RimWorld

RimWorld

Android Tiers++ Expansion
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] Nov 22, 2019 @ 4:14pm
[FAQ]
Yes it's painfully long, but you should find all your answers to how work features of this mod.

0) I have many errors about missing references in my log and the mod totally dont work
It's not a mod issue but your version of RimWorld which is outdated, check that you run the latest 1.0.2408 version of RimWorld, because the mod is optimised for it and use the new About.xml format specification (multi-version mod support) not supported by versions < 1.0.2150, so you have to update it.

1) Does colonists have mood debuff when a surrogate die ?
No they dont care, they are dumb machines without consciousness.

2) Does colonists have mood debuff when a regular android die ?
No for T1 and T2 models, and yes for T3+ models

3) What happen to the remote colonist connected to an surrogate android when the android is killed/downed ?
Nothing the remote colonist is disconnected and automatically reincarnate his original body and the surrogate android is killed/downed.

4) When a married/fianced colonist control a surrogate android he get the "want to sleep with XXX" debuff
To workaround this issue, simply affect a bed to the surrogate android before remotely control it with your colonist

5) Is the time assignment and work priorities (of the surrogate controller) reported on surrogate androids ?
Yes

6) How long does charging for android take?
If the "energy" need is at 0, it will take 2H30 in game to reach 100% (5% each 6 seconds).
You can change the percentage charched each 6 seconds in mod's settings.


7) What happen when a colonist duplicate's consciousness into another colonist's brain ?
The "another colonist" is considered as dead, as it's consciousness is overwritten, so the duplicated colonist is present in two bodies and the other is dead and
related pawns in his social tab will be affected.


8) Why my androids with eating enabled need to eat more ?
It's normal, they need to eat more (2 times more than humans), because biomass generator is not as efficient as organic digestive system (and for balancing purpose).
But if you want you can disable this behavior in mod's settings.


9) Are androids affected by psychic drone ?
No as psychic drone only affect organic brains

10) Are androids affected by Solar Flare ?
Yes, their efficiency is reduced by 40% during a solar flare ( consciousness -40%)

11) During solar flare all surrogate androids are disabled is it normal ?
Yes as the SkyMind network is gone neural data cannot be echanged between connected colonists and surrogate androids body, so an disconnection occure.
There is no way to workaround this issue because it help to balance this new feature.


12) How does a surrogate android configured to use powergrid to charching, reload his battery during a caravan ?
During caravan surrogate androids automatically switch on their internal biomass generator, so they eats.

13) What is SkyMind ?
SkyMind is simply a wireless network produced by placing "SkyMing Antenna", each placed antenna increased the number of "slots" your network have ( ==> the number of androids and colonists with a VX1 or VX2 chip which can be connected simultaneously to the network).

The network allow conciousness upload/duplication/permutation and to remotely control surrogate androids, without this network all of these features will not work.


15) Is it the full consciousness of the colonist (relations, skills, traits, logs) which is transfered with the upload or permutation features ?
Yes, it's near the same thing for the duplication feature except for the relations part of the colonist which is reseted to zero in the duplicated consciousness.

16) When a T1 or T2 is killed nobody care, is it normal ?
Yes as they have limited mental capacity nobody care about their termination

17) When a colonist is killed T1 and T2 dont care about it, is it normal ?
Yes as they have limited mental capacity they cannot really understand "emotions".

18) Does a "android only" caravan stop at night ?
No, it never stop

19) Where can i make these "surrogate" androids serie ?
At the Android Implants workbench after done the research "SX androids serie"

20) Can i repair aging issues ?
Yes just craft the related nanokit to fix the issue at the Android Implants workbench

21) Where can i see how many available slots i have for my SkyMind network ?
Just click on any antenna and see the "Connected users : X/Y" in the inspect pane

22) What happen when a remotely controled surrogate android have and mental break and is imprisoned ?
When you disconnect the colonist from the surrogate android, when the colonist reinstate his body he is always considered as a prisoner and will try to escape
(so before do this, send drafted colonists near his body to arrest him), the surrogate android is as usual considered as a regular colonist without brain (downed) and is no longer a prisoner.


23) What happen when an imprisonned surrogate colonist (arrested) is sold to a trader (the colonist is alway connected to the surrogate android during the trade) ?
In fact you can scam the trader by sell the surrogate with skills and trait of the connected colonist then simply disconnect the
colonist... not fair ;)


24) Does this mod change so that every android needs to be charged with electricity?
No only those you explicitly selected to use their internal battery directly instead of their biomass generator (default)

25) Is it possible to have surrogate androids go on caravan/drop pods without them loosing the host link?
Yes the only condition is having the SkyMind network operational (antennas), if for example there is a power outage, surrogates in caravans (and maps too) will be downed, when the power comes back to reconnect the controller to surrogates androids in caravans click on the controller and you will see a new button appear "Recover" so you can select (by name) the desired (in caravan) surrogate to connect to.

26) Can I use this mod with SoS2 to have colonists on a spaceship do remote work planet side (surrogate on planet) ?
Yes as for caravans, colonist inside a SoS2 ship can remotely connect to surrogates on planet while you have planet side SkyMind network infrastructures (antennas) properly set with enought slots

27) Why there is a "Connect to SkyMind" button on all powered buildings ?
When you toggle "On" theses buttons the device is connected to the SkyMind network allowing you to remotely PowerOn/PowerOff it (open/close door for autodoors, and control it for turrets) when you have in addition at least one active SkyCloud Core present on one of your bases.

28) How i can make organic surrogates ?
Simply implant a VX0 neural chip into the brain of your inmates (or colonists), they will be considered as dead as VX0 chips totally overwrite the host's brain

29) Why there is a "Low skyMind network" effect applied to all my surrogates/(VX1/VX2 owners) on other maps ?
Because the SkyMind signal is attenuated on long distances, so you need to make on each maps which dont have SkyMind antennas, a SkyMind relay tower (you can disable this penality in the mod's settings)

30) What temperature do we need to keep the Skycloud cores at?
Idealy under -5C, recommended under 10C, above 10C the Core are overheating and risk to be damaged.

31) If a uploaded to SkyCloud colonist who is controlling a surrogate decides to have a mental break(social fight) with an android they end up jumping out of the surrogate and become unavailable in the Core
It's not a bug but a feature, the core detect the unstability of one of these minds and it automaticaly lock it while his mental break is not finished (randomly between few hours to 1.5 day, customizable in mod settings)

32) I'm unable to allocate skill points generated by the Skills server to an Android.
Servers generate raw skill points, what you allocate is the division of these raw skill points by the number showed in the mod's settings "Number of skill points required to produce one skill (TX)" ( fo each android tiers models).
When there is sufficient skill points accumated in your servers they are automatically available in the "Skills workshop" dialog.


33) How can androids be healed only by blacksmiths ?
In mod's settings enable the setting "Androids can only be healed by blacksmiths", then affect your android blacksmiths/healer to the work "Smith" then select your healer and enable the "Repair androids" button.

34) How to fix a RUSTED android ?
Paint your android throught the medical tab

35) How to paint an android ?
Throught the medical tab of each android (add a bill)

36) Is prisoned surrogate androids useless as when recruited they are disconnected and surrogates cannot be used as mind duplicate recipient ?
No, if you dont have the technology to use surrogates (early or mid-game), you can always craft artificial brains for your surrogate, then implant it via a surgical operation that will transform it into an blank neural network android. You can now install a VX2/VX3 neural chip into his new artificial brain and so upload/duplicate one of your colonist into him

37) For what is used "Artificial Brains" ?
Surrogate androids can only be used as remote puppets, you cannot duplicate/upload one of your colonist mind into as they have no brains.
So by transform them into "Blank neural network androids" (by installing into them one "artificial brains") you can install VX2/VX3 neural into their brain and use them as mind upload recipient without any mood debuff as you overwrite ( == kill) nobody as they have an empty mind.


38) On all recipes where Gold and Silver are involved when i click on the "Information" icon before add the recipe i see a certain amount and when i add the recipe to the bill list i see a different amount, is this a typo ?
It's not a typo it's a vanilla RimWorld behavior (look at the "Fabrication bench" click on the information icon on the "Make advanced component" before add it to the list, the gold unit is showed with a divide by 10 (it is showed 0.3 gold) when you add it on the bill list and click on the "details" button it is showed "3 gold".

39) When controlling multiple surrogates at once (VX3), why surrogate skills and relations does not impact the VX3 controller ?

Infact when one VX3 controller control few surrogates, you can see on info window of the selected controlled surrogates either "Primary surrogate" or "Secondary surrogates" :
-All surrogate with the "Primary surrogate" (one per VX3 controller) text will be synced with the VX3 controller at the disconnection (all skills and social relations are commited to the VX3 controller), this surrogate directly represent the VX3 controller mind.
-All surrogate with the "Secondary surrogate" are temporary live duplicate of the VX3 controller and all their skills/social relations are lost when disconnected (how one android/human brain can control more than once body at once otherwise ?)


40) Are the androids affected by radiation (from Rimatomic mod)
Yes but with less effect than organic colonists (the same as mechanoids) and should not be lethal for them, the compatibility is natively supported by Rimatomics.

41) When i recruit a surrogate enemy android, i receive a message that the controller was Arrested then the android is alive but he cant move how can i fix him ?

It's normal the host which controlled the surrogate was considered as a traitor because he decided to join your faction so he was disconnected to his controlled surrogate and arrested (as his original body laying in one base of the enemy faction).
You have now a free surrogate that you can either :
-kill and disassemble for components
-wait to have the SkyMind tech related stuff to use it.
-Upgrade to a blank android by crafting an artificial brain for his model, then duplicate/upload the mind of one of your colonist into his brain to have a valid colonist


42) Does having a Transhumanist's mind uploaded into an Android automatically give the full Transhumanist mood buff?
Yes

43) How use use an surrogate ?
https://www.youtube.com/watch?v=yBQZVe1k4D4&t=48s

44)What is the RX chip used for
You can send the surrogates to other maps or caravan without the need to build an relay antenna on maps without SkyMind antennas, to avoid the penalty affecting surrogate androids for not having a relay (-20% of consciousness).

45)What is the TX android series ?
It's regular androids with skin (synthetic ruber skin for TX2, and human living tissues for TX3/TX4), they have the same stats as original T2/T3/T4, but with the ability to be solar flares/EMP proof, no rusting, shining eyes (yellow by default and red when drafted/aggressive) and better comfy temperature and social impact.
The only disavantage is due to their skin they are more flammable.


46) How can i recharge my M7 even though i have got an M7 pod i cannot ?
It's because you have a M7 Mechanoid (from Android Tiers base mod) not a SM7 mechanoid which is a surrogate that need an operator to remotely control it, M7 pod are planned for the later model.
M7 have limited lifetime (due to their limited battery that cannot be recharged) and are selfcontrolled mechanoids, so if you want to use M7 pod you should rather build SM7 Mechs and control them remotely when you have the required infrastructure (operational SkyMind network and colonists with VX1/VX2/VX3 neural chip in their brains, see this short video tutorial to know how it work : https://www.youtube.com/watch?v=QQxY9yLESzg&t=4m53s ).


47) I have an android with missing/damaged body parts how can i repair him as there is no prosthetics or bionics to replace missing parts ?

Build and apply to your android a "Nanite slot Framework" it will take a long time to apply but once done (and if it suceed, there is a small chance that it can fail), all missing exoskeleton parts of your android should be restored
Last edited by aRandomKiwi; Feb 10, 2020 @ 7:58am
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Showing 16-30 of 50 comments
TrueAvarus Dec 7, 2019 @ 2:08pm 
I am unable to find way to implant VX2 chip into my organic colonists, any suggestions ?
Doctor Dec 8, 2019 @ 11:02am 
How do we actually use nanokits? I have advanced nanokits available but they don't seem to do anything.
Hootin Harold Jan 4, 2020 @ 4:18pm 
question, how do you revive dead androids? using the resurrector serum just gives me an error and id like to not have to use dev tools
NECEROS Jan 4, 2020 @ 4:21pm 
@Squiggly, look up the mod that gives you ressurect chips for androids
''27) Why there is a "Connect to SkyMind" button on all powered buildings ?''

Yeah.. I have that when I select one of my androids but it does not show up when I select any autodoors or turrets. I dont have an antenna or the core yet. Any help? :c
aRandomKiwi  [developer] Jan 5, 2020 @ 4:40pm 
@Maty The Fluff :3 : "..when you have in addition at least one active SkyCloud Core present on one of your bases."

Do you have a functional SkyCloud Core in (one of) your(s) map(s) too ?
No I don't. I thought that could be the problem :P
Thanks for the quick response, I really appreciate it.
123nick Jan 5, 2020 @ 10:55pm 
i made a blank neural network t 4 android, and i duplicated a conscious into it, but its still has the debuff that prevents it from doing anything. i thought the purpose of the blank neural network t-4 was just so you can duplicate into it without having it a "colonist died" mood debuff? am i forgetting something obvious with the process?
Last edited by 123nick; Jan 5, 2020 @ 10:55pm
Paradox Jan 7, 2020 @ 2:39am 
I've just built my first, basic skymind structures(antenna and a couple of the first type of servers). But I've got a weird problem that I don't know how to solve. The servers immediately start heating up when I turn them on, with a little icon over them warning me about this, despite them being in a room that's cooled to a consistent -15 Celsius. Does it need to be colder than that to not heat up?


EDIT: Nvm, I think I just need to build more coolers in that room. These servers generate a ton of heat.
Last edited by Paradox; Jan 7, 2020 @ 2:42am
jimmyl Jan 7, 2020 @ 9:34am 
how to install the vx series of chips
ParasiticSquid Jan 14, 2020 @ 9:52am 
Probably a dumb question but I can't find anything anywhere after looking a while so figured might as well ask: How are skill's handled with VX3? Because im doing a hive mind run with a single colonist that starts with a VX3 chip installed, the research to make skymind V1 antennas, research to make VX0 chips, research for skymind cores, a rule not to make any androids but mindless ones, and all ways to recruit besides VX0 chips and questionable ethics nerve stapling disabled( for the single colonist I used prepare carefully and set them to a backstory that can't warden at all ). So far even though ive got 9 "drones" in the form of both android and organic surrogates ive collected for the one colonist to use remotely with the VX3 chip she hasn't gotten any skill's leveled up. Figure with 9 seperate bodies, would of had at least a fair bit of skill leveling.

Then there's some weird stuff like the the controlled surrogates insulting each other, interacting like seperate people with most social interactions, trying to kill each other with murderous rage, and whenever one goes catatonic, dies, or is anestetic'ed for a surgery all of them suddenly disconnect from the host colonist. Would of figured they all would share their skills since they're all the same mind across seperate bodies and the sperate entity social's and mental breaks would be irrelevant so not sure if im doing something wrong or not. That and is there a way for a single mind in a skycloud to control multiple bodieslike VX3 chips and share it's skill pool across all controlled bodies or is that already a thing? I haven't tested yet so not sure myself
Last edited by ParasiticSquid; Jan 14, 2020 @ 9:54am
aRandomKiwi  [developer] Jan 14, 2020 @ 10:36am 
@ParasiticQuid : The ability to control multiple surrogates (like the VX3) for one mind stored in a SkyCloud Core is a planned feature for the 3.0 update, because the SkyCloud Core UI is going to have a complete overhaul of its management interface to be more practical.

Infact when one VX3 controller control few surrogates, you can see on info window of the selected controlled surrogates either "Primary surrogate" or "Secondary surrogates" :
-All surrogate with the "Primary surrogate" (one per VX3 controller) text will be synced with the VX3 controller at the disconnection (all skills and social relations are commited to the VX3 controller), this surrogate directly represent the VX3 controller mind.
-All surrogate with the "Secondary surrogate" are temporary live duplicate of the VX3 controller and all their skills/social relations are lost when disconnected (how one android/human brain can control more than once body at once otherwise ?)

The fact that social relations are not the same between primary and secondaries surrogates come from a hard limitation in the way RimWorld handle relations, it's impossible to have at the one time instant two or more colonists with the same social relations (e.g : cannot exist 2 husband for the same wife, ...)

For the skills part it should be no limitation theorically to impact skills of the VX3 controller when a surrogate disconnect, infact i need to know which rule to apply for the skills of the VX3 controller :
For example if a VX3 controller with a level 10 in Shooting control 2 surrogates and one earned 1 level in shooting (11) and the other 1 level too (11), at the disconnection what should be doed ?
-Increase by 2 (summation ) the level of the VX3 controller, resulting in a 12 skill shooting
-Make the average of the increased points, resulting in 11 skill shooting
-....

What do you think about ?

For the breaking moods between each surrogates, it is normal i think because if at one instant T you can be duplicated your resulting copy will have the same mind as you at instant T but will diverge at T+N because you will have both different new memories and interactions with your environment so even with the same background two copies are separate entities due to new memories and interactions.

Last edited by aRandomKiwi; Jan 14, 2020 @ 10:40am
ParasiticSquid Jan 14, 2020 @ 2:10pm 
But shouldn't the VX3 chip take care of the "one mind controlling multiple" issue like a secondary brain that handles that or something? Without that or a config option to make them all share the same mind and skills it makes a hivemind using that essentially pointless since same effect is achieved with duplication/replication and a temporary body or converted surrogate.

As for skills it could be a pretty simple setup to make everyone happy: Make it like how children school and learning do it. Basically a configurable option that chooses between 25%, 50%, 75%, and 100%. The formula, like that mod when two pawns have a kid with certain config options, would be the configurable percentage of total gained skill points of each surrogate when there is multiple controlled by one mind divided by two and all of them added together after the division for each ones skills for the total to each skill the core mind gets on disconnect. Basically the more surrogates a single mind is controlling gain more skills faster but get less points total while less surrogates one mind is controlling is slower skill gain but get's more points total over a longer stretch of time. Would essentially simulate the flow of data being either unreadable or partially corrupted the more bodies a mind is controlling due to mental "collisions" or failed downloads due to the larger amount of mind data being downloaded to the hosts mind on disconnect.

On a semi-unrelated note, I just realized something. What about another feature that force merges minds into one like a lesser version of that reaper feature I mentioned a while ago? Basically take two colonists/prisoners you like or just want to kill off in a useful fasion and download ones mind into the other with a chip or upload both to a skycloud server and make one mind "consume" the other, adding most of their skills and experiences to the mind that's consuming the other over the skymind network. Literally make a skycloud mind into an AI that's assimilating other's mind data similar to what the hacks rouge AI lol
Last edited by ParasiticSquid; Jan 14, 2020 @ 2:19pm
glencoe2004 Jan 30, 2020 @ 12:36pm 
Hey, is there a way to make a T5 a surrogate?
Kizzycocoa Jan 31, 2020 @ 8:55pm 
@aRandomKiwi As I see in your tutorial, the Skycloud core complains that it is overheating. It is doing that to me, too. Is this normal? What is the downside of overheating, and to what temperature is it recommended to keep the core?
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