RimWorld

RimWorld

Vanilla Races Expanded - Android
2,178 Comments
Champion of Super Earth Aug 28 @ 7:03am 
@Freshkrypto Resistant to vacuum just means they're immune to vacuum burns. This is basic knowledge and i feel like it should be obvious to everyone that just because you're immune to vacuum burns doesn't mean you're immune to the sub zero temperature in space.
Freshkrypto Aug 25 @ 12:59pm 
I just lost 5 awakened androids bc the FAQ says they are resistant to the vacuum of space, but not the cold. Please edit the FAQ or if this a bug can i have some help, thanks
cav Aug 24 @ 8:07am 
does anyone know how can i ressurect an awakened android after it head was blown off?
Sorry if the question is stupid i just can't find the answer anywhere
Eclair Aug 23 @ 8:37pm 
Hm, recently VEF introduced disableGeneExtraction feature right? In spite of that, this mod disables by making androids not capable of entering to gene extractor by independent patches. I think their genes should be marked as well as other VRE mods, otherwise it can't be said it's integrated properly. Because it will end up confusing such as other modders who is making gene related mod.
GiPSyFiSH Aug 21 @ 6:24am 
I mean how hard can it be to pour a bottle of neutro in the damn thing? We can harvest organs and shit.
GiPSyFiSH Aug 21 @ 6:23am 
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.
Katana Sado Aug 18 @ 8:22pm 
Disregard previous comment. Seams they somehow got a gene that prevented them from putting clothes on. Don't remember picking that but could have been a mis-click or something.
Omega13 Aug 18 @ 7:36pm 
Resurrector mech serums do not seem to work on androids. Dunno if it is intentional, but if so, it is very weird.
Katana Sado Aug 18 @ 3:13pm 
Am I expecting a bug? I can't seem to get my standard android to equip apparel as it says something like race can't wear apparel. I know I have seen Androids with clothes or does this just apply to awakened androids?
Champion of Super Earth Aug 18 @ 2:18pm 
@Bob the Hermit do you have the Android Tech research unlocked?
Bob the Hermit Aug 18 @ 9:34am 
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 Aug 18 @ 2:02am 
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 Aug 17 @ 8:59pm 
yeah dont remove mods mid save
its generally bad
AlnilamsLight Aug 17 @ 8:14pm 
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 Aug 17 @ 6:07am 
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 Aug 17 @ 6:06am 
@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 Aug 17 @ 6:02am 
Also my android got malaria, somehow.
Omega13 Aug 17 @ 5:48am 
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 Aug 15 @ 7:50pm 
@Omega13 - Her body is a machine that turns pawns into thoroughly exhausted, dehydrated pawns with mood buffs apparently.
Supahbeel Aug 15 @ 3:40pm 
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).
Omega13 Aug 14 @ 10:52pm 
Is there a particular reason that androids are sex-crazed maniacs? Like, I understand they don't sleep, and if they get into a relationship it sucks if they never go to bed with their partner, but currently my android will occasionally go into "Lovin" mod, in which she absolutely cannot be compelled to do anything but run straight to her bed and do the nasty unless I either draft her or zone her so that she literally cannot physically access her partner. It's very weird.
Tzeentch Bot Aug 14 @ 10:14pm 
pawns working on the android creation bench do not benefit from the comfort from the LEGENDARY ERGONOMIC CHAIR placed right there. is it what is supposed to be?
RandomEdits Aug 14 @ 12:15pm 
I just had a thought. Couldn't you just knock at an awakened android and force them into a behavorist station?
Champion of Super Earth Aug 13 @ 2:16pm 
@Sherphen there is a way with another mod called Altered Carbon where you can use a Neural Stack to transfer a colonist's consciousness to another body, that be the android
freya_the_vampyr Aug 13 @ 7:01am 
I agree that the fleeing android event on utopia start feels a bit too common. Are we supposed to capture them and use them for parts? I have no plasteel and there's nothing within this mod to make neutroamine.
Sherphen Aug 12 @ 7:19pm 
Is there some way to turn a human into an android?
Darian Stephens Aug 12 @ 5:52pm 
Is it possible to resurrect androids? Particularly awakened ones.
Resurrector Mech Serum doesn't seem to be usable on them, and I haven't found anything else along those lines.
Kaladion Aug 11 @ 4:48pm 
I have an android with the mechlink, but isn't able to make the cores. Says no mechinator available, even though he has the hardware.
Укус за попку Aug 11 @ 12:27pm 
@Irimu its all about abandoned base generation. In 90% cases mapgen just cant place it propertly and throwing errors. Try an empty map with no mountains or swamps, and scenario would run just fine.
B flat Aug 11 @ 4:53am 
I already said that most of what I've found just doesn't fit the thematic of this mod. They're either too easy or come bundled with a hundred different things. If you can give me a link to a good high quality mod without bloat, I'd appreciate it.
Boy Looks Like A Lady Aug 11 @ 4:49am 
To the guy below, there are other mods that allow the creation of neutroamine
B flat Aug 11 @ 4:06am 
This an awesome mod, but I'll ask for the umpteenth to please add some way to make neutroamine. VFE Mechanoids isn't updated and it's too big of a mod for this one feature. Other mods on the workshop just don't fit the thematic.
Champion of Super Earth Aug 10 @ 1:32pm 
@/\/0()b562 There actually (kind of) is but im pretty sure it's a bug/exploit. If you're making a basic android and you save the preset, loading that preset onto an Awakened Android will also transfer all of the things that the basic android has, disabling all the needs an awakened android has like recreation, mood buffs/debuffs and stuff. On top of it they can still gain skill after the procedure.
Irimu Aug 10 @ 1:07pm 
I've tried playing the starting scenario a couple times now but something is always wrong. If I don't change anything it just throws infinite errors when loading the map and if I remove the starting outpost my androids are not there. I'm not really sure what else to try and since it's not in the FAQ it's not a common issue. Any idea how to fix this? I quite liked the scenario idea and would like to play it but if there's nothing to be done I can always just play the normal start with androids and add the stuff they need manually.
SAILDOLFIN Aug 10 @ 1:02pm 
Hi Oskar i'm currently trying to make an asteroid utopia for androids but i can't seem to be able to research android tech how do you i do it ?
Oskar Potocki  [author] Aug 10 @ 12:46pm 
Nope.
/\/0()b562 Aug 10 @ 11:26am 
is there a way to un-awaken androids?
BIG GAY Aug 10 @ 9:20am 
fantastic mod

my only complaints are fleeing android event on the utopia start feels way too common

i don't need to invest anything into making new androids because the game keeps throwing new people at me

just feels a bit too easy

also it'd be nice if there was a "scrap android" feature to completely remove all the artificial organs so i don't have to manually remove everything each time i capture/scrap an android i don't want
Juason [Too Friendly] Aug 10 @ 9:03am 
Hey folks, I feel like I'm doing something wrong. In 1.5 and now in 1.6 I use the Character Editor mod to make a pair of Awakened Androids to join my two Baseliners in the embark. One usually awakens within the first 2 days though. With no observable differences to the genome, but does get the skill bonuses and trait. That was the extent of the issue in 1.5. But now in 1.6 they don't seem to be bleeding or losing Neutro anymore. Just checking to see if this is something simple I am missing. Thanks!
Garretton Aug 9 @ 12:22pm 
An android joined me very early in my run. Now his reactor ran empty. I ordered one via the trading terminal contracts. But I dont have an option to install it. Do I have to research Androidtech first to even install it?
ges101 Aug 9 @ 8:57am 
for some reason i cant build a station to make parts its just not showing
Cleric_McManus Aug 8 @ 6:37am 
@The Intern do you have a fully prepped persona subcore ready?