RimWorld

RimWorld

Androids for RW 1.6
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firedragonmc  [developer] 14 Jul @ 8:26pm
What do you want to see in an androids 2.0?
The androids mod is almost 7 years old now, and has been updated through 6 major versions. It's functionality was done from the ground up (recharging mechanic, modular upgrades, controllable robots). With Biotech, much of the custom functionality in androids are now part of vanilla, so I believe it's time for a proper V2 rewrite, using the new features that vanilla provides. (aka I've not been very careful with the updates and there's a lot of code spaghetti now that i don't want to deal with anymore >w< )

So, here's the plan I have for androids "2": It will be made as an addon / overhaul to the VRE Androids mod, and will require biotech.
Things that I want to do:

# 3 types of robots:
- Droids: About same as they are now, relatively cheap, attritable early game "colonists". Balance-wise they'll be more expensive and less efficient than mechanoids, but have the upside of being more flexible as they can do most things a proper colonist can, and not needing a mechanitor

- Androids: VRE androids, but cheaper and available earlier with the ability to choose a different base race other than default human.

- Synths: A true proper custom colonist. Selectable base race, backgrounds and traits. More impactful "genes" that increases the cost of the synth. With the option of a more robotic base / behavior tree or the organic-like behavior of the androids in the mod currently.

# Synthetic ascension
- A new warcrime(?): Turn your organic colonists into robots
- Make that raider you hate into a dumb droid
- Turn your favorite colonist into an immortal synth
- Change their base race
- Conversion adds a skill floor to all skills based on type of robot

# Overhauled tech tree and progression to work better with biotech as part of it's tech tree instead of completely separate

# Stretch goals (aka IDK if it's possible)
- Turn non humanoids into robots, make your pets experience the certainty of plasteel
- Extendable graphics variants for robotic presenting vs organic presenting pawns (e.g if i make a robot with modded race as a base, i should be able to make an addon mod with a robotized version of the race, which will be automatically swapped over if i choose to make it robotic presenting)

#Other random stuff
- Hostile high tech marauder faction
- Other factions uses androids to raid
- Hacking / E-war "psycasts"
- Something something ideology
- Maybe anomaly stuff? bioferrite robots



#Art stuff
I want to make a new set of textures / icons / sprites, but i don't know art. If anyone's interested in contributing...
let me know :)

#A Note on VRE androids dependency
(I'm still in the early theory crafting / prototype phase, so it's still not 100% certain if it's going to be a hard dependency. It'll come down to how much of their code I end up using)
Why I want to use it as a dependency:
- They have written a lot of code and patches to implement basic robotic colonist behaviors that I would have to make anyways if I make a standalone mod

What does it mean for you as a player:
- There will be configs to disable the complexity, reactor replacement, and probably research tree and build costs
- New research / upgrades to ignore or increase the limits in a more balanced / integrated way as an alternative to disabling in the config


What do YOU want to see in a V2 of the mod?

Additional things so far:
- appearance customization (hair, skin color, gender)
Last edited by firedragonmc; 17 Jul @ 9:32pm
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Showing 1-15 of 18 comments
WeskerMo 14 Jul @ 11:15pm 
How about more efforts on customization? Like you can customize androids' outlook, like face, skin colour. More imporatantly, do please not make this mod too heavy to afftect the whole performance,or please make a stand alone lite version.
Thank you for your outstanding work!Hope to see your new work soon.
Love the points so far, a cool anomaly interaction would be something like Entity powered mechs or something like that? Dont know anything about coding but mechs that gives you some ability of the entity with some mechanic that they can break free from the conversion/control if not maintained (Entity Cyborgs?) Potentially making then more dangerous, maybe if targeted by EMP will temporarily or permanently disable the mech parts until fixed. Just an idea 🙌
Yutoe 15 Jul @ 1:39am 
Having the workbench actually rotatable would be cool
Xercaine 15 Jul @ 7:59am 
Extremely based!

On the top of my head, I'd like to request the following:
- Assignable hibernation pads (or hibernation work type)
- Android skill and more general customization

And any updates in Androids Expanded: Overhaul. If it's similar to the original mod, and you need the help, count me in! I'm no expert, but I can do a variety of art, icons and XML, as well as basic C#.
Maya 15 Jul @ 10:34am 
I think the steel and component costs in the 1.4 version(haven't gotten the chance to try 1.6) were perfect for the basic droids.

Don't like VE's implementation of androids and if Androids 2.0 requires VRE androids I most likely wont use it to be honest

Conclusion: I like Androids as it was last time I was able to use it, only things I think I'd change would be making the basic droids a single thing that can have modifications made via "medical" operations to make them fit a specific role if desired, or otherwise just improve their abilities, and add more options for the basic droids like "male" and "female" variants just for the sake of visual variety
Last edited by Maya; 15 Jul @ 10:38am
Xercaine 15 Jul @ 11:06am 
I'd second that keeping it separate from VRE Androids is probably the best. I personally mostly don't like VE mods, but I get why you'd want to do it that way.
firedragonmc  [developer] 15 Jul @ 7:13pm 
Interesting, what do you find bad about VRE's implementation? A lot of their mechanics are very modular so I can basically mix and match to keep the current behaviors.

Originally posted by Maya:
making the basic droids a single thing that can have modifications made via "medical" operations to make them fit a specific role if desired, or otherwise just improve their abilities

This sort of customization is exactly why I want to use VRE as a base as they've already made a pretty flexible system to do these kinds of stuff.
Maya 15 Jul @ 8:31pm 
Originally posted by firedragonmc:
Interesting, what do you find bad about VRE's implementation? A lot of their mechanics are very modular so I can basically mix and match to keep the current behaviors.
I could be mistaken or they could have changed things, but IIRC they were handled essentially just as humans with a xenotype using special genes that can only be used certain ways, rather than being proper androids like mods have been doing for years using HAR and the general way dealing with them looks in screenshots(mainly looks like an absurd amount of wasted space, which is a problem for lower end computers).

Aside from that, any customization/modification I can think of that I'd want can be done just fine using backstories, traits, and/or body parts(eg, limb upgrades either included when a droid/android is built or added later)

I've honestly never used VRE Androids because from how the mod looks to me I'd rather use the android mods I've been using since 1.0/1.1 because in my opinion they seem like they did it better
firedragonmc  [developer] 15 Jul @ 9:35pm 
Originally posted by Maya:
just as humans with a xenotype using special genes that can only be used certain ways, rather than being proper androids

That's kinda how HAR works as well though, they're just normal humans dressed up with extra XML, and functionally similar to the gene based implementation with the difference being that genes are more modular.

The base android in this mod is basically a human with a bit of extra XML that tells them that "hey, ur an android btw".

If you use the android printer to print an android of a different race, all it does is slap on a hediff that marks it as an android.
Apache49 16 Jul @ 5:24am 
A Warcasket Foundry-type thing exclusively for Androids that lets you specialize your combat androids for warfare. Basically, slowly and expensively turn your android into a self-piloting war mech that can take on mechanoids and such on their own terms and win.
I want androids to be able to host an artificial utherus to give birth.
Ryū 17 Jul @ 1:38am 
Thank you very much for giving so much care to this mod. I love the ideas/concept so far, 100%. Having VRE androids as a step between droids and synths is a nice touch and kinda the missing progression step in the current mod. All I wanted to see is that the custom colonist androids, meaning synths, will be present in the Androids 2. But it seems that you’ll be cooking so much more :)
I’m not sure about the details about robotic behavior for synths you describe, so I will just mention my thought:
I would love having “droid mentality” option for synths in future version of the mod. Having synths with lots of bionics in late game that dedicate all their time to one tedious job like quarrying/mining or cleaning or patrolling, without any other worry or negative thought, is a feature I would definitely like to be transferred.
Ryū 17 Jul @ 1:45am 
Additional thing, as I mentioned in comments under the Androids! mod itself. I don't like the excessive complexity and limitations of VRE androids, so that is why I don’t have it in my mod list.
So as @Xercaine, says making your mod as an overhaul of VRE androids would probably be the best case scenario, where you don’t have to worry too much about Vanilla Expanded way of balancing.
Because even though VRE androids would be cool as a step in progression for Androids!, I would still avoid constructing VRE androids if it would be possible, because they’re quite tedious to manage and quite limiting.
I want my 600% learning speed Android with Shooting and Farming specializations to psycast Meteor Shower, and not have to put them in neutroamine beds after every single fight :D
Much love Androids! my RW experience would not be the same without you.
Ryū 17 Jul @ 2:00am 
Now that I reread my last comment.
I would like to correct myself and say that having VRE androids as an optional compatibility, rather than dependency, would be better for people like myself who don’t really love the VRE androids implementation of synthetic peoples.
Xercaine 17 Jul @ 2:18am 
@firedragonmc I forgot to mention, that if you'd like the help, I'm the author of the different Androids Expanded add-ons, so I'm quite familiar with the mod, and can contribute with both art and code.
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