RimWorld

RimWorld

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Vanilla Races Expanded - Android
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Mod, 1.4, 1.5
File Size
Posted
Updated
3.539 MB
14 May, 2023 @ 6:24am
8 Aug @ 2:41am
56 Change Notes ( view )
You need DLC to use this item.

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Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
103 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: 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!
Popular Discussions View All (2)
0
2 Aug @ 5:29am
Feature request (?)
Buddha Bo Sinn
0
2 Aug @ 5:18am
Creating process and skill learning
Buddha Bo Sinn
1,794 Comments
TcT Goth98 2 hours ago 
Hmm, how do you actually swap out the old reactors with the new ones?
theothersteve7 20 hours ago 
Ah, I misunderstood. It seems like I have the same bug as Flood did a month ago. The replace reactor operation isn't showing - I figured that it was only supposed to be replaced postmortem or something. I'll see if I can narrow it down for posterity - I have a really outrageous modlist so it's probably not this mod's fault.
theothersteve7 15 Oct @ 2:05pm 
Is there a way to replace android reactors before they run down to zero power? The alert is pretty annoying to have sitting there for several months.
GoblinEngineer 13 Oct @ 6:14am 
Will removing this mod from my save break it if I'm still tribal and have no androids?
Flamec 7 Oct @ 8:56am 
I have a comment about the awakened Androids.

I get that they don't want to be reprogrammed. That makes a lot of sens. However, their race description mentions their capacity to be reprogrammed in a way that feels like it's a powerful ability that they have. I ended-up spending quite some time trying to figure out how to convince my android to get a brand new solar power subroutine.

Also, this is just a suggestion, but it would be nice if an android's willingness to undergo reprogramming be linked to an ideology precept. Maybe some trans-droidims ideoligion could encourages androids to get upgrades and powerful new skill subroutines?

There are a lot of examples of awakened androids in literature who don't mind being reprogrammed or modified. Data, from Star Trek, would receive regular upgrades from the ship's engineer. He also spend a lot of time chasing down his famous emotion chip.
Aotrs Commander 6 Oct @ 11:35am 
Is it (intended to be) possible to install anything other than androids parts in VRE androids? I'm using this simultaneously with AFB: Synstructs... It's showing mt, for example, the operation to install mining arms or archeotech optical sensors, but the operation says it can't be done because there is no medicine.
Magnificent Mongolian 4 Oct @ 2:13pm 
yw :]
Raxn 4 Oct @ 2:11pm 
@Magnificent Mongolian That's exactly what I was looking for, plus some extra. Thank you!
Azraile 4 Oct @ 1:49pm 
Yah I'm fairly sure the android has the metal horror not sure what i can do here........
Azraile 4 Oct @ 1:38pm 
can androids get metal horrors? I can do a medical inspection on them and we got a metal horror and our android has inspected everyone else.... something is fishy