RimWorld

RimWorld

Vanilla Races Expanded - Android
2,203 Comments
Delgore 2 hours ago 
Hello and thanks a lot for the mod, this is a realy realy fun xenotype to play with, once you get use to their specific behaviours^^ (a bit broken if you use outpost together with it xD)

Wanted to point a small issue with them: they often do not want to go by themselves in the behaviourist station, and you have to have them as prisoners first; but sometimes the one that youre trying to pimp can't be arrested by any pawn at all, they just stand still and return doing something else...
Delgore 4 hours ago 
(for those how struglle with the reactor thing, you have to take off the broken reactor first before replacing it with a new one. Small tip for early game: do not go with neutrocasket, pawns will lay in it permanently until you are self sufficient with ressource, forcing you to lose A LOT of time removing the one in it to actualy rescue the one you like^^ just stay with classic medical beds instead and ask manualy for neutro refill, that way you have easyer control on who needs to be fonctional FIRST)
SophicDragon Sep 20 @ 3:28pm 
Good to know I'm not insane, I appreciate that. Unfortunate you can't change it by default, I would assume that would be a cosmetic option.
Champion of Super Earth Sep 20 @ 11:52am 
@SophicDragon I don't think you can, but some mods like Alpha Genes or Big & Small Genes allow the androids to use gender changing stuff when you modify them.
SophicDragon Sep 20 @ 9:50am 
I may be missing something, but how do you select the gender for an android when you make them? And can you change the gender of one already built?
Airdog20 Sep 17 @ 7:20am 
got a question. how do i get the neutroamine because the quests only give like 5 or 10 and enemies dont carry barely 5. do i need another mod to get this working or there another way?
Crom Sep 16 @ 5:43am 
Thank you. That instantly solved the problem
Xoulious Sep 15 @ 2:16pm 
For anyone who doesn't see the replace reactor surgery, the vre android auto reactor swap mods circumvent the issue nicely.
Crom Sep 15 @ 8:30am 
Also experiencing problems replacing a reactor. Option to do so is not showing
FilouZ Sep 14 @ 7:59am 
Hey guys, I have an android just standing doing nothing unless I force it to do so. Any idea why?
Loot Murlock Sep 12 @ 12:33pm 
So, I have an android that ran out of power, but can't replace their reactor. Instead, the android is just laying in the Neutro Casket. How long will it be before the android is back up and running?
Champion of Super Earth Sep 11 @ 9:53pm 
@Bet there is but i'm pretty sure it's not suppose to be a feature. If you're making a basic android, you can save the template and when applied to an awakened android, it will also paste all of the things that basic androids have that disable stuff like comfort, joy, recreation etc. What's weird is that they can still learn skills and they also keep all of their passions and traits.
Bet Sep 11 @ 1:52pm 
Is there a way to reprogram Awakened Androids back into the base model?
Darian Stephens Sep 11 @ 3:49am 
For some reason, android body parts (The items) seem to have directionality.
If you have them in a gravship and rotate the ship, the body parts will retain their original orientation, leading to unusual graphics of these parts facing different directions.
Mega Sep 9 @ 9:25am 
@Rogue Random Do you remember what setting you changed to make it work? I haven't managed to fix it yet.
DannyR2078 Sep 8 @ 3:53am 
Is there any way to prevent androids being marked as children? Every raid I end up with a ton of massive "killed a child" social hits on my soldiers.
deadmanreaper13 Sep 2 @ 9:39pm 
hmmm.... maybe not a womb but an internal growth vat? can't naturally create life, but can have an embryo inserted to grow a baby. requires 13.5 days to grow, faster then a normal pregnancy, but slowing then an actual growth vat, but with the bonus of mobility. would require the consumption of organic food to prevent bio-starvation of embryo.
The Blind One Sep 2 @ 1:10pm 
@iki_balam

They are androids ... are you expecting them to come with built in artificial wombs or something?

Would be a neat hardware actually ...
iki_balam Sep 2 @ 10:38am 
Are androids fertile? I am using Devmode to check and they appear to all have 0% fertility. Not sure if this is a feature or bug.
Prester Sep 2 @ 3:38am 
im sure this has been asked before but i cant see it: can i recharge android energy somewhere?
Rogue Random Sep 1 @ 2:02pm 
@Mega are you playing with nice health tab? If so you may need to mess with the mod options in that, because I had a similar issue until after messing around with that
Mega Aug 31 @ 1:32pm 
I have several spare reactors available, yet I do not see the bill to either remove or replace one. Are there any know mod conflicts that cause this?
PapaPayana Aug 31 @ 11:18am 
ive put in a bug report for a weird interaction happening on creation of androids
Элемент Aug 29 @ 11:45am 
I love this mod but it is crashing now. I have tested with other mods and when I remove this mod, it no longer crashes when generating map tile.
Grey Draco Aug 29 @ 11:29am 
Androids ignore android stands, any idea why? I can only order them to use those, but they stopped using them on their own.
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.