RimWorld

RimWorld

Vanilla Races Expanded - Android
1,976 Comments
Scionin May 4 @ 5:44pm 
Artificial Beings Framework?
Numero Uno Husbando Apr 26 @ 6:03pm 
Awakened androids that join your colony via the anomaly event "creeperjoin" cannot have their reactors replaced; a fix i found is via the CharacterEditor mod where you can basically change its "race" from an anomaly human to a awakened android human.
LoopKat Apr 24 @ 6:11pm 
If an awakened android is in a relationship and uses an android stand, it will treat the stand as a secondary bed for the android. This causes both the android and their partner to permanently have the "sleeping alone" debuff until the android spot is either deconstructed or manually unassigned

Is this an oversight or is it just an unavoidable quirk of how the android spots function?
DCvinyou2day Apr 22 @ 12:53pm 
Anyone else having problems with recreation? I have built a ton of things and my awakened androids refuse to use them unless I lock the door and trap them. I even set the to only have recreation time and they still only work. Whats the point of having a joy requirement if they wont do it?
RagingFlower Apr 17 @ 5:03pm 
Cool, I guess the reason they have all the artificial parts is they can't install regular human organs, but can install manufactured ones
Champion of Super Earth Apr 17 @ 4:40pm 
Bionics can be installed on Androids just as normally as with organic species
RagingFlower Apr 17 @ 4:32pm 
Hey folks, just wanted to confirm if this was as designed and not a mod conflict, but I can replace android parts with bionics (using EPOE forked). Not complaining to be honest, just wanted to be sure I wasn't breaking the balance there.
John Li Apr 16 @ 10:28pm 
Why does this mod have garbled names when used with some other robot mods?
The Blind One Apr 15 @ 12:23am 
@TaikaJamppa

Got to arrest them first and then you can force reprogram them.
TaikaJamppa Apr 15 @ 12:04am 
Is there any way to modify Awakened Androids? Even dev mode doesn't allow reprogramming them with the behaviorist station... I want my second android to become a mechanitor too...
estrogenesys Apr 14 @ 9:57pm 
@Champion of Super Earth tysm
Champion of Super Earth Apr 14 @ 9:46am 
@estrogenesys you have to go to the machining table and find "Shred Android" tab for android corpses
estrogenesys Apr 14 @ 9:46am 
ive got a dead android torso who was a raider, but can't seem to do anything with it. "Butcher Creature" says "no corpses found"
Vilo Apr 13 @ 10:29pm 
If android repair could skip repairing intentional scars inflicted from Scarification rituals that would be cool.
Nika Highwind Apr 13 @ 7:23pm 
Why reactor cannot be replaced directly? I'm forced to replace old reactor with stomach replacement and then install new reactor.

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
Nullblaster Apr 13 @ 3:32pm 
For some reason I can't actually install components on them, which has made replacing reactors once they run out impossible.
VonArens Apr 9 @ 2:36pm 
I just remembered that you can 'inject' neutro into wounded androids which got me thinking, should we not be able to drain them also then? :steamhappy:
yaddabluh Apr 8 @ 2:03am 
Is there a way to reset awakened androids? While I understand the appeal, I am playing on a colony with 3 basic androids and wish to keep it that way, then I received an android with an event that is pre-awakened, is there a way or operation to force them back into the reprogramming table and reset them somehow? Or do i have to handle it via the God Mode commands?
莫名某某 Apr 5 @ 8:37am 
Are these 'androids' immune to the effects of radiation in Rimatomic? After all, they still have 'genes' and are not real robots.
Champion of Super Earth Apr 5 @ 5:32am 
Hey i'm playing with the Vanilla Outposts mod. Are the Androids suppose to lose power while on outposts? It feels kind of annoying to just have to bring them back to the main colony so i have to swap out their reactors
Champion of Super Earth Apr 3 @ 12:07pm 
If its global work speed then i suggest increase in manipulation like bionic limbs
Dragonheart013 Apr 3 @ 12:04pm 
I haven't been able to notice any difference between a level 8 crafter and a level 20 crafter repairing them though, but the global was fairly close between the two so that's why I was thinking it's maybe that
Champion of Super Earth Apr 3 @ 9:26am 
My guess is Crafting since thats whats required to repair androids
Dragonheart013 Apr 3 @ 3:21am 
What stat improves the repair speed on damaged androids? Or is it just Global Work Speed, and nothing specific?
Sarg Bjornson  [author] Apr 2 @ 11:04pm 
Sure there is, sure there is
Draconem Sedatio Apr 2 @ 9:52pm 
Constant memory leak lol.
Epik_Pulsar Apr 2 @ 5:07pm 
bruh how does an android even get dementia
superarim Mar 25 @ 1:30pm 
'Translation data for English language has 2 errors.' what does this mean in debug log? It is this mod that is causing it, I've added and removed to double check. I can't find anything on google
Potato0 Mar 24 @ 1:29pm 
can they have babies? my androids stats are not visible so I cannot check the fertility, probably amod conflict impacting the stats visibility
Oskar Potocki  [author] Mar 24 @ 4:09am 
@CullingCommando

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.
martingolding96 Mar 24 @ 2:07am 
@The Captain 64 The research Androidtech unlocks the part workbench.
Ratman Mar 23 @ 8:26pm 
I found an android skeleton by the anomaly building. I'm a tribal rn but if I stick him away somewhere is it possible to revive him later on?
The Capten 64 Mar 23 @ 7:14pm 
Am I blind or is there no option to research the android parts workbench?
Archangel1313 Mar 23 @ 6:30pm 
@кам

Im having the exact same problem, can only replace fingers. FYI i have no UI updates
CullingCommando Mar 23 @ 5:37am 
Wanted to like this mod. Just to keep them alive is a pain, especially early on; as they bleed a very expensive resource. Noticed that all the androids that would join my colony had skills set to zero; not sure if this was intended or not. Their reactors only last for 2 years, and I couldn't find a place to buy them anywhere; so if you can't build it, you essentially have a placeholder for a colonist. I do feel that they should be able to recharge at a wall station or at the very least have a longer lifespan than two years. So in conclusion this mod would be for late game play; because they are stupid expensive to keep and maintain. This next part isn't the mods fault, but... I always felt that someone should do something with the growth vats; there are robot mods, cloning mods, surrogate mother mods... but there isn't an all in one package. Just a thought.
Skip0s Mar 22 @ 10:31am 
For some reason, all androids that join my colony (manly from Quests) have all skills set to 0.
The Blind One Mar 22 @ 6:26am 
@кам

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.
кам Mar 22 @ 5:49am 
@the blind one I have already made the pelvis. Still the option doesn’t show up.
selageth Mar 22 @ 5:38am 
This might be a silly question, but is there a way to paint my new androids? Like changing their "skin color" somehow?
The Blind One Mar 22 @ 4:06am 
@кам

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.
кам Mar 21 @ 7:09pm 
Why can’t i replace the pelvis of my damaged awakened android? Is it just the legs and arms that you can replace?
The Blind One Mar 20 @ 4:47am 
@Schmeeda I just checked for you, it should still be there for you too, it's called 'New Utopia'.
Schmeeda Mar 19 @ 2:40pm 
was the android utopia start removed? I don't see it anymore in the new game menu. Wondering if It's just an issue on my end or not.
Senshi Mar 18 @ 10:28am 
Interestingly enough, I used VOID's Character Editor to save and clone both Androids while they had low power and needed a reactor replacement. When I accessed the clones' Operations bills, both of them the option to replace the reactor as expected. In dev (God) mode, however, both clones were missing the options to trigger the creepjoiner events that the originals had.

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.
Senshi Mar 18 @ 10:09am 
In terms of the reactor replacement issue on androids, the specific case where it's not appearing on my pawns' Operations bill is on Androids that joined via Anomaly creepjoiner events.

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.
The Coal Man Mar 18 @ 12:07am 
I ran into a slight bug with one of my androids. I activated an anomaly obelisk to duplicate one of my androids and it spawned a hostile copy which immediately collapsed. The new copy spawned with 0 power despite the original colonist having a good reactor, and even as a prisoner it never gave me the popup for a reactor running low.

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.
astral Mar 17 @ 3:04pm 
Is there a way to undo the awakening of the Androids? Like a forced reset of their software?
mracobes Mar 17 @ 8:32am 
Toxic gas affects androids. Is this a bug?
Vetranofwar Mar 15 @ 1:47am 
something i just noticed, you cant install a mechlink in an android because it still counts as psy stuff. had to dev mode out the pyschically deaf. if you start as awakened androids without the android research done you cant progress unless you have a non android or dev mode it it seems.
selageth Mar 14 @ 3:40am 
I am curious about the same thing @Rosethorns is. Right now a bionicially upgraded pawn is superior to androids (faster, better, harder, stronger), which seems kind of weird and backwards. It would be nice if androids could be at least on par with bionics via upgrades.