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If you can shoot a gun you can mine a rock!
Naturally, I'm waiting for my must-have mods to be updated, find a good replacement for the aging RimPy mod manager. Then, I'll start a series where I finally experiment with all of the features of all of the DLC that I haven't messed around with yet (which is most of them).
My games generally tend to get bogged down in modded shenanigans. And the mid-game lag generally absolutely kills that game. Hopefully, with a better mod manager AND optimized base game code from 1.6, my heavily-modded games will only have a moderate and acceptable level of slow-down now.
For example, having this mod active now messes with World Generation thanks to 1.6 and causes practically no factions to have settlements anywhere. Planet's as empty as my Steam Wallet
This guy gets it.
I second this motion.
I tried VRE Androids, but it's too complex for my taste and additionally, quite more limited. IIRC, VRE Androids doesn't allow to install every bionic and implant on androids, and they don't have options to develop psychic powers. If VRE Androids were to be taken as a base and Androids! mod's features were to be added as an overhaul or addon for VRE Androids (or something like that), it would be cool to see.
>My plan is to basically rewrite this mod using VRE androids as a baseline and port over most of the features in this mod.
Great solution IMO. I really like the quasi-gene system the VRE androids have going, and I adore the customization options that the androids from this mod have. I want both, really.
This mod has the very first humanoid pawn androids that I have ever played with, way back in 1.1, I think (2019), when I started playing Rimworld.
1.6 would probably be the last version though, it's a 7 year old mod, and with biotech's release there are a better and probably more performant and modular solutions using modern vanilla functions instead of the jank custom code.
My plan is to basically rewrite this mod using VRE androids as a baseline and port over most of the features in this mod
Ask Mlie if he is willing to update this mod, if firedragonmc doesn't want to or doesn't have the time anymore.
Even with only 18% total learning speed, you can get yourself a pretty nifty cook, farmer or component factory once he'll hit that 8 Craft lvl.
Need power stored in a batteries, build a hibernation pad, then make sure it's connected to power & if you set an area zone for the droids to be in then make sure they have access to a hibernation pad in the area. There are also other ways to recharge them like solar belts & chem fuel if I remember correctly.
-Droids can no longer be infected by metal horrors
-Fixed androids being unable to be butchered
-Performance improvement: health tracker used to tick for every pawn on the map, now only pawns with the android like hediff will be processed
@Rassmond
A lot of errors seems to be from long term colonies and not immediately apparent during quick tests. I've also been busy with other stuff and not actively playing rimworld
Exception filling window for Androids.CustomizeAndroidWindow: System.MissingFieldException: Field 'AlienRace.GeneralSettings.disallowedTraits' not found.
and
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
True. I agree. Nevertheless, to block the need for sleep, you have the Sleepstopper mod.