RimWorld

RimWorld

Rim-Robots_
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Vex  [developer] Feb 4, 2022 @ 8:21pm
Feature Suggestions
Suggest any feature you think would fit in well, or any feature you'd like to see implemented here.

Keep in mind I would like to keep the mod light, so if a lot of really good suggestions are made that would make the mod too heavy, will more than likely be made into an addon pack!

Concepts:
- Some form of building that allows for mechanents to directly consume power from the power grid.
- More intricacies for creating synthetic components.


To do:
- Patch for Facial Animations
- Patch for SJW 💀
Last edited by Vex; Oct 10, 2022 @ 1:31pm
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Showing 1-15 of 65 comments
Krazyfan1 Feb 5, 2022 @ 1:40pm 
Neat.

Would it be possible to add an operation to use steel to replace missing body parts?

and while Celestial mod doesn't work with artificial pawns normally, could you see if you can make it so that these ones do?
Vex  [developer] Feb 5, 2022 @ 5:18pm 
Originally posted by Krazyfan1:
Neat.

Would it be possible to add an operation to use steel to replace missing body parts?

and while Celestial mod doesn't work with artificial pawns normally, could you see if you can make it so that these ones do?

I'll look into the steel replacements, it should be easy enough to do. But for the Celestial mod I've never actually used it, what feature are you looking for with it?
Krazyfan1 Feb 5, 2022 @ 11:45pm 
well it adds in Immortals that are even more Immortal than the ones from the Immortals mod. but the creator coded it to make it only work on organic pawns, which i'm not to fond of.
it would be nice if the robots didnt have the hygiene or bladder need from dub's bad hygiene mod, cause i feel like those things sort of break my immersion when playing with these guys. also, is the new building not supposed to be rotatable?
Chiquitetas Feb 6, 2022 @ 4:53pm 
would also like for robot pawns to be compatible with most forms of bionics, like arms, legs, hand talons, anything thats not a specific body part humans have, at least so i can have a "transhumanist" colony without the bots whining about not having special stuff
Zetro Feb 6, 2022 @ 7:31pm 
Originally posted by anoldretiredelephant:
it would be nice if the robots didnt have the hygiene or bladder need from dub's bad hygiene mod, cause i feel like those things sort of break my immersion when playing with these guys. also, is the new building not supposed to be rotatable?

DBH has the option to turn hygeine need off on a case by basis. What i did was turn off the nonhuman pawn need for hygeine in settings.
Vex  [developer] Feb 6, 2022 @ 9:28pm 
Originally posted by Waste of Hope:
would also like for robot pawns to be compatible with most forms of bionics, like arms, legs, hand talons, anything thats not a specific body part humans have, at least so i can have a "transhumanist" colony without the bots whining about not having special stuff
They should already be able to have these bionics installed.
Last edited by Vex; Feb 6, 2022 @ 9:28pm
If it's not already a feature, it would be nice if the robots didn't need oxygen for SoS2 (save our ship), there's already a tag integrated into the mod that you can just add to them to make it work I believe.
Alicast Feb 8, 2022 @ 8:52am 
What about doing something like android tiers in "rise of the machines" where you can only play with robots and they have "hate humanity" trait, then you can only trade with other robots factions, have other as enemies andmaybe adding a second one.
I have to say too that robots consuming only 2 chemfuel seems pretty op, knowing it counts as lavish meal.
Mc_Dyno Feb 8, 2022 @ 12:07pm 
Suggestion, for ancient dangers, mechanoid clusters, and VFE Mechanoid Dropships it would be nice if there were like brainwashed or mind controlled androids that join the mech hive raids. They can be "reprogrammed" and then recruited into your colony. Also idk if this is a good idea but maybe add a new mechanoid crash even where some radio frequency hijacks your mechanoid pawns making them progressively more and more agitated over time until they go berserk and are fully hijacked by the mech hive.
Vex  [developer] Feb 8, 2022 @ 5:21pm 
Originally posted by Alicast:
What about doing something like android tiers in "rise of the machines" where you can only play with robots and they have "hate humanity" trait, then you can only trade with other robots factions, have other as enemies andmaybe adding a second one.
I have to say too that robots consuming only 2 chemfuel seems pretty op, knowing it counts as lavish meal.

Fixed the OP-ness of chemfuel & uranium. I'll try and maybe get something similar, and for the robot factions there is already a second one! It can be enabled during world gen, or if you're already in a game you can get 'Vanilla Framework Expanded' & press the faction enabler option to get the option to spawn the faction.
Vex  [developer] Feb 8, 2022 @ 5:23pm 
Originally posted by Mc_Dyno:
Suggestion, for ancient dangers, mechanoid clusters, and VFE Mechanoid Dropships it would be nice if there were like brainwashed or mind controlled androids that join the mech hive raids. They can be "reprogrammed" and then recruited into your colony. Also idk if this is a good idea but maybe add a new mechanoid crash even where some radio frequency hijacks your mechanoid pawns making them progressively more and more agitated over time until they go berserk and are fully hijacked by the mech hive.
I'll try and have a mod option to make mechanents spawn with ancient dangers, but for the radio frequencies it may make them a bit tedious to have as pawns if they have a chance to become hostile.
bit Feb 8, 2022 @ 5:52pm 
It would be a cool small thing to just change the blood related health stats to be more robot-y
Chiquitetas Feb 9, 2022 @ 10:35am 
Would also request mod compatibility with "bionic fingers and toes" since having a mechanent/personae losing them gets just as obnoxious as regular panws, if you could *also* add more "organs" for them, so you can cram more bionics in them, it would be very cool, but even as is this its my favorite rimworld race thus far
Vex  [developer] Feb 9, 2022 @ 1:35pm 
Originally posted by Waste of Hope:
Would also request mod compatibility with "bionic fingers and toes" since having a mechanent/personae losing them gets just as obnoxious as regular panws, if you could *also* add more "organs" for them, so you can cram more bionics in them, it would be very cool, but even as is this its my favorite rimworld race thus far
Are you using "[tW] Finger and Toes for EPOE"?
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