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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% 🙃
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.
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):