RimWorld

RimWorld

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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5, 1.6
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4.095 MB
May 14, 2023 @ 6:24am
Jul 20 @ 1:09pm
65 Change Notes ( view )
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Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod redefines the way you play, introducing fully customizable Android colonists that come with their own set of genes - the immutable Hardware and programmable Subroutines.

Hardware genes form the core of your Android, determining their essential behaviors and aesthetics. Subroutines, on the other hand, dictate the abilities of your Androids and can be programmed for various skills and environmental responses. However, maintaining power efficiency is crucial to keep your Android functioning optimally.

Androids are not bound by human needs. They work tirelessly, require no sleep or food, and can be repaired or refilled with neutroamine when needed. New structures, including the Android Creation Station and Subcore Polyanalyzer, bring more depth to your building strategy.

Experience a thrilling development with the Android Awakening. Under extreme moods, Androids can develop human-like traits, breaking away from their standard programming and behaving like human pawns. They can learn new skills, gain new traits, and even require comfort and risk mental breaks.

Awakened Androids integrate into in-game factions, with 30 new backstories for these characters. Ideology integration provides a new precept, Androids, shaping how synthetic humans are viewed by other colonists. Moreover, a new starting scenario presents the opportunity to build an Android Utopia, offering refuge to chased Androids from across RimWorld.



Vanilla Races Expanded - Android adds following mechanics to the base game:








































































It’s a very complex mod, and there may be some bugs related to other mods.

[forms.gle]




Q: Are Androids resistant to vacuum of space?
A: That's right! They are!

Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do not. Hardwares and Subroutines cannot be installed on normal humans and will not appear in any UI or entities related to xenotype editing.

Q: Can I find this race in the game?
A: Yes! Awakened Androids can spawn rarely with Outlanders and Pirates. You can also make your own Androids!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: How can I get so much neutroamine?
A: There are numerous mods that allow you to craft neutroamine - I recommend building an automated neutrosynthesizer in Vanilla Factions Expanded - Mechanoids.

Q: Why do these androids look like humans and not like robots in Android tiers?
A: Well you just answered yourself. Androids are a type of synthetic being that closely resembles humans!
2,119 Comments
StoneFire!☭ Aug 1 @ 1:06pm 
@ZX Zero: Their "blood" is light blue like the neutroamine yes.
ZX Zero Aug 1 @ 11:24am 
Quick question: the blood of androids are light blue like neutroamine or white like alien film or red like humans?
Meravas Jul 31 @ 5:38pm 
Does anyone know if you can somehow revive a dead android you find on a map somewhere? Its the first android I ran into but its been dead for 7 years, would be cool if we can take it and repair it
Doggias Jul 29 @ 8:05pm 
Is there any chance of bloodcasket support/equivalents being made for the sake of draining androids into a neutroamine network? Aside from the utility of sourcing and transferring neutro, it feels weird that we're able to do so much to process and repurpose android raiders/prisoners besides one of the only things that would be done at an actual production facility(i.e. factory or lab)--especially for *cough* evil playthroughs
The Intern Jul 26 @ 8:57pm 
So I've been trying to figure out of this is a bug with this mod or another. Hard to tell because I haven't been getting any errors, so maybe I'm simply just doing something wrong?

I have the materials needed to make a new android. Set up the Android Creation Station, made a template for a new android, aaaand...nothing's happening. It says I don't have the materials whenever I try commanding a pawn to get to it; but the thing is, I do. Like 3 times the things needed. So I'm not sure what the problem is?
Champion of Super Earth Jul 26 @ 1:09pm 
@Kaladion if you mean implants like Drill Arm or Elbow blade, yes you can. Even Bionic implants give them increased stats just like for humans
SpaceDorf Jul 26 @ 1:01pm 
yes, I installed an Pilot Assistant into one of mine
Kaladion Jul 25 @ 5:07pm 
Question: Can you give implants to androids?
Hazardous Jul 25 @ 5:06pm 
Thanks for the Odyessy updated FAQ :HatHealth:
Kaladion Jul 25 @ 4:15pm 
So I'm trying a fun custom start, where I have a single android, and a single pawn, in a grav ship. Trying to hybridize a start with androids and a grav ship, just for fun.

You say they are resistant to the vacuum of space, but I think the temperature is so low, that it really hurts them anyway. I think they survive low oxygen environment, but not so much 'the vacuum of space'.