RimWorld

RimWorld

Android Tiers++ Expansion
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] Nov 22, 2019 @ 4:35pm
[Features Requests]
Want new features ? you are in the good topic :br_cool:
< >
Showing 46-60 of 293 comments
Ironhelm Dec 9, 2019 @ 7:26am 
Originally posted by Doctor:
Can we make consumables of category ”drug" so they can be assigned a "drug policy" to take regularly using another mod? Managing 10+ androids drugs is pretty cumbersome.
agreed, though a problem arises if your chemically fascinated colonist decides that the fractal enhancement looks like it will give them a sweet high, so perhaps remove them from "bingeable" drugs list.
UndeadChoya Dec 9, 2019 @ 11:53am 
Didn't realise there was a discussion for this and made a comment on the main page (My bad! Super sorry!) So thought I'd just add my suggestions here so they're categorised correctly.

Would it be possible to prevent humans using the upgrade station as a bed (And visa versa androids using hospital beds)?
Atm humans and androids will prioritise beds in this order: Hospital Bed > Android Upgrade Station > Normal Bed. This becomes an issue when setting an android operation, as the Android will automatically take a hospital bed, not an upgrade station. You can force bed rest on the station but I don't always like micro-managing. Also if all my hospital beds are taken (Usually by androids...) I would prefer my humans to rest in a normal bed, not an uncomfortable bench.

Secondly, could a new priority be created to prevent doctors operating on androids (Crafters are better but operating is still done via the "Operate on humanlikes" Doctor sub-priority)?
The problem is that when the Android is in the bed/station a Doctor will usually perform the operation - not a Crafter. Atm the workaround for this is to have all your high-level Crafters on low-priority Doctoring and then force prioritise operating. My suggestion for this problem is to make a new priority for all Android related tasks (Creating Androids & upgrading them) or new sub-priorities under Smithing or Crafting.
An extension from preventing doctors from operating, how about removing the ability for doctors to tend to an android at all? If the Crafting skill is what matters for an operation, why not also repairs?
aRandomKiwi  [developer] Dec 9, 2019 @ 9:09pm 
@Strakarix : The first part is already implemented in the 2.0 release update that I am finalizing, human colonists use regular beds (hospital bed, ...) and androids (surrogates included) use only dedicated new beds (pods) which allow them in addition to be recharged and prevent such issues you talk about.

For the second part nice suggestion, i want it to be included in the 2.0 update but i prefer not add a new priority as it will lead to too much work and mod compatibility testings so i see it in this way :
Colonists affected to "Doctor" only heal organic colonists, to heal androids you need to affect the colonist to "Crafting" and simply toggle a new button (only appearing on the colonist affected to "crafting") called "repair androids" which will make the colonist prioritized to crafting to first repair androids then to do regular crafting job, if the toggle button is not enabled he will only do regular crafting job.

What do you think about ?

@ParasiticSquid : Nice idea, i will certainly add support for "reapers" like creatures for the next update (after the current one).

@connorthecommander ; i will try to check if it's already the case or not

@Angus McSammurai : Added to the planned features of the next update (after the current one)
Last edited by aRandomKiwi; Dec 9, 2019 @ 9:11pm
UndeadChoya Dec 10, 2019 @ 2:10am 
I think as long as the button stops doctors from operating and tending/repairing and reassigns that to crafters it's a good solution. There is a "Do mechanical crafting bills" sub-priority in Smith which is for crafting androids from the casket and making parts & chips at the stations. If you were going to tie this repair androids button to anything I would do Smith. :steamhappy:
Last edited by UndeadChoya; Dec 10, 2019 @ 2:47am
Aaronthelemon Dec 10, 2019 @ 5:17am 
The doctoring changes would be amazing.
Even better if it can be done without causing possuble mod conflicts with additional jobs.
MeatBeatMarv Dec 17, 2019 @ 9:05pm 
Any chance we could get a machining table linkable that could automatically destroy tainted apparel when disassembling androids?
MeatBeatMarv Dec 17, 2019 @ 9:13pm 
And, I'm not sure what it would do for balance, but maybe have a high end research that would let you replace the missing parts of, and reboot deceased androids so long as their head/processor remains intact?

And building on that, maybe enemies that maybe some enemy type androids that will regenerate if not properly destroyed. You could add an option like the allow tool's "finish off".
mime Dec 18, 2019 @ 8:31pm 
A way to force surrogate androids into a pod so you can safely disconnect them without worrying about them losing charge would be nice
DarkOne Dec 19, 2019 @ 1:03am 
Time travelling androids come to kill the colony leader anyone?
ParasiticSquid Dec 19, 2019 @ 3:03am 
Not sure how doable it is since ive heard rimworld of magic is pretty badly coded, but keeping colonist experience and stuff they learned when body swaping or uploading would be nice. Takes so long even with the exp gain on high that swaping bodies for any reason isn't really worth it if your a high level fighter or magic user. At that point it's better to freeze the body when someone dies and mech resurrect them later. Either that or make the magic traits stay with whatever body your controlling or were controlling so it makes sense, but then if they have the same rimworld of magic trait your colonist experience carries over. I also imagine a technomancer that was uploaded into a skycould would be pretty powerful for obvious reasons.

The other idea, well more of a quality of life feature, is records carrying over when a colonist changes bodies. At least the mental ones like how many kills, time as a colonist, the skill records, stuff like that. Wouldn't make much sense for the damage taken records to be transfered so the record would be whatever body your in at the time but the damage dealt also makes sense to transfer
ParasiticSquid Dec 19, 2019 @ 6:01am 
Another idea based on a couple terminator comments ive seen around here recently. Time travelling terminator based incidents do sound a bit interesting after all, maybe with three versions and it can only happen rarely at most once or twice a game if certain conditions are met. First one is the less used one: A highly upgraded T4 android or a special type of android just for the incident are "sent back in time" to kill a specific colonist. The incident will only have a chance to occur after your colony has killed at least 5 enemy T4 androids and the one they target will be the one with the highest social or intelligence skills.

The second is a single human with a lot or randomized bionics that can even range into arcotech territory for one or two based on your wealth level in green colored masterwork marine armour and helmet with a random masterwork charge weapon who is specifically targeting your skycloud servers, relays, and antennas but will attack anyone that attacked them or tries to stop them. They stop attacking and leave if they succeed in destroying at least one skycloud server on the map and only show up in the first place if you have more then 5 minds stored between all servers. their weapons and armour would have a small amount damage to them when the time traveller spawns since they did come from a war torn post apocalyptic future your AI and robotics schenanigans caused. Their equipment is most likely salvaged or looted because of that and the damage simulates that.

The third and last one is a T4 android or future event specific android showing up from the future that has a copy of one of your colonists minds at random, asking to join. Will only show up randomly after you've constructed your first skymind and have at least one mind in it. Colonist mind copied in the future android is highly likely to be the one in the skymind but can be rarely be any other colonist chosen.

All three would be extremely rare and only happen with the specific factors I mentioned, and only once for each one. Reasons for having them so limited are obvious, that and it makes sense but adds rare but neat extremely challenging incidents for people that like those. Can toggle in the config menu since most of the mod is configurable, so why not these lol
DarkOne Dec 19, 2019 @ 7:48am 
I like your second idea the most, the more AI you become as a colony normal humans should target you!
LotR[Henchman] Dec 20, 2019 @ 6:01am 
Originally posted by DarkOne:
I like your second idea the most, the more AI you become as a colony normal humans should target you!

Well than we also need the GreyGoo alternative Completion end. Construct a nano-machine hive, upload your rimcloud settlers into the hive - which takes time during which people attack - if done - yay you've "won". ;)
(Honestly never went to really built the ship, so i'Ve got no idea how achieving the starship goal really looks like).

Scenario - dropped, damaged cloud mind. Would need the world spawning with one building (low level cloud mind + antenna without power usage) - three already pre-loaded personas within the cloud and 3 surrogates. Maybe give that early building a limited time it will last. To force the player to upgrade in a certain amount of time.
Biggest problem for that scenario might be solar flares.

Arcotech Questrewards - Solarflare Migitation Implant; Small Arcotech Antenna (only 1 field) but 5 skylink links; Arcotech Cooler (cooler that keeps working during solar flares);

The ability directly use sky cloud minds to communicate with trade ships (no need for coms console, but still for the antenna?).
Snowy1237 Dec 21, 2019 @ 6:45am 
I have an idea:
the option to hack regular androids and colonists with neural chips and maybe anything connected to a network
CullyDC Dec 22, 2019 @ 3:25am 
Hello, I really like this mod and think that it makes the android tiers feel a lot more in-universe, in Rimworld.

The only change I would like to suggest in the name of balance is: i'm getting raided by multiple T4 android surrogates during raids... and each one gives you an AI core for disassembling a corpse. I now have 5+ Cores just from being raided.

Potential fix?:
-1 The AI cores are broken once the android body is expired and either don't give you one, or give you a damaged one that needs fixing (would require a custom "Broken AI-core" item)

-2 Probably a bit harder to put in-game but a surgery on downed T4 androids to remove their AI-core, with a high skill in crafting needed to not fail and destroy the core. This obviously would kill the android being operated on.

Thank you.

< >
Showing 46-60 of 293 comments
Per page: 1530 50