RimWorld

RimWorld

Android tiers (Unofficial 1.6 Update)
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
Parzival_2031 21 Sep @ 12:29pm 
I have found out that it causes the clash between mods and it is quite unexpected is [lmgginspace] Traducción al español mejorada, a transletion to spanish mod
PKPenguin  [author] 17 Sep @ 12:12am 
Nope
Cactus.jpg 16 Sep @ 10:41pm 
Is there any chance of you making a standalone SkyMind mod like the one that used to be a thing back in 1.4? It would be pretty Cool, I think.
SomeCasualGuy 15 Sep @ 9:31am 
There's red text where it says it has missing things from TX series

also can you also include Android Resurrection Kits?
PKPenguin  [author] 13 Sep @ 1:26pm 
Probably a mod conflict, not sure what it would be specifically since my modlist doesn't have that issue. Maybe blacklist them from any facial animation mods? Those tend to make bodies vanish quite a bit
Parzival_2031 13 Sep @ 8:56am 
Only a few can be sean, but the others no
Parzival_2031 13 Sep @ 8:51am 
@PKPenguin There's a problem with the textures, it seems that all my androids are invisible, or in the case of the T1s they don't have heads, but the enemies are complete, is there a known solution?
PKPenguin  [author] 11 Sep @ 6:18pm 
It does still exist, yes.

@Tad, absolutely, though I don't have a repo up anywhere. Source code is included with the mod download though. Feel free to add me
Parzival_2031 11 Sep @ 10:18am 
Thank you so much for this mod, it's amazing. I actually switched from ABF to your mod. Thanks for keeping this alive. I just have one question: Does the Android Tier 5 event still exist? Is it really hard to get? I haven't gotten it yet.
Tad 11 Sep @ 3:18am 
PKPenguin, if you're maintaining this, are you taking PR's / Code suggestions? Would like to help address some of these bugs.
PKPenguin  [author] 7 Sep @ 4:51pm 
Probably beyond my experience to change that. I would recommend grabbing the Numbers mod (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1414302321) and adding a column for the android surgery success chance stat, then manually ordering your android doctors to operate
Attic Goblin 7 Sep @ 3:50pm 
Operating on androids should be under crafting work types not medical work types. Doctors are NOT robotics engineers and WILL routinely botch surgeries. If you are able to change that, many thanks!
DaLoneGuy 29 Aug @ 12:32am 
i am using combat extended dev snapshot (ik it isn't compatible and never was but still writing maybe there's a quick fix) and the androids don't have the option to change fire mode or targeting type only the androids... regular pawns work fine
LuizLexis 26 Aug @ 1:38pm 
can you make anything that covers the torso also cover the framework? or make the framework some sort of organ, that can only be damaged if the torso also is.
no gear that covers torso covers the framework, even vanilla, and if the framework is destroyed the android dies, making armor almost useless to them
idk if it's intended for some balancing or any sort of thing, but anyways ty
free kill 25 Aug @ 9:31am 
nvm I figured out how the skill machines work, but skymind still confused me. when I use it on the android they get a small boost then the effect disappears.
free kill 25 Aug @ 9:06am 
is there some guide to how everything works? i'm trying to use the skymind system but I can't figure out what it does. the skill machine doesn't seem to anything and I don't know if I'm doing something wrong or if it just doesn't work.
PKPenguin  [author] 25 Aug @ 12:23am 
You can use this to upload your logs easily if you need to: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2873415404
doctor who? 24 Aug @ 8:11am 
Мне кажется Автору обновления стоит сделать гит или подобное место для отправки журнала ошибок. Поскольку, ну.... будем честны, решать баги по сообщениям аля - "У меня чёрный экран в модпаке из 500+ модов, реши. Это точно твой мод!" - Крайне проблематично. А так хоть иногда помощь будет
LuizLexis 23 Aug @ 11:57pm 
i'm trying to overcome the mourning that this mod gave me, but i can't, those 1.6 and 1.5 versions that are equal to the 1.3 are not letting me, before 1.5 i was almost going over it because that reforged version, sincerely but respectfully, was shit.

sincerely, thank you, you are an angel for me, now it's gonna be possible have 40 androids at late game and still have good tps, i love you man, i hope you win lottery and have all the time to update this mod and fix all bugs and shit.

sry if i got too emotional
Xenox 22 Aug @ 4:20am 
I tested some things and scenarios from mod start working when you change start method from standing to arriving by droppod
Deathshot 20 Aug @ 2:11pm 
does it still have the "Fractal Enhancement" drug and also does it still have that invisibility bug?
ShadowLancer 20 Aug @ 8:18am 
Nowhere else to post, so my two bug reports:
1. T5 androids permanently have the "Suppression" slave stat, even when not slaves. Does not affect gameplay.
2. When repainted to repair rust, the "rusted" hediff goes away but the android's cosmetic rusted skin does not go away. Can not change by any means yet tried.
theindieoracle 20 Aug @ 2:06am 
why is the android skin literally human?
PKPenguin  [author] 19 Aug @ 11:59am 
I only know English. Any translations present in the mod were from previous versions, I did not make them. Sorry
DeathGun 19 Aug @ 1:11am 
Incomplete translation into Russian is in fashion... I'm embarrassed to ask: will it be finished?
Ender 19 Aug @ 1:06am 
There is a bug in the mod. One of the colonists has suffered fatal injuries and appears to have 0 seconds left to live, but he is still alive and his injuries are completely healed in an instant. I think it's because of the other mods.
daggong 18 Aug @ 3:43am 
When used with vehicle mode, the GUI disappears when you arrive at the base with a prisoner in the vehicle.
menolly68 18 Aug @ 1:31am 
I hope that will work. I have love this Mod so mutch.
spartandued 17 Aug @ 8:27pm 
@Alu, well that's just retarted! Lol. That just means they didn't want to grow the mod itself imo. But if PK is bringing it back, he should be in charge of what goes on with it no?
Alu 17 Aug @ 8:00am 
@sparandued
the tiers discord didnt like any idea for nerfing them
i used to be part of it
the mere concept of even fixing the bug that let you get infinite of them in the first year was causing lots of fights and arguements
Dźwiedziu 17 Aug @ 7:37am 
@PKPenguin It seems to work with Death Rattle. I'm going to play a bit and see if it's stable, but still thank you for your work :)
spartandued 16 Aug @ 9:58pm 
Understandable. I didn't get in my playthroughs with them, cus of how finnicky they were lol. But I always liked having one or two around, and I figured a few tweaks and balances would've been better than removing them outright.
Alu 16 Aug @ 9:49pm 
it was funny back in 1.2 to use the known bug to just get 10 of them
but it made the game rather boring cause stats
PKPenguin  [author] 16 Aug @ 9:42pm 
Truthnuke
Alu 16 Aug @ 9:32pm 
because they were absolutely OP in every metric
they nullified normal pawns
spartandued 16 Aug @ 9:28pm 
My sentiment exactly. Lol, I never understood why they were removed fully, but it made me not want the mod back then. Thank you for bringing back the OG mod.
PKPenguin  [author] 16 Aug @ 9:26pm 
Yes, they're in. T5s were in the original and this is a port of the original. Part of why I wanted this port, since stuff like T5s were cut in ABF.
spartandued 16 Aug @ 9:21pm 
@PKPenguin, Is the T5 back in this mod? I kinda went away from this mod series when they removed it, so I'm curious if you brought it back.
PKPenguin  [author] 16 Aug @ 8:58pm 
I have just updated this mod with a fix for the crash that would happen when a pawn with Low Skymind Network Signal spawned while the Death Rattle mod is installed. Let me know if anybody sees any further crashes or related issues.
xyf1111 16 Aug @ 8:52pm 
What kind of bug is that? I don't seem to have encountered a caravan crash.