[A16][WIP] Advanced Robotics: A New Era - Looking for a programmer~

Started by darkrown, January 01, 2017, 08:40:02 PM

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darkrown


ADVANCED ROBOTICS
~a new era~



Advanced Robotics: A New Era is a mod concept that aims to set up your colonists with a suite of mechanoids that perform various tasks around the colony, from medical assistance, to tending to crops, to defending it from raiders.(this is my first mod effort, so any input on balance + coding assistance is definitely welcome. hope I managed to post this in the right forum ;_;)



OVERVIEW


Research the Robotics Assembly prompt to gain access to the Robotics Assembly Table, where you can construct robot parts, which can then be assembled at a Machining Table to produce your future mechanoid colonists.





To fully assemble a mechanoid, you will need a Head Frame and a Body Frame, which are generic, and a Personality Core () which is more specific and will determine the abilities and behaviour of the mechanoid.


By doing further research, you will also be able to unlock new tiers for your mechanoids, which grant them new abilities and improve their existing ones. To upgrade a mechanoid, you will first need to disassemble it and separately upgrade the Head and Body Frames, along with their Personality Core.


Mechanoids can be repaired with Plasteel/ Components instead of being healed with medicine. They obviously don't need sleep, but they do need to recharge their batteries at a Recharging Station once a week. They also don't receive any kind of mood modifiers and can't improve their skills through other means other than an upgrade. Mechs start with all other skills other than their relevant ones at 0.

Colonists can't really interact with bots (the Meidobots are an exception) other than upgrading them.



A Mark 2 Meidobot powering up at a Recharging Station

MECHANOID VARIETIES

ASSAULT TYPE [RANGED]


MK-AR03: Vaettir

The most basic defensive type; this agile mechanoid is able to wield common firearms in order to defend an area, although its frail frame makes it rather easy to dispatch by an accurate marksman.

       
  • Shooting Skill 5
  • Moves 10% quicker than the average colonist
  • 20% less hitpoints than the average colonist
MK-AR07: Dis

A popular choice of escort for mercenary companies, the Dis variant is quicker and slightly more resilient than the MK-03, and is also able to wield two small firearms at once.

       
  • Shooting Skill 10
  • Moves 15% quicker than the average colonist
  • 18% less hitpoints than the average colonist
  • Can dual wield small firearms (pistols, SMGs)

MK-AR11: Valkyrie

A state of the art mechanoid, Valkyrie platoons are routinely dispatched on alien infestation missions due to their excelent mobility and their ability to dual wield even the heaviest weapons at the same time.


       
  • Shooting Skill 15
  • Moves 20% quicker than the average colonist
  • 16% less hitpoints than the average colonist
  • Can dual wield any ranged weapon
  • Gains a short dash ability

MK-AR2K: Hel

The Hel unit's extended frame allows it to control up to four weapons through its neural network, to devastating effect. A mechanical nightmare.

       
  • Shooting Skill 20
  • Moves 30% quicker than the average colonist
  • 14% less hitpoints than the average colonist
  • Can wield up to 4 weapons
  • Gains a short dash ability
  • Autoaims at multiple targets
  • 20% chance to negate damage from ranged attacks

ASSAULT TYPE [MELEE]

MK-AM00: Promethean

A common presence in glitterworld order forces, the Promethean is often used to settle conflicts that involve civilians.

       
  • Melee Skill 5
  • Large hitbox (easier to hit by enemy fire)
  • Resilient

MK-AM04: Behemoth

Behemoths are usually called in to break up riots or hostage situations. They are also occasionally encountered as caravan guards travelling with interplanetary traders.

       
  • Melee Skill 10
  • Larger hitbox
  • Personal shield

MK-AM14: Titan

Titan enforcers are an extremely popular choice for VIP bodyguards, mostly due to their custom personal shields which can draw a would-be assasin's shot away from their target.


       
  • Melee Skill 15
  • Huge Hitbox
  • Moves 10% quicker than the average colonist
  • Magnetic personal shield: will occasionally alter the trajectory of bullets that pass close to it

MK-AM77: Hekaton

Hekaton units are moving fortresses. They are extremely well armored and possess a shield unit that can reflect shots at their attacker.


  • Melee Skill 20
  • Humongous hitbox
  • Moves 15% quicker than the average colonist
  • Reflective personal shield: 25% chance to reflect ranged attacks towards the shooter

MEDICAL TYPE

MM-MTreg: Dryad

The Dryad type is a common medical unit that is equipped for basic surgery and medical assistance.


       
  • Medicine Skill 5
  • Performs medical assignments 5% quicker than human medics

MM-MTadv: Nereid

The Nereid variant expands on older models with an internal supply storage unit, for maximum efficiency and lightning quick intervention.


       
  • Medicine Skill 10
  • Performs medical assignments 10% quicker than human medics
  • Can store Medicine inside its body to treat light injuries without the need of a medical bed

MM-MTexp:Lampades

Lampades varieties are equipped with nanites that speed up treatment and can heal minor permanent conditions.


       
  • Medicine Skill 15
  • Performs medical assignments 15% quicker than human medics
  • Can store Medicine inside its body to treat light injuries without the need of a medical bed
  • Can heal scars using a small quantity of Glitterworld medicine

MM-MTleg: Caladria

The pinnacle of modern medicine. The Caladria is equipped with countless facilities and can perform feats of miraculous healing.


       
  • Medicine Skill 20
  • Performs medical assignments 20% quicker than human medics
  • Can store Medicine inside its body to treat moderate injuries without the need of a medical bed
  • Can cure addictions, heal scars and permanent conditions using a moderate quantity of Glitterworld medicine and Luciferium (does not cause addiction or give any drug benefits)
  • Failed surgeries performed by this pawn will never kill the receiving pawn

CONSTRUCTION TYPE

CT-1: WXT

WXT units are routinely used on construction or digging sites as labour hand. They are unusually nimble for their large size.


       
  • Construction, Mining Skills 5
  • Moves 15% quicker than the average colonist
  • Hauls 10% more than the average colonist

CT-1: WX6

WX6 can lift up to 500 KG worth of weight, but are also programmed for more delicate handiwork.


       
  • Construction, Mining Skills 10
  • Moves 20% quicker than the average colonist
  • Hauls 15% more than the average colonist
  • Consumes 5% less resources when constructing

CT-1: WX6.2

Many of the ruined monuments that dot the lost rimworlds have been built by the hands of WX6.2 models.


       
  • Construction, Mining Skills 15
  • Moves 25% quicker than the average colonist
  • Hauls 20% more than the average colonist
  • Consumes 10% less resources when constructing

CT-1: Dragoon

The exceptionally hardy Dragoon unit can hold up to 100 times its weight. It works at an extraordinary speed for its size.


       
  • Construction, Mining Skills 20
  • Moves 30% quicker than the average colonist
  • Hauls 30% more than the average colonist
  • Consumes 20% less resources when constructing
  • 25% chance to not consume resources when constructing

AGRICULTURAL TYPE

Type: Duster

Duster units are equipped with a basic spray type dispenser for quick crop tending.


       
  • Growing Skill 5
  • Plants 25% quicker than the average colonist

Type: Grower

Growers possess larger water and pesticide tanks, for more efficient routines.


       
  • Growing Skill 10
  • Plants 30% quicker than the average colonist

Type: Harvester

Harvesters zip across tilled fields with lighting quick movements. A single unit can boost production to incredible levels in mere days.


  • Growing Skill 15
  • Plants 35% quicker than the average colonist
  • 15% chance to double produce on harvest

Type:Demeter

Demeter units possess advanced seed drills that allow them to sow large fields in movement. They can also use nanites to boost hydroponic production.



       
  • Growing skill 20
  • Walk'n'grow: Sowing/Harvesting a plant only takes a few seconds
  • 30% chance to double produce on harvest
  • When sowing on hydroponic basin, grants plant a 50% increase to growth speed (stacks with other bonuses)

HOUSEKEEPER TYPE

Meidobot Mark 1: Vanilla

Meidobots are typically used as housekeepers through glitterworld homes. Their extensive supply of cooking utensils and humanoid appearance makes them perfect for human interaction.


       
  • Cooking, Social Skills 5
  • Cooks 15% quicker than the average colonist
  • Cleans 15% quicker than the average colonist


Meidobot Mark 2: Pudding

The Pudding variant gains an extended body frame that allows for raw foodstuff storage, for improved production and efficiency.


       
  • Cooking, Social Skills 10
  • Cooks 20% quicker than the average colonist
  • Cleans 20% quicker than the average colonist
  • Consumes 1 less resources per cooked meal
  • Can store up to 50 raw food units inside its body (less trips to the freezer, more cooking!)
  • Gains the ability to interact with colonists, granting them the 'Soothing Presence' moodlet (+5 to mood)


Meidobot Mark 3: Cream

Aside from being used as personal chefs by A-list celebrities, Cream types are used in medical clinics in assisting with mental trauma, as per their AI framework programming.


       
  • Cooking, Social Skills 15
  • Cooks 25% quicker than the average colonist
  • Cleans 25% quicker than the average colonist
  • Consumes 1 less resources per cooked meal
  • Can store up to 75 raw food units inside its body (less trips to the freezer, more cooking!)
  • Gains the ability to interact with colonists, granting them the 'Caring Presence' moodlet (+10 to mood)


Meidobot Mark 4: Orchid

Legendary caretakers. A single Orchid unit can sustain an entire colony all by itself.


       
  • Cooking, Social Skills 20
  • Cooks 30% quicker than the average colonist
  • Cleans 30% quicker than the average colonist
  • Consumes 2 less resources per cooked meal
  • Meals prepared by this pawn never cause food poisoning
  • Tiles cleaned by this pawn can't get dirty again for a certain amount of time
  • Can store up to 100 raw food units inside its body (less trips to the freezer, more cooking!)
  • Gains the ability to interact with colonists, granting them the 'Nurturing Presence' moodlet (+15 to mood, 2 less mood penalty for all negative moodlets)

NETWORK TYPE


Arq Inition: Deimos

A simple AI planner, Deimos units are usually shipped with colony freighters in order to organize future settlements.

       
  • Immobile
  • Requires constant power
  • While connected to a power network, all production tables linked to the same network have +20% Production Speed
Arq Secunda: Hebe

The Hebe unit possess advanced microprocessors capable of complex calculations. It can easily process and organize substantial amounts of data.

       
  • Immobile
  • Requires constant power
  • While connected to a power network, all production tables linked to the same network have +30% Production Speed

Arq Tertia: Eileithyia

The Eileithyia unit houses two powerful AI cores which boost processing speed exponentially. Its neural dispensers allow it to optimize other surrounding mechanoids as well.


       
  • Immobile
  • Requires constant power
  • While connected to a power network, all production tables linked to the same network have +40% Production Speed
  • Colony Mechanoids have +5% work speed, +10% movement speed

Arq Extremus: Harmonia

Boasting three cutting-edge AI cores, the Harmonia unit can process trillions of terabytes in a split second. It can localize and optimize any defects in an instant.

       
  • Immobile
  • Requires constant power
  • While connected to a power network, all production tables linked to the same network have +50% Production Speed
  • Colony Mechanoids have +10% work speed, +15% movement speed
  • Mechanoids charge 50% faster

POSSIBLE EVENTS


  • Raider Mechanoid Attack: Why would your colony be the only ones that get mechanoids? Every raid now has a a chance to spawn some assault mechanoids alongside the usual raiders. Numbers and tiers depend on progression and difficulty.
  • Trader Mechanoid Escort: Just like the raiders, travelling merchants and caravans have a chance to spawn with their very own mechanoid bodyguards.
  • AI Takeover: Some forgotten, malevolent AI has driven your mechanoids crazy, and they're all attacking your colonists now! Have fun handling the babes that you built yourself~
  • Broken mech joins: A runaway mechanoid has stumbled across your colony, in a random state of disrepair. Will you help fix him and keep him around, or scrap him for parts?
  • & more


~as mentioned above, this is still in the planning phase, so if anyone is willing to help, I'd gladly accept :D anyway, thanks for dropping by and showing interest in this mod! make sure to come by every now and again, there will be progress~

Hydromancerx

Looks nice! How will this compare to the other robot mods? Such as MAI?

14m1337

there are no kitchen, cleaning and hauling bots :(
guess I'm gonna try your mod anyways, in my next colony
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.

DaemonDeathAngel

Oh boy, I really hope this gets finished, when I get home, I am going to message you, if you dont mind

Primal Lord

I'd still like a scyther army, but this sounds amazing! And those medical drones look incredible

Lennbolt7


Smexy_Vampire


darkrown

#7
Quote from: 14m1337 on January 01, 2017, 10:54:43 PM
there are no kitchen, cleaning and hauling bots :(
guess I'm gonna try your mod anyways, in my next colony

construction bots are supposed to also be the haulers! more deets on the others soon :D

Quote from: DaemonDeathAngel on January 01, 2017, 11:24:12 PM
Oh boy, I really hope this gets finished, when I get home, I am going to message you, if you dont mind

please do! I need all the help I can get :P

darkrown

Added a Housekeeper type that cooks, cleans and wardens + other skills

Hydromancerx

#9
What about an robotic dog that trains animals and uh ... hunts ... i guess?

Also interesting to see all the types of robots in rimworld now ...


Cleaner Bot & Hauler Bot


MAI (Mobile Artificial Intelligence)


Builder Bot, Crafter Bot, ER Bot and Kitchen Bot


Cleaner Bot, Haulter Bot, Farmer Robot and Cooking Robot


Basic Combat Droid, Crematorius, Builder Droid, Medic Droid and Logistics Droid


Unknown Droid


Federation Mechs


Raiderpede

let me know if i missed any.

darkrown

Quote from: Hydromancerx on January 02, 2017, 06:53:35 AM
What about an robotic dog that trains animals and uh ... hunts ... i guess?

hey, robotic pets are an awesome idea! added to my list :D

for now I've added the network type, an immobile mech that boosts production and (at later levels) buffs other mechs

Lennbolt7

What do you think of giving the network mechanoids a chance of resisting an ai takeover? At least the fully upgraded one.

Smexy_Vampire

i want it and i want it now! i need a good house keeper for my mountin bunker

Primal Lord

#13
Quote from: Lennbolt7 on January 02, 2017, 10:01:25 AM
What do you think of giving the network mechanoids a chance of resisting an ai takeover? At least the fully upgraded one.

Rather than relying on upgrades, may i suggest the same thing except use base chance on thoughtdefs? For example, a recently charged, undergone recent maintenance, bonded mecha would have less of a chance of going maverick than a low power, damaged, overworked (overheating?) mecha? Similar to how pawns have higher chances to have mental breaks the lower their mood is.

+1 to anyone who gets the maverick reference :)

Edit: Except of course the mecha would always have a chance to go berserk, thus always leaving the player wondering when the inevitable will happen

darkrown

Quote from: Primal Lord on January 02, 2017, 05:42:53 PM
Quote from: Lennbolt7 on January 02, 2017, 10:01:25 AM
What do you think of giving the network mechanoids a chance of resisting an ai takeover? At least the fully upgraded one.

Rather than relying on upgrades, may i suggest the same thing except use base chance on thoughtdefs? For example, a recently charged, undergone recent maintenance, bonded mecha would have less of a chance of going maverick than a low power, damaged, overworked (overheating?) mecha? Similar to how pawns have higher chances to have mental breaks the lower their mood is.

+1 to anyone who gets the maverick reference :)

Edit: Except of course the mecha would always have a chance to go berserk, thus always leaving the player wondering when the inevitable will happen

actually I was thinking the opposite, haha. I'd like mechanoids to be a step away from the mood system. since a lot of the progression of rimworld is based around efficiency upgrades and keeping pawns happy so that they're more efficient, I see mechs as sort of the endgame goal: workers that are always productive, even with minimal management. compensated, of course, by making them terribly expensive to craft.

also the ai takeover should be a very rare event, so I think it would be better off being disabled by difficulty than through the network type. but I am thinkining about tying the network type to certain other events~