RimWorld

RimWorld

212 ratings
Persona Mechanoid Pawns 2
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Mod, 1.6
File Size
Posted
Updated
19.290 MB
10 Jul @ 10:40pm
13 Aug @ 1:14pm
13 Change Notes ( view )
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Persona Mechanoid Pawns 2

In 2 collections by hYPERION
My Rimworld Mods
15 items
Mechanitor Balance Tweaks Supported Mods
35 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!

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://steamproxy.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
339 Comments
Automa Tom 20 Nov @ 11:33am 
Hi!

Any chance on adding support for brain implants from other mods?
Maybe some generic converter would be possible. (Something like searching for all items that cover "implant" and "brain" and add the recipe for them to make them Persona Mechanoid addaptable)
Like the bandwith enhancer brain implant mod.
Aera 20 Nov @ 7:36am 
@hYPERION Didn't fully test the replace then swap method at the time and instead just used Character Editor to restore the limb and swap so I didn't have to feel like I was wasting components, but I appreciate you looking into it. For reference, I did also try testing with having just this (and Harmony) with no other mods to make sure it wasn't a conflict and the same thing happened there.

I do also wonder if you'd consider making them able to accept bionic (or other parts in general, given mods for that stuff), since they're better than baseline. Makes wanting them around in the long run a lot harder when they're so restricted on how they can be improved.
hYPERION  [author] 19 Nov @ 3:23pm 
@Skulgren Unfoortunate, thats sad to hear, whenever I do get around to working with my Rimworld stuff again I may take a look at it although I'm not sure how that mod works so I can not promise anything, there are several small issues like that cropping up with mods it seems following the comments.

@Aera Thats odd, maybe I missed something when setting up their operations, hopefully if it comes to installing a replacement and then swapping that works but that is definitely unintended.
Skulgren 19 Nov @ 8:39am 
Hey hYPERION. I started using this mod recently and found that it has a visual bug with the Nice Health Tab mod, namely in that NHT shows missing legs and an arm in the pawn render even when they aren't actually missing. This makes it a bit more tricky to install new parts there without going the vanilla route. Is this something you can address with a patch in a future update? I'd appreciate it if so.
Aera 12 Nov @ 5:37pm 
So there seems to be an issue with these related to archotech limbs: you can make an operation to request an install to an existing limb but not to replace a missing limb.
hYPERION  [author] 11 Nov @ 1:36pm 
@Booperius Can't say I've actually used them for Royalty myself since I rarely do that content at all, but they should play fine like normal pawns. The psylink ritual is granted directly I believe which should work with their persona core brains.

The only thing that is really different off the top of my head is that persona mechs are worth more honor value when sold to the empire, but thats not really tied to titles.
Booperius 11 Nov @ 4:03am 
How do the Persona Mechanoids interact with Royalty (namely receiving honor and titles) ?
fn1ty 8 Nov @ 12:39pm 
i hate humans, i love robots, take my points
hYPERION  [author] 7 Nov @ 9:37pm 
@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 @ 12:54am 
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?