RimWorld

RimWorld

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Persona Mechanoid Pawns
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Mod, 1.4, 1.5
File Size
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13.045 MB
28 Jan, 2023 @ 7:20pm
14 Jun @ 4:30pm
42 Change Notes ( view )
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Persona Mechanoid Pawns

In 1 collection by hYPERION
My Rimworld Mods
14 items
Description
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!

Additions:
  • New personae driven mechanoid pawns with mech-like game play elements!
  • 24 Persona mechanoid only upgrades. (Not including replacement parts or mechanitor implants.)
  • 61 Custom backstories for Persona mechs.
  • 9 Head variations.
  • 1 New starting scenario with a custom mech themed player faction.
  • A new crafting station for almost all the new additions.
  • All vanilla bodytype shapes.
  • A Friendly Mechanoid Faction. Load with VEF for custom base generation!
  • A new mechanoid themed ideology style.
  • Hopefully interesting descriptions for almost all mod elements!

CE?
I don't use it so I have no idea, probably not?

Persona Mechanoids are advanced mechanoids based on divergent mechanite strains that can interface with persona cores.

Highlights:
They have some pretty strong perks and negatives:
  • + Easily repaired at the cost of energy reserves.
  • + No Blood
  • + No rest loss (An upgrade can offset this in exchange for other buffs.)
  • + Natural Armor (Equivalent to a Militor.)
  • + Dormant Self-Recharge ability
  • + Immune to toxic buildup and environments
  • + Immune to disease
  • + Mechanoid temperature resistance
  • + +2 Base mechanoid bandwith (Those antennas aren't all for show.)
  • + Can have special mechanoid only upgrades installed.
  • + Capable of crafting standard and high tier subcores at the subcore encoder at an elevated cost. (Since they can no longer use scanners.)
  • + Operations do not apply anesthetic.
  • + 5% Research speed increase.
  • + Ignores some negative mood debuffs.

  • ~ Don't feel pain
  • ~ Repairing and operations are counted as "smithing" work.
  • ~ Operations require "Persona Mechanoid Components" instead of medicine.
  • ~ Base psychic sensitivity of 75% (However, upgrades can circumvent or even boost this past 100%.)
  • ~ Incapable of forming romantic relationships.
  • ~ Can't ingest drugs.

  • - Requires power costly infrastructure to keep charged.
  • - Body part health scale is 0.85 instead of 1. (Equivalent to a Pikeman.)
  • - Always susceptible to "system shock" and stuns from EMP damage.
  • - Can not use various buildings organics can.
  • - 4.1 Move Speed
  • - Can only recharge off Bioelectric Cells.
  • - No Natural Healing.
  • - Can only be repaired by either a mechanitor or a normal mech capable of smithing. (Repair-self ignores this.)
  • - Do not and can not have genes or xenotypes.
  • - Can't have any non-mechanoid bodyparts installed (Archotech parts are excluded from this.)
  • - Requires special more costly alternative version of psylink neuroformer to gain psylink level.(Its also locked behind the persona upgrades technology!)
  • - All bodyparts and upgrades require a mechanitor to craft (Crafting and intellectual skills are also needed.)
  • - Can't naturally reproduce (Can be built or bought very rarely. Start off fully grown and ready to go!)
  • - Can't have "Natural" focus type
  • - -50% Pruning Speed
  • - 65% social impact
  • - 5900 Market Value (They do have persona cores in them!)
  • - 70% Negotiation Ability
  • - 80% Hunting Stealth
  • - 70% Drug Sell Price "Improvement"

  • Various other misc tweaks that range from cosmetic, to potentially positive or negative.

Bioelectric cells are how persona mechanoids recharge themselves, acting similarly to meals. Cells used by colonist persona mechs will leave behind a depleted variant that can be recharged at a "Bioelectric Cell Recharger", these chargers use 1500w of power while active and generate waste to charge cells. Generally about one charger per persona mechanoid should be sufficient, however power hungry upgrades or energy spent on repairs can easily offset this. Also bioelectric cells used on the world map do not yield depleted variants, so plan accordingly.

A ship chunk containing a free charger is provided in the "Stranded Mechanoid" scenario to make survival generally feasible.

All new content can be crafted via the Persona Mechanoid Workstation (Except for the persona core version of the mechlink which is made at a machining table.)

There is also a new build-able version of the unstable power cell can be made which requires a salvaged power cell from the normal building. It produces 50 less power, in exchange for higher health and a much smaller blast radius.

While persona mechs are certainly very powerful, they can still be outclassed by augmented humans, especially when factoring genetic alterations.


Known Issues:
  • Currently clear!

Credit to "Rim-robots_" , the main inspiration for this mod!

Also surprisingly supported by the "Avatar" mod.

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
Popular Discussions View All (1)
1
14 Jun @ 4:40pm
Missing Def error
[Apply_Meme]
182 Comments
hYPERION  [author] 4 Jul @ 1:55pm 
@domin2ktr You should be able to scrap their corpses in the machining table but this is ill advised. You can resurrect them with a mech serum and potentially other methods that organics use.

As for recharging, they recharge off bioelectric cells. Make sure you keep charged ones in stock they should treat it as essentially eating. If you added the mod mid-playthrough make sure to allow them in their food restrictions. Empty cells that they leave behind after can be recharged at an a new recharger building.
domin2ktr 4 Jul @ 1:37am 
and why persona mechanoids not automaticaly slef recharging!
domin2ktr 4 Jul @ 1:30am 
why persona mechanoid remains cant ressurected or recycled?
Gexi_TheHundrdth 23 Jun @ 7:40am 
I *think* my Mechanitor was able to do it for a brief time, but I may be misremembering. Thank you for the clarification though!
hYPERION  [author] 22 Jun @ 9:09pm 
@Gexi_TheHundrdth Hmmm, that recipe only works if the crafter is a persona mechanoid them self. It should work like any other recipe aside from that. Have they been able to work on the recipe at all?
Gexi_TheHundrdth 22 Jun @ 8:30pm 
for some reason I have been unable to priorotize my mechanitor to make standard and high subcores with persona mech components in the Subcore Encoder workbench. Do you think this is a mod conflict or something else?
hYPERION  [author] 21 Jun @ 4:56pm 
@Industrial penis cutter There should not be any conflicts between the two mods last I checked. However they do very similar things so there will probably be much "duplicate" content.
DrywallEater69 21 Jun @ 8:36am 
Can this mod be combined with rimrobots mod or they will conflict with each other? Lorewise it would be something like 1.0 and 2.0 models having their own societies
hYPERION  [author] 15 Jun @ 1:24pm 
@Gyomic If you've added the mod to an existing save, make sure bioelectric cells are allowed in their food restrictions, by default new items are forbidden. They should use them essentially the same as normal meals.

As for them sleeping on caravans, use the Topographical Array upgrade to let them travel at night. The "Almost There!" mod can also work.
Gyomic 15 Jun @ 10:09am 
they also sleep while on caravans