor to that sorta stuff.
Eric Jan 23 @ 5:10am 
how to change robot appearance? like head type etc