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[WYD] Worker Drones
   
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Mod, 1.4, 1.5
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215.406 KB
3 Jun @ 10:53am
6 Jun @ 1:21am
3 Change Notes ( view )
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[WYD] Worker Drones

Description
This mod adds a handful of worker drone mechanoids that, unlike the fabricator, are dedicated to a single taskset. They will focus on the tasks they are created for, rather than switch between them.

The intent of this mod was to break up the multitude of tasks that have been assigned to the Fabricator mechanoid into smaller task-sets and reassign them to a set of new droids that are dedicated to performing those task-sets. The reasoning behind this is to a small point that the fabricator is gated behind a high tier research, but mostly due to the fabricator having a tendency to flit between tasks when multiple are available, and leave half-finished jobs behind.

The new mechanoids are as follows:

Culinoid

A small work mechanoid designed to focus on cooking tasks. This mechanoid focuses on Cooking tasks, such as butchering, and cooking tasks. This mech is available with Basic Mechanoid tech. (requires 50 steel, 1 basicsubcore)

Craftihand

A small work mechanoid designed to focus on crafting tasks. This mechanoid focuses on Crafting and Tailoring tasks, and includes tasks such as making stone blocks, smelting, crafting drugs, and making simple items at the crafting spot. This mech is available with Basic Mechanoid tech. (requires 50 steel, 1 basicsubcore)

Metallutor

A small work mechanoid designed to focus on smithing tasks. This mechanoid focuses on Smithing tasks, such as fabricating, machining, making weapons and work at the mech gestator. This mech is available with Standard Mechanoid tech. (requires 50 steel, 1 standard subcore)

Inquisitor

A small work mechanoid designed to focus on researching tasks. This mechanoid focuses on Research. Or it would, if it worked. Despite the Fabricator having research assigned as one of it's tasks, it does not have any tasks associated with it, so it does jack. As such, this mechanoid is currently disabled, since iunno C# stuff. This mech would be available with Standard Mechanoid tech. (requires 50 steel, 1 standard subcore)


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5 Comments
hyuntoe 14 Jun @ 4:58am 
👍 good work
Monkey Magic  [author] 6 Jun @ 1:23am 
@hyuntoe. Well given that mechanitors are Biotech content, obviously it requires that DLC, but yeah, nothing other than that. Forgot to set it though, my bad.
hyuntoe 6 Jun @ 12:46am 
for this mod, nothing needed but core, right? is there no dependancy?
I think it's not..
you must describe about dependancy to people.
Monkey Magic  [author] 4 Jun @ 6:43am 
The original Analyst mod works for 1.4, but is broken 1.5 and has not been updated. The forked version meant for 1.5 does not work at all.

The xlm I have written for the Inquisitor (currently commented out in the files) technically works, but they do not accrue any points when researching, or gain any percentage when using the scanners. They report errors, which I assume can only be fixed with some C# patching.

I am looking into C#, but it's kinda daunting since I know nothing about it. I am also looking into getting some help with that stuff, in case I can't get my head around it XD
The Blind One 4 Jun @ 12:27am 
The analyst mech mod adds an analyst mech that can research and the likes. It also has the C# patch required to enable this mech.

You could ask the author if you can use their C# patch for your mod.