RimWorld
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FIP - RobCo
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Mod, 1.6
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6.843 MB
7 Thg09 @ 3:54am
15 Thg11 @ 7:37am
11 ghi chú thay đổi ( xem )
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FIP - RobCo

Mô tả
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]
99 bình luận
FocussedNut5 9 giờ trước 
ive noticed that my constructron has a transparent grey square around it
Taggerung 5 Thg12 @ 1:42pm 
We were poking through the mod and noticed that you’ve used PatchOperationReplace to replace entire defs. As you mentioned you’re new to this thought I’d offer a couple of suggestions. Pro tip, if you target the individual fields it’s muuuuuuch more compatible with other mods but pro tip 2, you can use defInjected translations to replace things that are just strings without needing any patches at all which is even more cross compatible and makes it easier for others to translate your mods. Protip 3 link your GitHub so other people can help you do some of this work without you even needing to do it
rkacper835 29 Thg11 @ 8:25am 
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 Thg11 @ 6:39am 
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  [tác giả] 27 Thg11 @ 11:19pm 
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 Thg11 @ 9:34am 
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 Thg11 @ 5:58am 
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 Thg11 @ 12:07am 
add mod options to turn off, or edit the amount of "greetings"/ calls from the robits their really annoying. :pillow::steamfacepalm::pillow:
Bavarian Barbarian  [tác giả] 15 Thg11 @ 7:51am 
@Arcimbaldo Thank you for the feedback this is very useful I can look into it!
Bavarian Barbarian  [tác giả] 15 Thg11 @ 7:49am 
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.