RimWorld

RimWorld

Android Conversion
53 Comments
Thundercraft 18 Dec, 2022 @ 2:40am 
Q: What is required to convert an organic colonist into a new android? (The description does not say.) Does doing so need Advanced components and/or other materials?

I looked inside the mod's code, but I could not find anything in the XML where this process is defined. Is this coded inside the .DLL?

BTW: The reason I'm asking is because, while I do like the upgrade modules for androids, I'd like to completely disable the ability to convert organic colonists. Is that even possible without editing and recompiling the .DLL?
dekeche  [author] 16 Dec, 2022 @ 11:16am 
@firedragonmc - Thanks, I've been a bit busy with life, and haven't really looked into updating the mod.
TSense 19 Nov, 2022 @ 12:07pm 
Legend
TSense 22 Oct, 2022 @ 1:18pm 
1.4 when
OnlyFlans 5 Oct, 2022 @ 12:44am 
Did you just use something being "unethical" as an excuse not to include it in *Rimworld*?
Theo3211 4 Aug, 2022 @ 10:55am 
nevermind, I figured, by deleting the 2 beforelast lines in the xml file i could add the archotech module
Theo3211 28 Jul, 2022 @ 1:36am 
Hello, I've dowloaded yoiur mod, and I love it. It's a shame no other mods do this.
I was wonderinf however, if adding the archotech module were possible? Maybe at a high mood debuff for other colonists, like butchering humanlike? Or as a toggable option in the mod option?
Nuclearmayhem 30 May, 2022 @ 10:02pm 
For those having issues with the hedriff disappearing, it could be because of a missing isBad comment so the mech serium doesn't know that android is a good thing. I was using Medpod and noticed it kept deleting my Android status of any converted people.

I made the following patch and it stopped doing that.

<Patch>
<Operation Class="PatchOperationAdd">
<xpath>Defs/HediffDef[defName = "ChjAndroidLike"]</xpath>
<value>
<isBad>false</isBad>
</value>
</Operation>
</Patch>
MECHARAUSER 5 Feb, 2022 @ 10:54am 
Aighty, got behind the monitor today and upon trying, the issue indeed was gone!
Very nice, thank you very much!
:tigerinablanket::lunar2019piginablanket:
MECHARAUSER 4 Feb, 2022 @ 11:47am 
I gotta hit the sack soon in order to get enough sleep for my shift tomorrow, but after I'm back from work I'll check on it right away!
dekeche  [author] 4 Feb, 2022 @ 11:10am 
@MECHARAUSER
Thanks for the report, should be fixed now. Seems like time was being displayed as expected time + previous time. Let me know if there's still an issue.
MECHARAUSER 1 Feb, 2022 @ 6:56pm 
Absolutely amazing mod for getting that extra oomph outta my non-android pawns using those amazing upgrades!
Only noticed a minor issue, which isn't even something that can't be worked around, but not something that seems normal either.
When a pawn finishes converting/upgrading in the pod and a new pawn is selected to enter it, the timer for upgrades instead of being the base starting 1 day value, already starts at the value of the previous pawns' upgrading/converting timer.
So, if I have a pawn enter the pod, they start off with the base 1 day modification timer. Adding upgrades and such moves it up to 4 days total. After they're done, the next pawn's modification timer already starts out at 4 days, which then gets increased even further when selecting upgrades.
The only way to reset this is to rebuild the chamber. Sadly it doesn't seem to be an error that leaves a trace of some sort, or at the very least I haven't been able to spot anything anomalous going on in the debug log.
Mr. J Soda 26 Jan, 2022 @ 8:09am 
So I think I found the problem and a way to fix it. Regardless of the race, be it from a mod or human, if a pawn dies with android hediffs and they aren't a android they will be wiped when revived with serum or if done with DEV. My guess is that it's all considered "temporary hediffs", similar to other drugs that boost stats but it doesn't go away over time. One fix for this might be to take some of the code from the Luciferium drug, as if a pawn takes Luciferium, dies, then is revived the changes made by Luciferium stay along with the hediffs that come with it.
Mr. J Soda 24 Jan, 2022 @ 5:24am 
I'll do some testing after work, I've only had to use the revival mech serum on races I modified into androids so it might just be that. If it is, perhaps a fix would be to make it so the changes are classified as a implant on non androids in order to bypass the bug?
dekeche  [author] 23 Jan, 2022 @ 6:36pm 
@Mr.J "Soda" - Not sure what might be causing the revival mech serum to do that, I wonder if it happens to built non-human androids? Normal androids are a unique race, while non-humans just have the added hediff. It might be an issue with the serum curing ailments, which the android hediff technically is.
Mr. J Soda 19 Jan, 2022 @ 7:14pm 
I found a rather odd bug, if a colonist dies then is revived it a revival mech serum, it wipes the hediffs from converting the pawn.
Mr. J Soda 12 Dec, 2021 @ 6:24pm 
Would it be possible to have a option in mod options to allow droid colonists to be modified? I want to make a droid scout I never nee to give power to.
Anarqy 10 Dec, 2021 @ 7:18pm 
May i know since when ethics become important in rimworld??
Ebaklak 16 Oct, 2021 @ 8:17pm 
I found a problem: i cant add or remove lovers mentality on existing androids, but i can still add it while printing. There is no such problem with drone mentality.
MaxTillentine 8 Oct, 2021 @ 11:07pm 
Thanks for fixing that.
dekeche  [author] 8 Oct, 2021 @ 6:20pm 
WARNING: NEW UPDATE MAY BREAK SAVES

Found a bug in how the conversion chamber was saving it's information, which prevented androids from being modified if you re-loaded a game while they were in the chamber. This is fixed, but it's altered how the save file is generated, so there may be some issues when you update.
dekeche  [author] 8 Oct, 2021 @ 5:31pm 
@MaxTillentine. Couldn't replicate, but did find a similar issue. By any chance, is your problem occurring after you load a save, while the android is undergoing modification? It seems there's an issue where it doesn't save what the actual modification is, so it forgets to apply it when finished.

If that isn't the case, let me know. In any case though, one thing you can try is using god mode to select the debug option to instantly complete the modifications, and see if the problem persists.
dekeche  [author] 8 Oct, 2021 @ 5:25pm 
@MaxTillentine. Ok, just to make sure I've got it correct; you are trying to add mods to an existing android (not a converted droid). Everything works fine, but the hediff is not applied to the android.I'll take a look, see if I can replicate and figure out what's going on.
MaxTillentine 8 Oct, 2021 @ 2:07pm 
@dekeche excuse me, for taking all this time, before answer. I am not trying to convert human to android. The story is about adding classic android mods (military, field work, construction, medic, e.t.c., to the previously existing androids. (not droids!). So, pawn gets to the chamber, mod allows to select upgrades, resources put in, time taken. And after all, no upgades added. Blank stats on the physical.
megabot 26 Sep, 2021 @ 5:47am 
note: currently, besides androids needing a day to be converted(from non android to android i mean) after conversion there will still be a day left of conversion time needed, even if no resources are needed. and if you installed upgrades no more stuff is needed but the time addition is still there
dekeche  [author] 18 Sep, 2021 @ 11:23am 
Ok, age should now be patched. It works in base rimworld, but there may be undefined behavior if using "lifecyle" mods.
dekeche  [author] 18 Sep, 2021 @ 11:08am 
@MaxTillentine; I'm sorry, I can't replicate this issue. What upgrades were you trying to apply? There might be an issue with a specific upgrade, or it could be a mod compatibility issue.
TSense 18 Sep, 2021 @ 10:56am 
Babys and Children adds "Elderly"
dekeche  [author] 18 Sep, 2021 @ 10:19am 
@TSense, figured out what's going on; On finished modding, it sets the pawn age to the youngest age of the last LifeStageAge. For humans, this should be 18, in base Rimworld. I'm guessing you added a mod that added additional life-stages passed that point. I'll fix it, but note that this may lead to odd behavior.
dekeche  [author] 18 Sep, 2021 @ 10:19am 
@mr_milord Don't understand what's the issue with the vanometric cell, it's the same cost as printing it on a new android, neither require an actual vanometric cell to install.
Noble 16 Sep, 2021 @ 5:20pm 
But overall a great mod! Ty for this
Noble 16 Sep, 2021 @ 5:20pm 
The problem decribed by @MaxTillentine is fixed by first putting collonist int conversion chamber without any upgrades, and hitting start, then after upgrade is finished putting upgrades

I have another problem, i dont need to have vanometric cell for vanometric cell upgrade
TSense 15 Sep, 2021 @ 9:34am 
A lot, but it was human. Only mod that I would suspect is babys and children https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2156451266
dekeche  [author] 14 Sep, 2021 @ 3:29pm 
@MaxTillentine, going to have to look at that over the weekend, see what's going on.
@TSense, What other mods do you have? I'm not sure what could cause that issue, it might be an incompatibility. Also, what race was the pawn? I'll have to check later, but I believe that the pawn age is being changed, but it's supposed to make the pawn younger, as currently the android trait doesn't change the pawns lifespan.
MaxTillentine 13 Sep, 2021 @ 12:34pm 
Android mods not adding to the androids. It is taking resources, time, but no upgrades at all, after all the work.
TSense 1 Sep, 2021 @ 12:48pm 
"Potentially add setting to enable archotech module, despite ethics."
You can already put drone mentality and lover mentality in, turning humans into soulless workdrones or S*+slaves
TSense 1 Sep, 2021 @ 12:47pm 
First convertion worked fine, but on the second try I put a 6 year old in and got a 65 year old out.
Egalexandr 20 Aug, 2021 @ 5:28am 
well to 'lore it up' I recommend you guys use an 'altered carbon' mod (cortical stacks from it) and then move your colonist's mind into a freshy printed android
dekeche  [author] 16 Aug, 2021 @ 3:41pm 
@The Muffin Man I'll have to look into that. Not sure what triggers the buff currently, but I could probably add a "converted android" hediff.
TSense 1 Aug, 2021 @ 3:30pm 
This,
I always hated that you research the printer and then have to decide between printing away and researching all the upgrades, and then getting all the things that go into the upgrades, and you never actually get androids, just piling up more and more upgrades
dekeche  [author] 31 Jul, 2021 @ 7:30am 
Yep, those are the android upgrades you can unlock from the Androids mod, I'm just allowing you to add them to converted and existing androids. You can also remove unwanted traits, but you won't be getting any resource refund for doing so.
Doc 31 Jul, 2021 @ 5:09am 
pretty sure the perfect physique/dragon/that other one are all part of the chjees androids mod
BagelBalls 30 Jul, 2021 @ 8:58am 
Hey! Nice mod, but what mod adds the dragon and physique upgrade next to the Android effect?
dekeche  [author] 29 Jul, 2021 @ 6:30pm 
And... fixing lifespans is a tad more difficult than I'd expected. Looks like the base mod does not in fact change the lifespans of alien androids. Or at least, it doesn't appear to. For now, I've added some code to re-set colonists lifespan when being converted.
dekeche  [author] 29 Jul, 2021 @ 5:37pm 
@doc776 Thanks, looked into it, I'll release an update to fix this. Apparently Androidify does not apply the lifespan changes. Should be out shortly.
@Xyllisa Meem Paradox Station not currently, Skin and body type will change when applying the applicable mods, but will not revert if those mods are removed.
Xyllisa Meem Paradox Station 28 Jul, 2021 @ 5:38pm 
does this change the skin tone? can we modify the pawns past the "upgrades" in the booth at all?
why are we here? just to suffer? 27 Jul, 2021 @ 10:07pm 
hmm

android conversion.. as in Galaxy 999?
SUB
SCRIBED
Doc 27 Jul, 2021 @ 9:42am 
oh my have you created the long awaited feature alot of us have been wanting from ChJees for the longest time? Specifically the option to 'edit' existing androids pawns. Other question: ChJess androids have life span of 1k years, will the converted humans also gain new extened life span?
dekeche  [author] 26 Jul, 2021 @ 5:24pm 
@5katz, not currently. I may update it when I have time for 1.2.
@Krazyfan1, I don't know if the androids trait prevents old age. I'd assume it would, but ChJees would better be able to answer that question. Though, it might not have much of an effect if the colonist has pre-existing conditions.