RimWorld

RimWorld

Vanilla Android Genes Unofficially Expanded
30 Comments
krn̈vr Jul 26 @ 12:06pm 
can anyone update this
DocSMG Jul 19 @ 1:22pm 
yes please i love this mod androids deserve the attention
krn̈vr Jul 16 @ 4:05am 
can anyone do a copy of this mod since the creator cant?
「Brainiac」 Jul 11 @ 10:04am 
1.6? no pressure
Salty Beard Mar 11 @ 12:03am 
Is it possible to make all the android genetics available in the Xeno editor? For a custom android start.
midway747 Dec 28, 2024 @ 6:42am 
awesome mod man! Curious, is this compatible with big and small genes (since that one also has genes that would change android sizes) as well as Combat Extended (I don't see any gene that adds armor so maybe...?)?
~Nols~ Dec 13, 2024 @ 1:45am 
Personally don't recall the behaviourist station ever requiring resources to respec. The initial price of making an android was always for creating the body and was never influenced by what traits you picked, alongside using the station to change traits
Secretkeeper626 Oct 16, 2024 @ 9:35pm 
Great mod! Any chance for getting any sanguinophage inspired genes? You could use neutroamine as a substitute to hemogen as a means of keeping an androids reactor from destabilizing (with the complication of it being unreplacable, but giving unlimited power), or instead of ripping of Murder Drones you could go full ULTRAKILL and have them run on human blood
Kimo' Oct 14, 2024 @ 5:48pm 
Awesome mod, can't wait to see more vanilla gene adapted for androids!
Barry, Aged 63  [author] Sep 26, 2024 @ 11:37am 
Yeah, only mods that change VRE:A should have even a chance of affecting this mod too, but then again modding is strange sometimes!

Thanks for letting me know, and thank you for your kind words! I hope you continue to enjoy the mod, and I will credit you if I find and squash the bug!
Flamec Sep 26, 2024 @ 4:18am 
I have at least 50 mods installed at all time so it's entirely possible that it's some kind of soft conflict. I don't have any mods that affect the price of things or the way orders are handled though.

I'm just giving you a heads up in case it happens on your side too. Don't worry too much about it. It didn't stop me from enjoying the mod very much :)
Barry, Aged 63  [author] Sep 25, 2024 @ 4:54pm 
Hmmm... The behaviourist station SHOULD be requiring resources, I remember that programming it to do so was a massive pain too...

If you have any other mods that might be affecting stations like that, then I recommend checking if it's a mod conflict, otherwise it might be a regression bug that appeared from an update. When I get a chance, I'll check it out. Thanks for the info!
Flamec Sep 25, 2024 @ 1:38pm 
Cool mod, thanks!

I noticed a little bug today. I can send my androids to the behavioral station and add all the new and fancy options for free because the station is not designed to "charge" you for reprogramming your androids.

You can either pay extra when building it or build it as simple as possible and then respec it to be a god for free :p

(or you can just roleplay it and not use the exploit... or use it all the time, it will just create different stories I guess...)
在戴森球上打螺丝 Jul 27, 2024 @ 10:21pm 
Oh! Friends,I think your mod is extremely interesting, but unfortunately, there's no Chinese translation. Therefore, I've translated it into Mandarin for domestic users to enjoy. Please don't mind. Here's the link to the Chinese-localized
https://steamcommunity.com/sharedfiles/filedetails/?id=3297877753
Иван Тугаринский Jul 14, 2024 @ 4:19am 
anyway to add more gene points in android creator? (Dev mode seems not working)
Barry, Aged 63  [author] Jul 9, 2024 @ 5:02am 
@Eagle Kinda. It would be easy enough to trigger the awakening on spawn (mind you doing so in a way that doesn't tank performance might be a little tougher), but since awakening has 2 types (Inspiration and Berserk), You would either need 2 different subroutines, or you'd need to choose one of the types to be the one that always happens.

The alternative is to make a gene that changes the 50/50 chance of awakening every hour to a 100% chance, and also reduce the required mood to trigger either awakening, making it easier to positively awaken, but also easier to accidentally negatively awaken.
Eagle Jul 8, 2024 @ 9:35pm 
Is a "Guaranteed awakening" subroutine possible where the android would have the awakening mental break as soon as they're finished being built?
Barry, Aged 63  [author] Jul 8, 2024 @ 4:29am 
@IronVodka you might want to check out my latest addition to the VAGUE modset then! Links in the description.

Next project will be expanding this mod to include a couple more genes that aren't as transformative as the archite genes were (I needed to rewrite the entire JobDriver for the behaviourist station in that mod, it was a mess.)
IronVodka Jul 7, 2024 @ 7:11pm 
Instant subscribe, I always felt the VEA lacked customisation, If your taking suggestions can you add in a gender gene, maybe a skeleton/no skin gene for the Terminator look. Thanks mate
⨂ Fabricated Fault Line ⨂ Jul 7, 2024 @ 5:41pm 
Every new mod I see thats good is always 1.5, it just won't stop.
Barry, Aged 63  [author] Jul 7, 2024 @ 1:27pm 
The gene I added mimics the tough trait or the Robust gene (-50% incoming damage), but I could add a gene like 'Plasteel Plating' that increases armor.

Was also thinking of adding a gene like 'Fireproof Chassis' that increases fire armor and decreases flammability
Беккит Jul 7, 2024 @ 10:20am 
@ Narlindir

Before writing this, I carefully studied all the genes presented in this mod. The mod contains a gene that reduces incoming damage, but it does not completely block it, like armor does. I suggested a gene that would give the carrier of the gene a percentage of the armor. An example of such a gene already exists in another mod - the Plasteel Leather gene from the Genes+ mod.
Narlindir Jul 7, 2024 @ 9:38am 
@Беккит have you read anything?
it literally adds a thing that mimics tough
Беккит Jul 7, 2024 @ 4:05am 
It would be great to add a gene that enhances the android's armor.
Element Jul 6, 2024 @ 2:15pm 
IDK why the rolls are like that, anytime I have androids in the landing start they just almost instantly awaken
Barry, Aged 63  [author] Jul 6, 2024 @ 12:14pm 
@MetaVandetta23

Awakening is relatively simple believe it or not!

Even though an androids mood is not visible in their needs screen, they still keep track of their mood, if their mood is >80% or <20%, then every hour it rolls a 50/50 chance of awakening. If their mood is high they awaken with an inspiration, if their mood is low they awaken by going berserk!

The broken joy curcuits gene makes the 50/50 chance a 100% chance instead, and it also makes the android always berserk on awakening, regardless of mood (Their mood still needs to be >80% or <20% however.)
MetaVandetta23 Jul 6, 2024 @ 4:57am 
Oh damn, this looks very cool. Especially the one for awakening androids sooner, Speaking of which, I always had issue with awakening androids sooner, if at all. I know its based on mood, but since you looked in code for making this mod. If you dont mind me asking, how does this exactly work?
Беккит Jul 6, 2024 @ 2:40am 
@ Barry, Aged 63

Yes, a faster version of this gene would definitely be beneficial.
Barry, Aged 63  [author] Jul 6, 2024 @ 2:37am 
Neutro-Coagulation is already the equivalent to super-clotting.

Base VREA has a VERY slow Neutroamine regeneration gene, I could add a faster version though. Metabolic Efficiency would be awful, but could be very useful for colonies without a consistent source of Neutroamine
Беккит Jul 6, 2024 @ 2:35am 
Add the rapid blood clotting gene for Androids which works like a standard rapid clotting gene. Also add a gene that allows quick restoration of neutroamine.