![]() ![]() All the precepts and memes are compatible. "Does this mod work well with the 'Ideology' expansion and 1.3?" - Yep. If you're rich enough you can also print your own using the mechcasket. "Where can I find these robots? And what is the deal with this new building?" - Mechanents and personae can both be found within their respective factions, rarely alongside industrial & spacer factions, or sold as slaves. It also adds a simple nutrition value to chemfuel & uranium, though these items are only consumable by robotic pawns, and function exactly the same as they did before. "Does this mod add any sneaky apparel, items, factions, drugs, or any features?" - All this mod adds is two races, two research projects, a new storyteller, a new scenario, a few robot-only prosthesis, two rare traits, and a new building. They're the middle ground between mechanoids and humans as pawns. Running a robot-only colony will still be as challenging as a human colony, granted it will be played completely differently. "Are they balanced?" - Yep! They are not overpowered in combat or in day-to-day life. "Is it safe to add / remove mid-save?" - You can safely add it mid-save, but if you want to remove it make sure you make a backup save and remove the robot factions if you have any. (Not a hard incompatibility, just a inconsistency.) - If you find any other issues please let me know and I will try my best to fix it. If you're running 'Babies and Children ' you'll want to disable mechanents & persona in the mod settings. Incompatibilities? - The Forgeling race, Xenobionic Patcher (for now), & RJW. Your colony will either be a tale of success through hardship, or a cautionary one paved with fire and blood. Skycast will focus on weaving a complex story, telling stories of brutal realism. You can either obtain a casket via orbital traders, synthetic goods traders, or by building one yourself after finishing the ultratech persona research. All of your robots will have a different flair, style, & story to tell.Īfter finishing the research needed to make mechanent/persona components, you can print your own colonists. Good luck!Īll of these wacky robots also both come with a combined amount of roughly 100+ backstories, thousands of different and unique names, and a plethora of unique textures and headtypes. And if Biotech is enabled they'll bring mechanoids made specifically to burn out organic life, like tesserons, scorchers, and even very rarely centipede burners. They're often amped up with combat upgrades and advanced weaponry, and to top it off they can even bring mechanoids with them on raids, such as scythers and lancers. The hostile synth' however are meant to be a challenge faction. The civil synth' are peaceful, open to trade, and even have a few humans in their ranks. They can be found rarely as slaves, in outlander/spacer/pirate factions, or most commonly in their own factions. ![]() They cannot - take human drugs, use human skill trainers, be host to xenogenes/xenotypes, or use buildings that require a "fleshy" pawn. They're also the most human-like with all the benefits that mechanents have, but none of their inhuman qualities.Īll of these robots can be stunned by EMPs, share a unique "surgery" system, custom thought replacers, immunity to biological ailments and weaknesses, unlimited lifespans, etc. Compared to humans, personae need "sleep" - but not fuel. A bridge between the biological and the mechanical. Stat-wise and gameplay-wise they're akin to mechanoids, just with the complexity of a regular pawn. Compared to humans, mechanents do not need sleep, but they require either chemfuel, uranium, or fuel nodes for power. They carry complex subpersona cores in an attempt to mimic human behavior. There are two types of synthetic pawns added by this mod: Have you ever wanted to add a robot/android mod to your rim, but most of them seemed a little too heavy or otherwise didn't fully fit into the vanilla aesthetic? Then this mod is hopefully what you're looking for! It adds just enough content for a robot-oriented playthrough, while also being light and balanced enough that it can fit right into the backseat of your regular playthrough and be barely noticed. Do you want a robot race that is centered around being balanced, lightweight, & based on vanilla aesthetics? Do you also enjoy backstories & descriptions based upon the Rimworld lore primer, eating chemfuel, lumps of raw uranium, and creating a machine legion? Then this mod might just be the one for you! ![]()
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