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But, on the upside, I went to a 'pristine ruin' and found like 6 APC's, so...I'm good.
If yall ahvent checked out that mod yet, have a look at Real Ruins!
Then you would go to the 1.0 version of the mod and find defs\misc\researchdefs\androidresearchproject.xml
Then copy that over to the 1.1 version in the exact place overwriting what was there before.
Back to 1.0 you go to def\things_items\items_resource_manufactured and same deal you want to copy that over to the same place in the 1.1 version. However here you need to edit the xml and you can use find to find <workSpeedStat>SculptingSpeed</workSpeedStat> and replace it with <workSpeedStat>GeneralLaborSpeed</workSpeedStat>. Should only have to replace two files.
Only after doing that will it show up as a research item and actually be craftable.
https://i.imgur.com/HI07IXD.png
Create a T3 Neural Network android, permute/download a colonist's brain into it that is good at research, and then upload their brain from the T3 android into the T5.
:D
Nah, you have to have the t5 to research them. It's under Archotech Upgrades in the research tree, which doesnt appear until you have a t5 doing your research.
You have to complete the 'Strange Crash' event to get it. Not sure if it happens more than once or not, in case you miss it.
Sure, being able to craft them would unbalance the vanilla game, but when you use content like this, where a t4 android requires a persona core to craft, and the vanilla game only gives you one for the endgame....
I think you can see where I'm going with this. You gotta be able to craft them.
EDIT: I didnt answe your question...yes, i believe they are the same as the core required for the ship.
Now THAT'S the kind of dubious ethics I can appreciate. It might also prevent t5s from getting frustrated and killing colonists (not sure if that's accurate).