RimWorld

RimWorld

55 ratings
Android tiers (Unofficial 1.6 Update)
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Mod, 1.5, 1.6
File Size
Posted
Updated
15.781 MB
11 Aug @ 1:28am
16 Aug @ 8:56pm
2 Change Notes ( view )

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Android tiers (Unofficial 1.6 Update)

Description
KNOWN ISSUES IN 1.6
  • The custom scenarios added by this mod DO NOT work. Your pawns will not spawn upon landing. Use vanilla scenarios.
  • Odyssey features are NOT implemented. Androids are not space immune.
  • Skymind stuff is buggy with a gravship. Reports in comments are that servers will reset and lose progress and minds stored in the cloud can vanish when the gravship moves.
  • May have some issues with Vanilla Vehicles Expanded (a commenter reported "There is an error where GUI disappears when you arrive in the area carrying a prisoner.")

Update credit
Unofficial 1.6 update of Atlas' Android tiers mod. The original has a much more comprehensive description and pictures/videos of what this mod does, you should check it out and give it awards and stuff.
See the original here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1386412863
Also the 1.5 unofficial update which I based this update off of: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3270639973

Features
Expect bugs and glitches, but should be playable.

- Adds 5 tiers of android along with an android doggo
- 2 new android factions
- Allow to remotely control connected surrogate androids
- Allow to digitize and store your colonists minds in the SkyCloud
- Android specific diseases like rust, hacking (mind viruses) etc.
- Tons of replaceable upgrades / downgrades for androids
- Fully customizable
- More, etc etc

Other changes in this 1.6 version:
- I deleted a mod setting about letting Androids eat. It did not work at all with changes to vanilla in 1.6. By default Androids may eat food to charge their batteries but there are also charges you can plug them into instead. I suggest you set them to a food policy that forbids all food if you never want them to eat.
- This reuses the mod ID from the 1.5 unofficial update, so you'll want to unsubscribe from other versions of this mod.

Back up your saves!!!
Because there have been so many unofficial updates and this mod goes so far back, you may encounter bad bugs that can even crash the game.
I have had a colony go for nearly 20 hours with it with a 200+ modlist, so I'll personally say that this mod generally works, but I can't speak for all potential mod incompatibilities.
You will want backup saves in case you find yourself in a situation where the game crash-loops on you. The last thing I want is to softlock people's saves.
Popular Discussions View All (1)
0
5 Sep @ 5:24pm
Bug/conflict reports
Luckspeare
118 Comments
nex 5 Oct @ 2:55am 
can you add a option to disable the overload button? i just know one day i'll click it and destroy my pawn by accident.
peanutman 5 Oct @ 2:48am 
hey, uh. whats the point of the blank neural androids? were they smth that didnt get finished in the og mod? or do i just not know how to make them normal androids?
PKPenguin  [author] 1 Oct @ 1:00pm 
Probably no updates on my end for a while if ever, I picked this up because I wanted to play a colony with it and then I did.
T5s were plenty alive for me.
DTS 1 Oct @ 7:01am 
By some reason T5 android is always dead when i arrive to the point
Mismagius 30 Sep @ 11:10pm 
so umm...you still updating this?
babbit09 30 Sep @ 12:04pm 
So this is like, the actual Android Tiers mod? Not that Mechanical Humanlike version/successor? Hell yeah man, hope to see this updated more and patch out those bugs.
Mismagius 27 Sep @ 4:55pm 
just saying, all you have to do to add support for odyssey is add this line of code in statbases of the race
<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">1</VacuumResistance>
ÆFLUX 24 Sep @ 6:45pm 
managed to track down a small incompatibility with another mod. with "[FSF] Complex Jobs" enabled, androids are unable to mine at deep drills. it throws back a jobgiver exception error and the android pawn just stands there, unable to mine. other human and xenohuman pawns can drill normally.
әnØc 24 Sep @ 5:58am 
Having an issue with MircroSchythers not loading into the game.

Error while determining if MicroScyther40823 should have Need Chemical_Alcohol: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EFDF0C3B]

Ran a new game on 1.6 with and without Odyssey, everything else disabled and issue persists either way.

Thanks for keeping this mod alive it's one of my favorites and haven't had any other issues even with a full mod list. Great Job!
plaerjilion_RUS 23 Sep @ 4:42am 
I found incompatibility with CE. Some weapon of this mod don't work.(F.e. anti-mech rifle). Need CE patch for this