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Is this an oversight or is it just an unavoidable quirk of how the android spots function?
Got to arrest them first and then you can force reprogram them.
By the way, why not to add vanometric reactor (made from vanometric cell) and it's unstable version (made from mechanoids unstable cells) which works forever
That's right, an ultratech android mod is indeed a mod for the late game, but I still found it very cool when an android joined by tribal colony, helped around tremendously with research until their battery gave up, and then I carried on their legacy all the way to Androidtech, which allowed me to craft them a new reactor and bring them back to life.
Im having the exact same problem, can only replace fingers. FYI i have no UI updates
In that case are you running any UI mods related to the health and / or operations interface? Those might interfere by overriding UI behavior.
Consider disabling those mods and try again.
I personally use dubs mint menus for menus, if you have it enabled, consider disabling it and check again, if you don't have it, consider enabling it and see if the operation shows up in the list that way. Sometimes this mod saves me and other times it breaks something lol.
You can make an artificial pelvis at the android part workbench then install it like a normal surgery on a pawn using the health tab. But you need to have the part made first before the option to replace it even shows up if I remember correctly. So make the part first then check the pawn's health tab and select the operation.
Based upon those tests, I'm guessing there's an odd interaction between Androids and the creepjoiner "tag/flag" that a pawn gets when they're generated by a creepjoiner event (and that if one uses Character Editor, it doesn't copy over the creepjoiner status onto the cloned pawn).
Unfortunately I don't know enough about how the pawns are coded to surmise if that creepjoiner status can be removed - but, for those who want a workaround with the reactor issue on creepjoiner Androids, cloning them via Character Editor is a way to do it.
The two creepjoiner events I had, they both spawned in as Androids and that's where I'm running into issue. Just tested it with a non-creepjoiner Android, and the option to replace the reactor on their Operation bill appeared as expected.
Popping the the old reactor out and putting a new one in fixed it but the removed reactor wasn't actually burned out, just buggy.