RimWorld

RimWorld

Android Reactors
26 Comments
Petre27  [author] 12 Jul @ 1:52am 
The mod has been reworked and updated for 1.6!

@Hustler One - I've gone in a different direction with the rework. Let me know what you think if you play with it.

@reginaldkirksey - It has been updated today! But i have no plans to add content in the future. Just updating it when a new game version releases.
reginaldkirksey9 18 May @ 5:55pm 
is this mod still being updated?
Hustler One 9 Feb @ 3:06pm 
Interesting mod, but needs more fleshing-out and more mechanics: for example, industrial reactors should suck---but enable you to refuel your android with chemfuel, producing heat and fumes around them.
Petre27  [author] 1 Nov, 2024 @ 2:28pm 
yes
Trapus 1 Nov, 2024 @ 2:06pm 
Will this mod still work in 1.4?
Petre27  [author] 1 Nov, 2024 @ 1:44pm 
@Trapus - The mod was originally created for the 1.4 game version, and later updated for 1.5.
Trapus 31 Oct, 2024 @ 3:52pm 
Is this 1.4 tag meaning that this mod is functional with game version? I've encountered a few mods that mislead users.
//SlipperyPete:. 3 Sep, 2024 @ 3:49am 
IMO, maybe change the names of the included reactors: "Industrial Reactor" seems to be out of place because presumably the default reactor isn't medieval tech that would need to be replaced by industrial tech. The three tiers being Spacer, Ultra, and Archotech would seem more appropriate.
SirPhoenixBlood 8 Jul, 2024 @ 12:47am 
is there any chance you can do the same for RAM as well
Onikage-056, God of Animatronics 6 Jul, 2024 @ 7:58am 
Dude, this is going to help make my dreams of OP androids reality! Thank you!:dredge_classy:
Petre27  [author] 3 Jul, 2024 @ 4:50am 
@Doctor Neetzow - This is a mod that simply adds a subroutines/gene for robots that gives Power Efficiency. It doesn't have any items.
Doctor Neetzow 29 Jun, 2024 @ 6:23pm 
what bugs me the most with the android reactors from VRE is that:
1) you don't have a surgery option to replace a reactor. You gotta first remove, and than replace it. I like when those sort of things are automated.
2) you don't have what to do with spent reactors.

So, 2 questions:
1) Does this mod, due to power efficiency thing, impact any of that? I'd bet you take longer between replacings.
2) Is there any change to look into those 2 issues to give a solution for them? Maybe make it so that you can recharge the reactor in a facility, or that they count as damaged when stracted, (so we can be ignored by the "make until" order) and that they can be recicled/dismantled?
Tawnylure 5 May, 2024 @ 4:12pm 
No problem, I'd much prefer quality!
THE LUNCH KING 19 Apr, 2024 @ 11:43am 
thanks man
you really went above and beyond for this one
Petre27  [author] 16 Apr, 2024 @ 12:10pm 
@Tawnylure I was aware, but i was also working on an update, to improve story flavour of the genes. Sorry that the version update got delayed.
Petre27  [author] 16 Apr, 2024 @ 12:07pm 
The mod has been updated for 1.5

Let me know if you encounter any errors.
Tawnylure 15 Apr, 2024 @ 2:42am 
Btw your mod works fully in 1.5.
You just need to change the versioning to say it works in 1.5
Auster 25 Mar, 2024 @ 7:36am 
@EthanTBNR RIMMSqol does what you would want. You can modify many things ingame. Some you cannot and would have to make an xml patch/override.
Petre27  [author] 23 Mar, 2024 @ 1:18pm 
@EthanTBNR - I don't know if i will be able to create something like that, I don't have that much experience, but i will look into it.
EthanTBNR 23 Mar, 2024 @ 10:36am 
I think you should add a setting option to edit the amount of power they get so people can change it if its not balanced in there modpack
Petre27  [author] 23 Mar, 2024 @ 2:23am 
@ZemogB - When i created the mod, I was looking to see what kind of values should i add, and I hould hardly find any mods that edited the VRE Androids genes.
The main problem is that, there are other mods with the keyword android, and when you search android on workshop, you get mixed results.
Bob Sale 22 Mar, 2024 @ 4:49pm 
I think this is the first mod that actually edits the android genes :steamthumbsup:
Petre27  [author] 22 Mar, 2024 @ 6:55am 
Yea... now that i know that, i will have to update the mod.
Thanks for the info
The Blind One 22 Mar, 2024 @ 6:53am 
To be precise, the android mod doesn't hide gene categories specifically. It only allows certain ones to appear aside from its own android genes. You can find the list in the AndroidConvertableGeneDef.xml file

The android genes are also set to not spawn normally in-game. You can allow them to spawn in genepacks if you want by setting the <canGenerateInGeneSet>false</canGenerateInGeneSet> to "true" instead for the specific GeneDef in question.

The new reactors routine also doesn't increase the material creation cost of an android so they're kind of weird in how they magically increase the efficiency of an android the moment you (theoretically) have access to the gene.
Petre27  [author] 22 Mar, 2024 @ 6:43am 
@The Blind One - The initial concept would have function similarly to how normal pawns use genepacks, but while creating the mod, i learned that for some reason the Android mod hides categories. So i couldn't make it how I initially wanted to.
I will probably update the mod so it only has one gene.
The Blind One 19 Mar, 2024 @ 12:40pm 
But don't you always have access to tier 3?

Why would you put in a tier 1?

What unlocks the higher tiers?