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Major:
- Added T2 Android Assembly Kit
- Added Makeshift android limbs
- Added Hearing / Smelling Sensor tiers
- Added Colour Palette to M7 Mech
Minor:
- Tweaked Repair Kit Material Cost
- New Android Names
- Made it easier to sort android part tiers
Major:
- Added Ability to reprogram prisoners.
- Added Ability to overclock all tiers of android.
- Added 1 new research items
- Added Anti-Mech Rifle
- New Swarm Bot Mortar
- Added Descriptions for each upgrade, specifying which android can hold each part.
- Added Utility Parts for all types of androids
Minor:
- T1 is much more worthwhile
+ Lower Hunger Rate (30% of human)
+ Has 'Simple Mind' Trait giving permanent +20 Mood
- Androids are no longer anesthetised when operated on.
- Fixed Some issues.
- Mutants and Mechs now die when they are downed.
- Decreased the material cost of androids
- Added Some more Useful info for android upgrades
- Remade the K-9 Textures in higher resolution
- Androids can have unlimited brain implants now
- Can install Hydraulic and Crude Legs onto robotic animals
- Can install hydraulic frame onto robotic animals
Major:
- Added Ability to remove android self will
- Added Trait Reroll operation for androids
- Added Phytomining Unit (Robot Sheep)
- Added Steel Wool as a resource
- Improved Mechanite Storage Upgrades
Minor:
- Androids can now have all 3 plating implants at once
- Plating Implants cost more now
- Renamed Plating Implants
- Tweaked Android Costs and Requirements
- [Humans] Cannot wear metallic wool clothing without getting mood debuff
- Rework of Mechanite Storage Upgrades:
+ The upgrades only take effect on tended injuries.
+ Advanced mechanite storage reduces healing time by roughly 25%
+ Archotech mechanite storage reduces healing time by roughly 50%
+ Crude mechanite storage will increase healing time by roughly 10%.
Major:
- Added Mono-Salve Pill. (Speeds up healing)
+ Works on humans and androids, but more effectively on androids.
- Added New Workbench for Implants and Drugs
- Added 3 new Research items based around robotic animals
Minor:
- Small Tweaks to the Phytomining Unit Tex
- Buffed Phytomining Unit
- Tweaked Android Parts Materials Cost
- Structure Gel now holds nutrition
- Now for B19
- JecsTools is now needed.
- Added Nutrient Solution
- Added N.Solution Unit (Robotic Cow)
- Added Android Surgery Chance Stat. Now visible in pawn stats
- Added More Brain Implants:
+ Android Surgery Implant (Engineering Implant)
+ Unskilled Labor Implant
+ Cooking Implant
- Added Chemical Capsules along with respective recipes to turn into
chemfuel and neutroamine
- Added Chemical processing unit (Robotic Chicken)
Minor:
- Tweaked Skill requirement for crafting
- Tweaked Android Material costs
- Tweaked Android Surgery to now be based off new surgery stat
- Remade Android Body map. (Less missing legs and arms hopefully)
- Added new brain implants
+ Charisma Implant
+ Negotiation Implant
+ Farming Implant
+ Animals Implant
- Replaced android parts icons with vanilla-esque ones
Minor:
- Removed Random Fractal Event
- Fixed Social Interactions
- Tweaked Android Drugs to be more useful
- Buffed Metallic wool
- Tweaked Nutrient Solution
- T1 no longer affected by butchering humans or seeing corpses
- Tweaked android temp ranges. Making heatsinks more useful
- Recently reprogrammed hediff now takes 5 days to remove. However it does stack with each operation
- Plasteel and Composite Plate implants impair movement slightly
- Added new trait:
+ Love for humanity: This android will have a deep fondless for all
humans. Improving their opinion of them by +30
+ Hate for humanity: This android will have a deep hatred for all humans.
Reducing their opinion of them by -30
- All Colony built androids start with +5 in all skills
Minor:
- The debuff from the intolerance trait has been lessened. From -18 to -15
mood
- Fixed a few typos
- Buffed the mining arm to make it a little more useful.
- Buffed the no free will mood thought
- Made 'Recently reprogrammed' hediff less penalising
- Renamed Bio-reactors and Power Converters
- Removed all humans from the Android Resurrection
- Moved the Swarm mortar to the android bench and into advanced animal
research.
- Fixed bug with addictionDefs and Broken Raids
- The T5 Event has now been fixed and should give the event letter again
- Added 61 New backstories for the android starting scenario
- Added 11 New backstories for android raiders
- Added Peaceful Android Faction. (The Civil Android Collective)
+ A high tech faction that specialises in manufactured parts and android parts.
+ Added 2 Trader Types. Android Merchant and High-tech Merchant
(Android faction will only appear on new playthroughs)
- Abandoned androids scenario now starts with T1s and T2s
Minor:
- Made the T5 event rarer and slightly more difficult
- Made the mechanical colonist backstory less op
- Increased market value of androids
- Improved the MUFF unit texture. Caravan MUFF units have bags on them.
- All guns have appropiate stopping powers
- Made mech gun sounds quieter
- Androids no longer get food poisoning from eating bad food
- Added Slave Androids to general slave traders
- Changed how Refugees and Wanderers appear. Allowing more androids to
appear.
- Added Special beds / workbenches to aid android upgrade operations but
worsen normal surgery. Includes research for station.
- Added Android Tool kits that work in sync with android upgrade stations
- Added two new age related diseases:
+ Weak valves; the coolant valves in this android have grown weak over
the years, causing them to work less efficiently
+ Hyperactive reaction; the mechanite storage system of this android is
having a hyperactive reaction, causing large growths to appear in the
androids system. Potentially fatal if not treated quickly (Basically heart
attacks for androids)
- Reworked android stat capacity system, changing various upgrade stats to
suit the new system. (Internal parts do more stuff basically)
+ More missing parts are lethal if missing:
= Missing framework
= Missing heatsinks
= Missing coolant pump
= Missing bio-reactor
= Missing mechanite storage
- Missing Battery / Voltage adapter are seen as additions and will not
kill the android if missing.
Minor:
- All types of androids not made by the colony will spawn older
- Starting androids spawn with clothing
- Raider and Civil Androids have more clothing too
- Buffed the K9 Cybernetic Unit to be more worthwhile
- Humans no longer spawn with android backstories
- Android parts workbench is now 1x3
- Evolving AI now takes 2 Quads to reach peak and measures stages in
percentages
- T2 Can now have high power arms and legs installed
- Added a bunch of new names to the name generator
- Androids will Never vomit
- Androids no longer feel pain
- Androids now seek safe temperatures a lot quicker when overheating /
freezing.
- Fixed issues with age related diseases not appearing
- Added Extra tips for mechanite storage upgrades and the mono-salve pill
10 New raider android backstories
22 New android creation backstories
6 New T5 android backstories
T5 android names reworked
Three new upgrades that are specific to certain backstories and cannot be reinstalled.
Minor:
Changed how old age hediffs work to make them rarer
Android max ages changed
T5: 2000 -> 10,000
T4: 130 -> 600
T3: 120 -> 800
T2: 100 -> 500
T1: 70 -> 200