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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.632 MB
May 14, 2023 @ 6:24am
Aug 6 @ 12:09am
66 Change Notes ( view )
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Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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!
2,174 Comments
GiPSyFiSH 17 hours ago 
I mean how hard can it be to pour a bottle of neutro in the damn thing? We can harvest organs and shit.
GiPSyFiSH 17 hours ago 
The research this is locked behind makes it impossible to do anything with captured/recruited androids. There really should be tiers. An abandoned awakened android that has kept itself alive with scraps and tinkering, how cool is that. I understand you need some serious tech to make sentient androids, but a low tier form of maintenance? Surely these sentient beings are innovative enough and want to live, even if they don't fully know how they were built?
Battl3bee Aug 20 @ 5:38pm 
I feel like creepjoiner's body mastery should disable memory space deterioration like it does with power
Bob the Hermit Aug 19 @ 9:33am 
@Champion of Super Earth,

Yeah, I had android tech unlocked fully. I had crafted the replacement reactor before removing the spent one, but nothing I could do would get the operations tab to show. Even tried building all the different android stations in case one of them had to be used as the equivalent of a medical bed, no dice.

I eventually just gave up and use dev tools/a character editor mod to add the reactor. That worked, but (possibly due to it not counting as my colonists saving them) they just got up and left the map 😔


I then went and crafted a new android (sadly not yet awakened). I am leaning towards mod bug (related to the first one not counting as a colonist? yet, not sure) now, since a quick test showed that removing the reactor on that one did NOT result in the operations tab vanishing.

It also showed me a bit of an exploit :D The reactor was at 82% power when removed, and when I reinstalled it the android's power showed at 100% 🙃
Hawkefire Aug 19 @ 8:36am 
I've been messing around with this mod for a while now and thought I should put together some thoughts and feedback for it that I think might be helpful! There are aspects of this mod that I think are really awesome but there are also some aspects that I think could use some improvement to make it more useful for the player and also more fitting of the setting itself.

First I'll start with the good stuff!

1) I love the way that the androids are repaired, the way injury tending happens feels much more robotic and much more fitting to androids then vanilla tending.
Hawkefire Aug 19 @ 8:36am 
2) I like the way the android has different needs then normal colonists, memory manipulation feels very fitting.

3) I love the way you can plug in different subroutines and swap them out.

4) I like the form of...pseudo-deathless that they have, where they can survive with no neutroamine. I think this could actually be expanded further to give them proper deathless, with them only truly dying if their brain is destroyed.

5) Dormant mode is cool, and should be built in to all androids. It makes them feel very very robotic.

But then there are some cons that I think should be tweaked, especially because I feel its unrealistic for abandoned androids to be able to survive (the androids you end up finding):
Hawkefire Aug 19 @ 8:36am 
1) While I like that they have neutroamine blood, I think the module that gives slow neutroamine regeneration should be built in by default, and given no metabolic penalty or bonus. As it is, without other mods adding in ways to get neutroamine, any bleed wounds are very punishing for androids to deal with early on. I think including the super slow neutroamine regeneration would mitigate this somewhat, as bleed wounds would still be a significant penalty to their capabilities. Could include some new subroutines or hardware that provide faster neutro regen as well.
Hawkefire Aug 19 @ 8:36am 
2) I think awakened androids should be able to use the behaviorist station without issue, I view it as them swapping out skill modules. If I had the ability to instantly become a magnificent musician or expert chef by slotting in a chip, but only had space for 1 chip...I'd happily swap between the two when appropriate, and I think sentient androids would view this similarly. Could make a trait which gives a hefty mood penalty when using the behaviorist station for androids that don't want their programs to be modified at all, and would add a bit of extra flavor and themeing to some colonists.
Hawkefire Aug 19 @ 8:35am 
3) Replacement parts are too punishing. There should be some low tier replacement parts available to lower tech levels for repairing. These parts obviously shouldn't be as good as normal android parts. The way it is right now, its borderline impossible to use an android that you find if you don't have access to android tech already, and it also feels like it would be pretty much impossible for an abandoned android to be able to survive. Giving some form of "salvaged" android parts would be quite thematic
Hawkefire Aug 19 @ 8:35am 
4) Power. I don't like the way android power is handled, swapping out reactors feels very clunky, even if it does also feel appropriate. First I think that the android should be able to swap out their reactor on their own, with that subroutine being built in by default. Second, I also think there should be more ways to recharge the reactor other then yanking out the old one and replacing it with a new one. Some ideas for this include: built in bioreactor that consumes food for energy, chemfuel reactor that requires consumption of prepared chemfuel, and direct recharging from a recharging station. As it stands right now, this one is probably the most egregious that needs some tweaks because there is simply no way an abandoned android could hope to survive on their own, they would all run out of power.