RimWorld

RimWorld

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Persona Mechanoid Pawns 2
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19.290 MB
10 jul @ 22:40
13 aug @ 13:14
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Persona Mechanoid Pawns 2

I 2 samlingar av hYPERION
My Rimworld Mods
15 artiklar
Mechanitor Balance Tweaks Supported Mods
35 artiklar
Beskrivning
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!

This second release focuses far more on improving the parallels to standard mechanoids while rewriting the mod, it now features proper mechanics for charging, gestation, resurrection, and more!

Do note that to make it available for Odyssey, not all mechs have NEW assets and largely use the textures from the older version of the mod, this will be amended once they are done. The mod is still fully functional regardless and the transition will be harmless to existing saves. Other minor features such as some upgrades are missing too, they will likely be added in future updates.

Additions:
  • New personae driven mechanoid pawns with proper mech-like game play elements!
  • A fully functional persona gestator building for persona mech creation and revival!
  • 3 new charging related buildings for persona mechs and their energy need. Ranging from mech equivalent standing chargers, specialized repair beds to offset the their power costly operations, and the bioelectric cell charger and cells which are used for travel.
  • 2 new "scanner" buildings to collect persona data, an interesting new resource used to craft your own persona AI cores from scratch.
  • New "Persona Engram" item and mechanic, an imperfect way to transfer or copy skills, passions, and traits to personae, may or may not have some risks involved.
  • 17 Persona mechanoid only upgrades.
  • 108 Custom backstories! Only for Persona mechs.
  • 8 Head variations.
  • 1 New starting scenario with a custom mech themed player faction.
  • A new crafting station for almost all the new items.
  • A Friendly Mechanoid Faction with mechanoid caravans.
  • A new mechanoid themed ideology style.
  • Interesting lore-friendly and helpful descriptions!

You can start with one by simply selecting their xenotype when rolling pawns in almost any scenario, although you may want to trade with a settlement of their custom faction quickly, since they always carry one recharger. Useful before you have the research to create your own. (Not that they can not starve, but they will be forced into dormancy without power for extended periods!)

You can find some useful links to items like the Persona Core Mechlink and info on other specific items to them in their Xenotype info page.

Load with Vanilla Expanded Framework for minor bonus features.

Credit to "Rim-robots_" , the main inspiration for this mod! And a thank you to Vex in general for even providing some of the new "gene" icons.

Also a big thank you to DetVisor for working on the new mechanoid textures, and giving good advice for the new assets in general!


Note: While you can add genes during creation (e.g. via dev mode or outside the custom scenario via a new xenotype.) The mod doesn't fully support custom gene combos. Most vanilla and many modded genes should work, though xenogerms aren't usable in standard gameplay specifically. Feel free to experiment - for example appearance genes can be mixed in or the mech visuals can be removed, just be mindful of head types being reset and other quirks when forcing such edits. Do not report issues if you are using a non-stock gene configuration unless you are sure its unrelated

You can find the legacy version of the first edition here, which supports older versions but lacks key content: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2925172029

If you are using the facial animations mod make sure to disable it affecting persona mechs, otherwise their heads will be invisible.

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
331 kommentarer
hYPERION  [skapare] 13 timmar sedan 
@peanutman Thank you, for context I put it together myself pretty last second once the mod was up, actually a small window when it initially released where there were no pictures while I was throwing it together which ya can see the first comments referencing lol.

It was pretty fun trying to come up with an arrangement that has so many scanner buildings that does not look too bad, alongside slipping in all the items from the mod around. Contrary to how it may look its not actually underground, I just used the dev mode option to refog with all the test pawns hiding inside.
peanutman 7 nov @ 0:54 
unrelated to the mod but i absolutely love the lab look of the example pictures, did you build them yourself or did someone you know whos good at building do it?
hYPERION  [skapare] 5 nov @ 23:20 
@Lactating King It would be fun to, but I still haven't even gotten around to getting the existing heads all polished up to the the "new look" of the Tri one since Detvisor got busy with other projects.

One day I think I'll have that sorted but probably not soon its alot of busy work and not as pressing as addressing other things in updates, although it would be very nice.
Lactating King 5 nov @ 15:31 
do you ever plan on adding more head types?
Aera 5 nov @ 15:14 
Got it, thanks!
hYPERION  [skapare] 4 nov @ 19:59 
@Aera Yes there are several, its mentioned in their info panel with some more specifics, but similarly to normal mechs you need a mechanitor one of their mechs capable of the appropriate smithing work.

They can also repair themselves without being a mechanitor but need to be capable of smithing and not downed.
Aera 4 nov @ 7:02 
Are there any specific skill/item requirements to heal/repair these guys? A visiting caravan had some injuries I rescued and they don't seem to ever recover.
hYPERION  [skapare] 3 nov @ 12:53 
@Pholith Thats alarming, logs would be nice but first I'd appreciate making sure if the crash happens with just this mod, and if not narrowing in what it is conflicting with.
Pholith 3 nov @ 5:29 
Oh thanks I didn't saw it. I'll look for this option
Btw @hYPERION I had another crash when creating a new game, and choosing Mecanoid as xenotype, do you need hugslogs ?
quindao 3 nov @ 5:07 
@Pholith from the description of the mod "If you are using the facial animations mod make sure to disable it affecting persona mechs, otherwise their heads will be invisible."