RimWorld

RimWorld

Vanilla Races Expanded - Android
2,245 Comments
Aravox 21 hours ago 
@Champion of Super Earth, ok thanks for the heads up. Regardless if it's working properly, i haven't gotten any raids. I did a whole new game same thing. No raids for 15 days on 500% Losing is fun. All other scenerios work fine with raids.
Champion of Super Earth 22 hours ago 
@Aravox the Ambushed/Chased Androids actually happens throughout the game if you choose the Android Utopia scenario probably to make sure you always have androids, so that's normal, for me it happens almost once every 2-3 days in-game. As for the lack of raids.. not sure about that.
Aravox 22 hours ago 
FOUND A BUG!!! NO RAIDS! Not sure why, but i've had absolutely no raids at all in my game and it's set to Losing is Fun and 500% ..... also the quest keeps repeating for the Save the Android quest, where a drifter chases them if i accept them into my colony. So basically i have done this quest now 11 times. It may have something to do with No Raids yet. I've been in game 1 year. No raids bro.
Champion of Super Earth Dec 11 @ 11:07am 
@Aravox i think theres a mod that gives them psychic coils but i dont think its up to date
Aravox Dec 11 @ 10:57am 
QUESTION. Is there a way to get the Androids awakened to develop Psycast abilities or remove the No Psycast gene trait???
mracobes Dec 10 @ 12:45pm 
@Champion of Super Earth The game description for the SI gene says that: "Androids are synthetic in nature, and as such cannot fall ill or suffer from infections of any kind. They will also not suffer from toxic buildup, and are immune to the effects of tox gas, rot gas and polluted environment." It sounds like toxic gas shouldn't have any effect on them, which makes sense for androids.
Champion of Super Earth Dec 9 @ 3:02pm 
@mracobes Androids only have immunity to Toxic Environment like lands covered in wastepacks, polluted. They have no immunity against Tox Gas.
mracobes Dec 8 @ 1:44pm 
If androids (with the Synthetic Immunity) enter a toxic gas area, they receive a toxic gas debuff (increased pain/decreased vision and breathing), which seems to contradict the description of the Synthetic Immunity gene. Toxic buildup does not increase; logs are clear - no errors. Tested on a build with all DLCs + Harmony + VE Framework + VRE Androids.
Sarg Bjornson  [author] Dec 7 @ 11:46pm 
If they have the synthetic immunity gene they should be immune, yeah
mracobes Dec 7 @ 1:21pm 
But the description of the "synthetic immunity" gene says that androids are immune to tox gas.
Sarg Bjornson  [author] Dec 7 @ 8:58am 
No
mracobes Dec 7 @ 8:11am 
Androids are affected by tox gas - is this a bug?
MRTempest Dec 6 @ 10:21pm 
@lostormisplaced you need to remove the old reactor via the surgery menu, and put the new one via the surgery menu again
Golden Dec 6 @ 6:43pm 
How do you get neutro in the first place?
ElLeo987 Nov 25 @ 10:43am 
Alguno sabe como puedo volver un androide basico a su estado normal? porque se cree humano y yo necesito que siga siendo maquina
Cyberwolf Nov 23 @ 10:54pm 
what face mods work this them ? swear one did at one point
lostormisplaced Nov 22 @ 8:38am 
How do I replace the battery of an android? I have a spare reactor but i cant figure out how to put it in, does the android need to run out of power first?
DeathGun Nov 20 @ 7:32pm 
I really liked the mod! Are there any additions for it (more subroutines, for example)?
Nov 17 @ 7:20am 
Please tell me, is it possible to recharge the battery or are they disposable?
-=GoW=-Dennis Nov 15 @ 3:10am 
Had an awakened android with both legs cut off. Had a peg leg installed on one of the legs, noticed that I got an android leg back. Installed the android leg on the other leg, now he has a fully repaired leg - without any cost. I don't think it should drop android legs when adding a peg leg as replacement for cut off legs.
LeviathanRider Nov 14 @ 9:10am 
THANK YOU!!!!! You've partially answered my dreams of a arm. . . civilization I can build <.< <3
Agent Washington Nov 12 @ 1:12pm 
Is there anyway a neutro valve could be added?
Inhuman Thoughts Nov 1 @ 10:39am 
is there a way to force awakening via devmode?
Freakonomicon Nov 1 @ 8:56am 
@Kerbeh Well, awakened Androids will have those wants, normal Androids won't. I feel like we need bed mechanics to change like they do with rjw, in that pawns actively seek out beds to fulfill a lovin' need or any other bed related need for that matter. It's stupid that being sleepless restricts pawns from performing literally any actions with a bed
Erathia Oct 23 @ 1:03pm 
Androids should not be able to get the body purist trait, yet they do, please fix :x
Kerbeh Oct 23 @ 7:18am 
Question, do androids work with the Transhumanist meme? I'd like to make a colony of purely machine men but I'm concerned that they'll constantly be moaning about not having neural accelerators or biosculpters since to my knowledge those don't work on androids since they don't sleep and they aren't biological.
ksauthor Oct 20 @ 10:53pm 
Hello! My apologies if this has been asked and I missed the answer clicking back through history, but I wanted to check on neutroamine production with the splitting/restructuring of VFE - Mechanoids, since it's sort of a must for VRE - Androids. Is it going in the new automation module? Added here to VRE - Androids? Might be worth updating the FAQ above to remove the reference to Mechanoids and mention wherever neutro production will end up. Assuming it isn't being eliminated :-)
peanutman Oct 20 @ 4:10pm 
I doubt this'll be acknowledged, but, android implants? they'd serve the same purposes as the software, but to compensate for the energy cost, they instead take more resources to craft.
balouzza Oct 19 @ 11:49pm 
Hello, I dont understans the purpose of the persona subcore, it says on the tin that it is needed to create androids but at this point I've already created 2 and I didn't have one. Now I do have one and I created a 3rd android but the core is still sitting there , so what ?
I_is_Zed Oct 19 @ 11:59am 
I've got an injured guest android taking up space in my hospital, and none of my pawns are repairing them. Can't even command them to. Can that not be done with guests? Am i gonna have to cheat them back to health to get rid of them?
Rogotch Oct 18 @ 10:01am 
I notice that after reprogramming android some of it hardware genes (from other mods) duplicating for some reason, even if i try to remove them
Izanami Oct 16 @ 5:24am 
@Oskar Potocki

Getting errors: VREAndroids.Pawn_HealthTracker_AddHediff_Patch

Seems like there may be multiple mods using HealthTracker? Will have to figure out which are interfering. When I remove this mod, the errors stop.

What it is doing is tossing that error. Then when I select a colony site, it generates the map, places the colony, but puts me in world view, and can't enter colony or interact with the map, and tosses a ton more errors.

Removing this mod, all that goes away. So obviously some conflict. Unfortunately all the mods I'm using to track it down aren't doing so great identifying the issue in this instance. Which lends me to believe there are likely multiple mods this mod is having an issue with.

Will post more if I can narrow it down.
Champion of Super Earth Oct 14 @ 7:55am 
@faenadia Isn't supressing entities something a Warden does? I thought you only need a pawn with high social
V.O.I.D. Advisor L22B Oct 13 @ 11:43pm 
great but the scroll bar needs to be added to the creation screen
faenadia Oct 12 @ 5:52am 
ah... because of the lack of psychic sensitivity full androids anomaly run is not really possible, nobody can suppress entities :/
Ossey Ocelot Oct 4 @ 7:09pm 
never mind if this is happening just uninstall and reinstall the mod
Ossey Ocelot Oct 4 @ 7:00pm 
found a bug where for some reason this mod can make it so all humans have a ridiculous amount of aging related health conditions it was to the point where it was common to see a 25 year old with dementia bad back cataracts hearing loss and Alzheimer's plez fix
QAI Oct 3 @ 4:50am 
@hongbin.wen i also encounter this bug after some troubleshooting, i notice another custom race conflicting with VRE Android . For me it's Maru Race. Hope helps.
hongbin.wen Oct 2 @ 1:50am 
Hello, I'm having three issues with this mod. Sorry for the inconvenience:
Failed to find Verse.HediffDef named Hediff_SymbioticInfectionBase. There are 0 defs of this type loaded.
Failed to find Verse.HediffDef named Hediff_CrystalMutationBase. There are 0 defs of this type loaded.
Failed to find Verse.HediffDef named Hediff_LandCoralBase. There are 0 defs of this type loaded.
RheaRhe Oct 1 @ 9:33pm 
any way to fix the old age bug?
Wolfen Sep 29 @ 3:16am 
Its driving me nuts that you get a red blinking alarm at 20% of energy left on a reactor.
Its more or less permanently on when you got a bunch of androids.
I found no option to change that.
I blame Earthshaker Sep 27 @ 12:14pm 
Needs an Anomaly sub-mod for Terminators & Skynet... Anomaly is actually probably unnecessary, but the original Terminator was as much of a horror movie as a sci-fi movie, so one could reasonably expect Terminators to be classified as creepjoiners.
HarneyDragon Sep 27 @ 11:49am 
Is 'Random npcs being relations to colony built androids' a known issue?
Champion of Super Earth Sep 25 @ 8:55am 
Is there anything i can do with Spent Reactors after swapping them out like recycling or are they to just go to a storage until they detoriorate?
Delgore Sep 23 @ 2:39pm 
A suggetion for for another small anoying thing: when you draft a bunch of pawns and there is at least one uncontrollable pawn in the selection, you cant order anyone at all until you zoom in, check who is responsible, and remake your selection correctly... it would be great if they were just ignored, like the vanilla feature when you draft accidently a pawn in hospital bed. (sry for bad grammar)
Delgore Sep 23 @ 10:22am 
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 Sep 23 @ 8:25am 
(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?