RimWorld

RimWorld

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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.632 MB
May 14, 2023 @ 6:24am
Aug 6 @ 12:09am
66 Change Notes ( view )
You need DLC to use this item.

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Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod redefines the way you play, introducing fully customizable Android colonists that come with their own set of genes - the immutable Hardware and programmable Subroutines.

Hardware genes form the core of your Android, determining their essential behaviors and aesthetics. Subroutines, on the other hand, dictate the abilities of your Androids and can be programmed for various skills and environmental responses. However, maintaining power efficiency is crucial to keep your Android functioning optimally.

Androids are not bound by human needs. They work tirelessly, require no sleep or food, and can be repaired or refilled with neutroamine when needed. New structures, including the Android Creation Station and Subcore Polyanalyzer, bring more depth to your building strategy.

Experience a thrilling development with the Android Awakening. Under extreme moods, Androids can develop human-like traits, breaking away from their standard programming and behaving like human pawns. They can learn new skills, gain new traits, and even require comfort and risk mental breaks.

Awakened Androids integrate into in-game factions, with 30 new backstories for these characters. Ideology integration provides a new precept, Androids, shaping how synthetic humans are viewed by other colonists. Moreover, a new starting scenario presents the opportunity to build an Android Utopia, offering refuge to chased Androids from across RimWorld.



Vanilla Races Expanded - Android adds following mechanics to the base game:








































































It’s a very complex mod, and there may be some bugs related to other mods.

[forms.gle]




Q: Are Androids resistant to vacuum of space?
A: That's right! They are!

Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do not. Hardwares and Subroutines cannot be installed on normal humans and will not appear in any UI or entities related to xenotype editing.

Q: Can I find this race in the game?
A: Yes! Awakened Androids can spawn rarely with Outlanders and Pirates. You can also make your own Androids!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: How can I get so much neutroamine?
A: There are numerous mods that allow you to craft neutroamine - I recommend building an automated neutrosynthesizer in Vanilla Factions Expanded - Mechanoids.

Q: Why do these androids look like humans and not like robots in Android tiers?
A: Well you just answered yourself. Androids are a type of synthetic being that closely resembles humans!
2,133 Comments
BIG GAY 1 hour ago 
fantastic mod

my only complaints are fleeing android event on the utopia start feels way too common

i don't need to invest anything into making new androids because the game keeps throwing new people at me

just feels a bit too easy

also it'd be nice if there was a "scrap android" feature to completely remove all the artificial organs so i don't have to manually remove everything each time i capture/scrap an android i don't want
Hey folks, I feel like I'm doing something wrong. In 1.5 and now in 1.6 I use the Character Editor mod to make a pair of Awakened Androids to join my two Baseliners in the embark. One usually awakens within the first 2 days though. With no observable differences to the genome, but does get the skill bonuses and trait. That was the extent of the issue in 1.5. But now in 1.6 they don't seem to be bleeding or losing Neutro anymore. Just checking to see if this is something simple I am missing. Thanks!
Garretton 22 hours ago 
An android joined me very early in my run. Now his reactor ran empty. I ordered one via the trading terminal contracts. But I dont have an option to install it. Do I have to research Androidtech first to even install it?
ges101 Aug 9 @ 8:57am 
for some reason i cant build a station to make parts its just not showing
Cleric_McManus Aug 8 @ 6:37am 
@The Intern do you have a fully prepped persona subcore ready?
Ugur K. Aug 8 @ 1:30am 
i dont have the option ijn game for the android stations or even the research option. does someone knew why?
Champion of Super Earth Aug 7 @ 8:47am 
It's easier to do now with the transport shuttles but it still costs fuel and time and it shouldn't to begin with :/
Aulie Aug 6 @ 9:28pm 
I am with champion of super earth, that had always nit pick me for a bit.
Champion of Super Earth Aug 6 @ 7:26am 
I'm using this mod with Vanilla Outposts. Are Androids suppose to be losing power at Outposts? If you put regular non-android pawns at Outposts they can sustain themselves without you needing to send food. Kinda sucks that I gotta come over once a year to bring them back to my Base and replace their reactors :v
Dr. Gimlidude Aug 6 @ 1:32am 
@open the noor, @The Intern, I thought I had this issue as well. I had confused the Persona Core with a Persona Subcore, which you get using the Subcore Polyanalyzer.