RimWorld

RimWorld

2,513 ratings
Vanilla Races Expanded - Android
42
4
7
3
10
16
12
10
4
3
4
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.095 MB
14 May, 2023 @ 6:24am
30 Aug @ 12:25pm
67 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod redefines the way you play, introducing fully customizable Android colonists that come with their own set of genes - the immutable Hardware and programmable Subroutines.

Hardware genes form the core of your Android, determining their essential behaviors and aesthetics. Subroutines, on the other hand, dictate the abilities of your Androids and can be programmed for various skills and environmental responses. However, maintaining power efficiency is crucial to keep your Android functioning optimally.

Androids are not bound by human needs. They work tirelessly, require no sleep or food, and can be repaired or refilled with neutroamine when needed. New structures, including the Android Creation Station and Subcore Polyanalyzer, bring more depth to your building strategy.

Experience a thrilling development with the Android Awakening. Under extreme moods, Androids can develop human-like traits, breaking away from their standard programming and behaving like human pawns. They can learn new skills, gain new traits, and even require comfort and risk mental breaks.

Awakened Androids integrate into in-game factions, with 30 new backstories for these characters. Ideology integration provides a new precept, Androids, shaping how synthetic humans are viewed by other colonists. Moreover, a new starting scenario presents the opportunity to build an Android Utopia, offering refuge to chased Androids from across RimWorld.



Vanilla Races Expanded - Android adds following mechanics to the base game:








































































It’s a very complex mod, and there may be some bugs related to other mods.

[forms.gle]




Q: Are Androids resistant to vacuum of space?
A: That's right! They are!

Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do not. Hardwares and Subroutines cannot be installed on normal humans and will not appear in any UI or entities related to xenotype editing.

Q: Can I find this race in the game?
A: Yes! Awakened Androids can spawn rarely with Outlanders and Pirates. You can also make your own Androids!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: How can I get so much neutroamine?
A: There are numerous mods that allow you to craft neutroamine - I recommend building an automated neutrosynthesizer in Vanilla Factions Expanded - Mechanoids.

Q: Why do these androids look like humans and not like robots in Android tiers?
A: Well you just answered yourself. Androids are a type of synthetic being that closely resembles humans!
Popular Discussions View All (2)
1
10 Oct @ 8:14am
Some feedback/bugs I encountered
Hugalafutro
0
20 Sep @ 8:55am
Taming wild awakened androids
[TiaB] Tuequaeiwyyen
2,224 Comments
Erathia 23 Oct @ 1:03pm 
Androids should not be able to get the body purist trait, yet they do, please fix :x
Kerbeh 23 Oct @ 7:18am 
Question, do androids work with the Transhumanist meme? I'd like to make a colony of purely machine men but I'm concerned that they'll constantly be moaning about not having neural accelerators or biosculpters since to my knowledge those don't work on androids since they don't sleep and they aren't biological.
ksauthor 20 Oct @ 10:53pm 
Hello! My apologies if this has been asked and I missed the answer clicking back through history, but I wanted to check on neutroamine production with the splitting/restructuring of VFE - Mechanoids, since it's sort of a must for VRE - Androids. Is it going in the new automation module? Added here to VRE - Androids? Might be worth updating the FAQ above to remove the reference to Mechanoids and mention wherever neutro production will end up. Assuming it isn't being eliminated :-)
peanutman 20 Oct @ 4:10pm 
I doubt this'll be acknowledged, but, android implants? they'd serve the same purposes as the software, but to compensate for the energy cost, they instead take more resources to craft.
balouzza 19 Oct @ 11:49pm 
Hello, I dont understans the purpose of the persona subcore, it says on the tin that it is needed to create androids but at this point I've already created 2 and I didn't have one. Now I do have one and I created a 3rd android but the core is still sitting there , so what ?
I_is_Zed 19 Oct @ 11:59am 
I've got an injured guest android taking up space in my hospital, and none of my pawns are repairing them. Can't even command them to. Can that not be done with guests? Am i gonna have to cheat them back to health to get rid of them?
Rogotch 18 Oct @ 10:01am 
I notice that after reprogramming android some of it hardware genes (from other mods) duplicating for some reason, even if i try to remove them
Izanami 16 Oct @ 5:24am 
@Oskar Potocki

Getting errors: VREAndroids.Pawn_HealthTracker_AddHediff_Patch

Seems like there may be multiple mods using HealthTracker? Will have to figure out which are interfering. When I remove this mod, the errors stop.

What it is doing is tossing that error. Then when I select a colony site, it generates the map, places the colony, but puts me in world view, and can't enter colony or interact with the map, and tosses a ton more errors.

Removing this mod, all that goes away. So obviously some conflict. Unfortunately all the mods I'm using to track it down aren't doing so great identifying the issue in this instance. Which lends me to believe there are likely multiple mods this mod is having an issue with.

Will post more if I can narrow it down.
Champion of Super Earth 14 Oct @ 7:55am 
@faenadia Isn't supressing entities something a Warden does? I thought you only need a pawn with high social
V.O.I.D. Advisor L22B 13 Oct @ 11:43pm 
great but the scroll bar needs to be added to the creation screen