RimWorld
192 beoordelingen
FIP - RobCo
15
2
3
5
2
3
2
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Mod, 1.6
Bestandsgrootte
Geplaatst op
Bijgewerkt op
6.843 MB
7 sep om 3:54
15 nov om 7:37
11 wijzigingsnotities (weergeven)
Je hebt DLC nodig om dit item te gebruiken.

Abonneren om te downloaden
FIP - RobCo

Omschrijving
Fallout Immersion Project – RobCo
“Automation for a brighter tomorrow — even if there’s no one left to see it.”

[ko-fi.com]

[Open Beta] This mod is under active development — updates and patches may drop anytime.
Your feedback directly shapes development!

“Make it work first, then make it good later.” — FIP directive

Features
  • Replaces all vanilla RimWorld Mechanoids with authentic Fallout Robots.
  • Reworks Mechanitor content into immersive RobCo mechanic gameplay.
  • Enhances mech mechanics while preserving vanilla balance and pacing.
  • Adds new content, structures, and surprises to explore.

Future Development
Upcoming features planned for the next update cycle:
  • Giant Robots: Build Liberty Prime, Robo Scorpions, and more.
  • Custom Paint Jobs: Give your NCR and Brotherhood units a proper faction look.
  • Vertibots: Automate logistics and defense with aerial robotics.

Requirements
  • Biotech DLC – Required (core functionality)
  • Odyssey DLC – Optional (for Eyebot Duraframe)

Development Notes
  • I am new to Rimworld modding — your feedback is invaluable. Tell me what you love, what needs tuning, and what you'd like to see next.
  • This mod is part of the Fallout Immersion Project (FIP) – a complete modular overhaul inspired by Fallout’s lore. The Fallout Immersion Project is not affiliated with the Fallout Collaboration Project (FCP). However, it draws inspiration from their incredible work and aims to complement it. You can find me on the FCP Discord in the Fallout Immersion Project channel.

Fallout Immersion Project Modules

Art & Assets
  • All current textures and sprites created by MisterHouse.
  • Professional artwork is planned — if you’d like to help upgrade visuals, consider supporting the project below.

Support the Project
[ko-fi.com]
97 opmerkingen
rkacper835 29 nov om 8:25 
right now i've encountered 2 issues:
Any bots you unlock after the second research don't require any resources
you can't use the special eyebot, the hydra, and i assume the other two boss bots to actually craft the stuff you need to research the next bot tiers. the mod is really bloody lovely apart from that, especially their talking and beeping, plus i love the graphic design :eotu_fire:
King Arthur 29 nov om 6:39 
I can't be sure if I'm just super unlucky, or, if the Mr. Handy's cooking skill is bugged. I keep getting food poisoning on all my pawns, and the Mr. Handy is the only one cooking. It's like, every meal is poisoned.
Bavarian Barbarian  [auteur] 27 nov om 23:19 
Right now the mod is very incompatible with any other mods that completely change mechanoid mechanics like gestate engine does. I am currently remaking the entire mod so maybe that one is more compatible but I doubt I can make it compatible with every single mechanoid total conversion.
ZETA 25 nov om 9:34 
Great mod! Though there seems to be an incompatibility with the Gestalt Engine mod. Using both mods causes you to be unable to proceed beyond choosing a scenario on the main menu.
mercifulsatanist 24 nov om 5:58 
Hey man, my game completely shat itself because of this mod and I couldn't go further than choosing the scenario. When clicking "next" after choosing any scenario it just threw an error message at me. Thought you might want to look into it. I can try and recreate it if you'd like an error log.
Lithographer 17 nov om 0:07 
add mod options to turn off, or edit the amount of "greetings"/ calls from the robits their really annoying. :pillow::steamfacepalm::pillow:
Bavarian Barbarian  [auteur] 15 nov om 7:51 
@Arcimbaldo Thank you for the feedback this is very useful I can look into it!
Bavarian Barbarian  [auteur] 15 nov om 7:49 
Just uploaded a bunch of small fixes for all four released FIP mods, so if you don't have the optional DLCs installed you shouldn't get any more errors now (They did't do any harm, you just got a wall of red text saying it couldn't update something that doesn't exist without the DLC.) I am still working on providing more screenshots and descriptions but I can't find the time right now. But I am on it.
moftheg 7 nov om 21:41 
@Box The only way I found to get to the next tiers is to use the console after turning on debug mode. Find "spawn thing" then search for "chip" and then just spawn yourself a bunch of each one so you can research the higher tiers and build the gear to get more mechs
Box 6 nov om 13:42 
having some trouble with this mod, I love it so far but how excatly does someone get the parts so that you can research the next tier like the broken eyebot, or handy thruster, because each time I have done the raids, or encounters none of them appear, where do I get them?