RimWorld

RimWorld

2,543 ratings
Vanilla Races Expanded - Android
42
4
7
3
10
16
12
10
4
3
4
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.095 MB
14 May, 2023 @ 6:24am
30 Aug @ 12:25pm
67 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Android

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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: Are Androids resistant to vacuum of space?
A: That's right! They are!

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)
1
10 Oct @ 8:14am
Some feedback/bugs I encountered
Hugalafutro
0
20 Sep @ 8:55am
Taming wild awakened androids
[TiaB] Tuequaeiwyyen
2,230 Comments
17 Nov @ 7:20am 
Please tell me, is it possible to recharge the battery or are they disposable?
-=GoW=-Dennis 15 Nov @ 3:10am 
Had an awakened android with both legs cut off. Had a peg leg installed on one of the legs, noticed that I got an android leg back. Installed the android leg on the other leg, now he has a fully repaired leg - without any cost. I don't think it should drop android legs when adding a peg leg as replacement for cut off legs.
LeviathanRider 14 Nov @ 9:10am 
THANK YOU!!!!! You've partially answered my dreams of a arm. . . civilization I can build <.< <3
Agent Washington 12 Nov @ 1:12pm 
Is there anyway a neutro valve could be added?
Inhuman Thoughts 1 Nov @ 10:39am 
is there a way to force awakening via devmode?
Freakonomicon 1 Nov @ 8:56am 
@Kerbeh Well, awakened Androids will have those wants, normal Androids won't. I feel like we need bed mechanics to change like they do with rjw, in that pawns actively seek out beds to fulfill a lovin' need or any other bed related need for that matter. It's stupid that being sleepless restricts pawns from performing literally any actions with a bed
Erathia 23 Oct @ 1:03pm 
Androids should not be able to get the body purist trait, yet they do, please fix :x
Kerbeh 23 Oct @ 7:18am 
Question, do androids work with the Transhumanist meme? I'd like to make a colony of purely machine men but I'm concerned that they'll constantly be moaning about not having neural accelerators or biosculpters since to my knowledge those don't work on androids since they don't sleep and they aren't biological.
ksauthor 20 Oct @ 10:53pm 
Hello! My apologies if this has been asked and I missed the answer clicking back through history, but I wanted to check on neutroamine production with the splitting/restructuring of VFE - Mechanoids, since it's sort of a must for VRE - Androids. Is it going in the new automation module? Added here to VRE - Androids? Might be worth updating the FAQ above to remove the reference to Mechanoids and mention wherever neutro production will end up. Assuming it isn't being eliminated :-)
peanutman 20 Oct @ 4:10pm 
I doubt this'll be acknowledged, but, android implants? they'd serve the same purposes as the software, but to compensate for the energy cost, they instead take more resources to craft.