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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5, 1.6
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4.632 MB
14 maj, 2023 @ 6:24
6 aug @ 0:09
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Vanilla Races Expanded - Android

I 2 samlingar av Oskar Potocki
Vanilla Expanded
110 artiklar
Vanilla Expanded - Empire playthrough
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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!
2 160 kommentarer
Bob the Hermit 3 timmar sedan 
I had an awakened android show up in a drop-pod event.

Stabilized them, eventually dealt with neutroamine issue once I researched what was needed, and went to replace the spent reactor. However, the moment I removed the old reactor, the operations tab vanished and I can no longer install a new one.

Am I missing something, or is this likely a mod conflict?
1109 11 timmar sedan 
One of my pessimistic androids stayed on the edge for a long time until he got a some pain, started swearing and fighting, triggering a chain reaction of mental breaks.
What do we get in return for the missing meal buffs (Ate fine/lavish meal, dining room impressiveness ) and the loss of bedroom bonuses (bedroom impressiveness and separated lovers debuff)?
Alu 16 timmar sedan 
yeah dont remove mods mid save
its generally bad
AlnilamsLight 17 timmar sedan 
OK so can confirm that removing mid save entirely screws map generation, (floor tiles arnt anywhere, furniture doesn't exist in buildings, most building don't exist), how the hell that has any connection to the androids is beyond me but re enabling fixed it so there's that. Just letting anyone else know before thy remove it themselves.
Omega13 17 aug @ 6:07 
Also the malaria thing is super dumb since not only is she a toaster, but she can't be assigned penoxycyline to prevent malaria BECAUSE she's a toaster. Also the guy with 20 crafting skill repairing her has crap medical skill so every time he treats her it sucks so she's nearly dying. I am about to just dev mode this lunacy away but reporting it here cause that needs to be fixed.
Champion of Super Earth 17 aug @ 6:06 
@Omega13 You need to find the Remove Part (Reactor) in the Operations tap, should be one of the first 5. After it's removed you do the operation Install Reactor, just remember replacing it produces waste :)
Omega13 17 aug @ 6:02 
Also my android got malaria, somehow.
Omega13 17 aug @ 5:48 
How do I replace my android's reactor? I have the warning that she is getting low and I have a spare ready. Do I have to wait until the old one is completely dead? I don't see a bill for it on her health tab.
Ten Said Yes 15 aug @ 19:50 
@Omega13 - Her body is a machine that turns pawns into thoroughly exhausted, dehydrated pawns with mood buffs apparently.
Supahbeel 15 aug @ 15:40 
Really enjoying this mod. One thought: Solar Powered does what it says - needs direct sunlight, but it would be nice if it worked through transparent ceilings (even if only at 50-70% efficiency which is what we see in the real world).