Mod «Persona Mechanoid Pawns» for Rimworld (v1.4)

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Persona Mechanoid Pawns

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!
  • 24 Persona mechanoid only upgrades. (not including replacement parts or mechanitor implants.)
  • 51 New backstories for Persona mechs.
  • 6 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!
  • Hopefully interesting descriptions for almost all mod elements!


While not required, the mod is at it's best with Mechanical Humanlikes Core loaded! It allows for properly robotic persona mechs.
(only the linked core mod is required for all the extra content, this is the recommended way to play!)

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:

  • + Dont need to eat (Note: this is not the case if MHC is loaded, to remove the energy need added by that mod an advanced upgrade is needed.)
  • + Dormant Self-Recharge ability
  • + No Blood
  • + Natural Armor (Equivalent to a Militor.)
  • + Immune to toxic buildup and environments
  • + Immune to disease
  • + Mechanoid temperature resistance
  • + +2 Base mechanoid bandwith (Those antennas aren't all for show.)
  • + Slightly beefier bodyparts
  • + Can have special mechanoid only upgrades installed.
  • + Surgeries do not apply anesthetic. (Try to set bed rest to #1 priority if they keep getting up!)
  • + Base rest rate increase of 25% (Yes they sleep and its on purpose.)
  • + 5% Research speed increase (Pre-packaged internal applications such as a noting software help.)
  • + 6 Royal favor value

  • ~ Body size of 1.2
  • ~ Don't feel pain
  • ~ Base psychic sensitivity of 75% (However, upgrades can circumvent or even boost this past 100%.)
  • ~ All pawns have "Asexual" trait
  • ~ Can't ingest drugs (modded drugs are likely to slip by this!)

  • - Always susceptible to "system shock" from EMP damage.
  • - 4.1 Move Speed
  • - Generate toxic waste packs
  • - 50% Natural healing speed
  • - Do 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, but requires a persona core. Starts off fully grown and ready to go!)
  • - Can't have "Natural" focus type
  • - 65% social impact
  • - 5900 Market Value (They do have persona cores in them!)
  • - 70% Negotiation Ability
  • - 80% Hunting Stealth
  • - 70% Drug Sell Price "Improvement"
  • - Can only recharge off Bioelectric Cells in the wild.


Bioelectric cells are an emergency "meal" that can be used to quickly replenish energy reserves, they are most useful with Mechanical Humanlikes Core loaded. Bioelectric cells will be used as a last resort in the event no other power source is available, good idea to keep some spare for travelling and emergencies!

All new content can be crafted via the Persona Mechanite Encoder table (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.

LIMITATIONS:


This mod is mostly fairly basic XML, and as a result there are some things to note that don't generally line up with most robot mods.

  • Crafting your own Persona Mechanoids requires "Mechanical Humanlikes Core" to be loaded.
  • They Vomit and get conditions such as cryptosleep if applied to them.
  • They require normal medical care and normal medicine.
    (This can be fixed by running the mod with "Mechanical Humanlikes Core")
  • They rot. (but they do atleast have robot looking skeletons. Also fixed if "Mechanical Humanlikes Core" is loaded.)
  • Unless a biome is patched, the mechanoid caravans will only use normal animals to carry their stock. Currently all the vanilla biomes and "regrowth" mod biomes are patched.

 

Known Issues:
  • Crafted persona mechs are "baseliners" instead of the "mechanoid" xenotype, this is only an issue if you have an ideology which is using the xenotype to have a preference for persona mechs.
  • If both the engineer arm and medical arm are mounted only one will be visible, with the engineer arm taking priority.
  • Persona mechs before the update that added the dormant recharge ability will not get it automatically. Use devmode to remove and then re-add the hidden "mechanoid body" hediff to give it to them.

 

There's More?!:
  • Need to update your paramedic to treat your solo persona mech pawn? Paramedic Mechanic should do the trick.

  • If you're looking for a mechanoid to spend that 2 extra bandwith on you can checkout my other mod Logistics Mechanoid!

  • Want to balance out some of the challenge around acquiring mechanoids? Try out my other mod Mechanitor Balance Tweaks!

  • Or if you'd like the retextured subcores seen in the screenshots you can checkout my other mod Slightly Stylish Subcores.


If you enjoy the mod, consider rating it up!


Mod requires:
DLC Biotech
Humanoid Alien Races

File info

  • Added by: AtmosCry
  • Author: hYPERION
  • Mod version: 09.10.23
  • File format: ZIP
  • File size: 7.7 mb
  • Source: Go to
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