RimWorld
FIP - RobCo
100 comentarios
DICK NUTS 8 DIC a las 22:31 
would you ever make these types of mechanoids as their own mod/own mechanoids? ik your goal is to convert rimworld but it would be cool that these mechanoids would be seperate.
FocussedNut5 7 DIC a las 0:16 
ive noticed that my constructron has a transparent grey square around it
Taggerung 5 DIC a las 13:42 
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 NOV a las 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 a las 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  [autor] 27 NOV a las 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 a las 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 a las 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 a las 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  [autor] 15 NOV a las 7:51 
@Arcimbaldo Thank you for the feedback this is very useful I can look into it!
Bavarian Barbarian  [autor] 15 NOV a las 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 a las 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 a las 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?
Arcimbaldo 5 NOV a las 15:33 
Also I'm assuming it's a bug/unfinished that the tech level 2/3 robots require zero resources to build?
Arcimbaldo 5 NOV a las 15:30 
Great mod, but in terms of balance, I do think the Mister Handy + Mister Farmhand should come ahead of the Factotron and maybe the Utilitron (and maybe the Utilitron should be renamed to something that makes clear it's a mono-task mining bot?).

I think Vanilla's progression did make sense with cleaning, hauling, and growing being basic tasks (to allow humans to survive, and free them from menial tasks), with mining & crafting coming later (because they let you build robots that can do the work to build other robots)

Also seem to be getting a bug where Mister Handy's always cause food poisoning for being an incompetent cook. Not sure why this happens - they display as skill ten, which I thought was meant to be high enough to overcome that.
FaZe Libor Sigmund 4 NOV a las 7:24 
having to reinstall the mod because of the change of the name made my save file corrupted thanks
OkagrimGaming 4 NOV a las 3:45 
but it isn't a sci fi mod, it's a fallout immersion mod ^^
spade55561 3 NOV a las 21:19 
making a cool sci fi world and would love it if they were standalone instead of replacing with a robco faction.
Legacy.Zwerg 2 NOV a las 5:16 
<3
Ladiesman217 24 OCT a las 4:41 
your links for the Fallout Immersion Project Modules, are not working?
DICK NUTS 22 OCT a las 3:00 
id LOVE if these were seperate mechanoids
Bavarian Barbarian  [autor] 21 OCT a las 12:50 
If anybody with texture problems could try out @BigBoy_Liam 's suggestion to unsubscribe, wait (maybe restart), and resubscribe and test it out again that would be super cool!
Ladiesman217 21 OCT a las 7:26 
its fallout day :partygoblin:
Ladiesman217 20 OCT a las 10:32 
release the baby :steammocking:
Richie 18 OCT a las 10:16 
hey you asked why someone would want the content to be an add on and not a replacement, well my little head cannon is that rimworld takes place like, however many thousands of years after mr house sends his colony missions out with the house ending of new vegas, so the mechanoids and anything else would still have time to develop, but it could be set in the fallout universe with various things from fallout like robco stuff, and that would pretty much make the colony you play as larpers, but thats rly funny :steamhappy:
moftheg 16 OCT a las 3:18 
just started up a game the other day with this mod installed and it seems for me none of the bots require any materials to build but do take a bandwith slot. I also had to use console commands to add the good as new robco thruster as one didn't drop any of the bots. I do have alot of other mods installed but none of them are the mechs so I'm unsure if this is a combatabilty issue.
Dick Sledge 12 OCT a las 7:17 
Love the new models, this mod is turning into a must have even if im not doing a fallout run!

Keep up the great work but give yourself a break too!
BigBoy_Liam 10 OCT a las 20:19 
Or maybe just something wrong with Steam updating and downloading mods properly, because redownloading fixed it all
BigBoy_Liam 10 OCT a las 20:14 
I think it might be something with rimsort, I honestly have no idea. I managed to fix the missing textures for robco but I am now getting missing textures for other mods.
Bavarian Barbarian  [autor] 10 OCT a las 14:38 
I sadly still have no idea why some people get missing textures. I can not replicate it no matter how much I try. If anyone can figure it out that would help a lot. In the meantime I am about to release two more mods, Aktos and WestTek within October.
Ladiesman217 10 OCT a las 13:14 
ever plan on making a discord server?
Necrotic Twinkie 10 OCT a las 3:08 
words cannot describe how excited i am for this whole project. after FCP just stopped updating their stuff i lost hope of any large fallout mods for game. So thanks :))
BigBoy_Liam 8 OCT a las 6:18 
I am still getting textures missing with this mod, can explain why?
Zombie 4 OCT a las 18:39 
bruh

fangirling here. :steamhappy:
OkagrimGaming 4 OCT a las 3:34 
@Zombie https://i.ibb.co/RG5gxjCZ/image-2.webp There you go, that's in a style suitable for Rimworld :) Coming soon I guess :)
Zombie 2 OCT a las 6:52 
I'm mixed on a separate original or re-texture of mechanoids and the like.
A separate that does similiar or more as the other mech mods would be fantastic.
A re-texture might be simpler and updates imagery of what we already know and can plug in easier, but doesn't add anything really new.
Immersion wise, I would love fallout lore mechanics and upgrades for fallout bots with the balance you would expect and lore sizes.
I've been heavily re-texturing my existing mods for that fallout vibe.
https://imgur.com/glUZXnO
Bavarian Barbarian  [autor] 2 OCT a las 6:42 
Also, for the people who wish this mod not to replace vanilla but to add the content on top, I would be happy to hear why exactly so please comment on here.
Bavarian Barbarian  [autor] 2 OCT a las 6:40 
Very cool artwork Zombie but as Okagrim mentioned it doesn't fully fit the Rimworld theme same as my placeholder textures (expect updates for all textures by next week once I returned from holiday)
Knight Nestor 30 SEP a las 4:55 
This mod is really cool. I really wish that the next major update would allow us to build Liberty Prime
Zombie 29 SEP a las 10:12 
yeah. i've noticed that as soon as i booted up... im playing around with the art style using AI since gimp be gimpn
OkagrimGaming 29 SEP a las 9:35 
ot in rimworld style rules, but rly good
Zombie 29 SEP a las 4:25 
https://imgur.com/a/8AsBc9s
Did my rendition of the Sentry bot for my personal fallout themed game.
replaced the sprites for the centurion, termite, carpenter, centipede.
ImMeRsIoN
Robcartree 29 SEP a las 1:21 
Now i can live out my dream of being Robco™ Certified on Rimworld, thank you kindly!

Could there be a patch or an option in game that dosen't replace the vanilla mechanoids and add these as separate ones in the future though?
NightArcher 28 SEP a las 13:12 
I will be very happy to see all of these projects completed. Its a lot, but if the ambition is well placed then I'm sure you will get all of this completed. Great work so far! :steamthumbsup:
OkagrimGaming 26 SEP a las 2:56 
It’s a shame you don’t work in vector, there’s automatically a visible loss of quality on the hat compared to the robot.
Zombie 25 SEP a las 22:21 
https://imgur.com/a/FM9OZrz
and a bonus Codsworth
Zombie 25 SEP a las 21:42 
Hell ya @OkagrimGaming
I've done a bit of editing and def editing to get this to work with what I have going currently.
https://imgur.com/17yRQOs
https://imgur.com/zRzRfbq
OkagrimGaming 25 SEP a las 14:15 
He already hired me to make some art, but the creator is currently on vacation. Better textures will be coming soon when he returns, thanks to your donations.
Zombie 25 SEP a las 13:52 
i'll put the effort into some art for you if you put the effort into 1.5 compatibility :steamhappy: