RimWorld

RimWorld

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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.632 MB
14 May, 2023 @ 6:24am
6 Aug @ 12:09am
66 Change Notes ( view )
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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!
2,181 Comments
漆黑之梦 4 hours ago 
When I banished someone, the Android started to show errors per tick.
Once I remove this memory from andoid, everything will be fine.
漆黑之梦 4 hours ago 
<cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.Need_Mood.NeedInterval () [0x00011] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTickInterval (System.Int32 delta) [0x00024] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.Pawn.TickInterval (System.Int32 delta) [0x00142] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.Thing.DoTick () [0x000eb] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.TickList.Tick () [0x00157] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
漆黑之梦 4 hours ago 
Exception in Verse.TickList.Tick: System.NullReferenceException: Object reference not set to an instance of an object
[Ref C045B87]
at RimWorld.Thought_Banished.get_ShouldDiscard () [0x00008] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.MemoryThoughtHandler.RemoveExpiredMemories () [0x0001d] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.MemoryThoughtHandler.MemoryThoughtInterval () [0x00027] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.ThoughtHandler.ThoughtInterval () [0x0000b] in
Элемент 25 Aug @ 3:36pm 
Specifically this mod is causing the generation of the map to crash the game. When finishing the character it crashes before I can load the map. I have checked several mods from vanilla expanded and this was the specific mod that crashed the game after narrowing down over an hour of testing.
Freshkrypto 25 Aug @ 12:59pm 
I just lost 5 awakened androids bc the FAQ says they are resistant to the vacuum of space, but not the cold. Please edit the FAQ or if this a bug can i have some help, thanks
cav 24 Aug @ 8:07am 
does anyone know how can i ressurect an awakened android after it head was blown off?
Sorry if the question is stupid i just can't find the answer anywhere
Eclair 23 Aug @ 8:37pm 
Hm, recently VEF introduced disableGeneExtraction feature right? In spite of that, this mod disables by making androids not capable of entering to gene extractor by independent patches. I think their genes should be marked as well as other VRE mods, otherwise it can't be said it's integrated properly. Because it will end up confusing such as other modders who is making gene related mod.
GiPSyFiSH 21 Aug @ 6:24am 
I mean how hard can it be to pour a bottle of neutro in the damn thing? We can harvest organs and shit.
GiPSyFiSH 21 Aug @ 6:23am 
The research this is locked behind makes it impossible to do anything with captured/recruited androids. There really should be tiers. An abandoned awakened android that has kept itself alive with scraps and tinkering, how cool is that. I understand you need some serious tech to make sentient androids, but a low tier form of maintenance? Surely these sentient beings are innovative enough and want to live, even if they don't fully know how they were built?
Battl3bee 20 Aug @ 5:38pm 
I feel like creepjoiner's body mastery should disable memory space deterioration like it does with power