Mod «Vanilla Races Expanded - Android» for Rimworld (v1.4 - 1.5)

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Vanilla Races Expanded - Android

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.

Requires:

24.02.24 (1.4)

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13.11.23 (1.4)

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09.11.23 (1.4)

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12.10.23 (1.4)

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28.09.23 (1.4)

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19.09.23 (1.4)

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08.09.23 (1.4)

  • Minor bugfixes.

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27.08.23 (1.4)

Following traits will never appear on Androids:
<li>BodyPurist</li>
<li>PsychicSensitivity</li>
<li>DrugDesire</li>
<li>Cannibal</li>
<li>NightOwl</li>
<li>CreepyBreathing</li>
<li>Gourmand</li>
<li>QuickSleeper</li>
<li>Immunity</li>
<li>Delicate</li>

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15.08.23 (1.4)

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01.08.23 (1.4)

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26.07.23 (1.4)

  • Increased the capacity of the neutroamine tank from 200 to 1000.

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23.07.23 (1.4)

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30.06.23 (1.4)

Added an alert which should notify about androids running low on power
Fixed a bug with all psycasts not being able to target androids if VPE Hemosage was installed
Additional checks to android repair jobdriver to try and prevent it from stalling
Additional debug messages to android repair jobdriver to get more info if the stalling continues
Fixed issues with androids not healing properly.

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26.06.23 (1.4)

Fixed a bug where non-android pawns would not put fires on themselves out if drafted
Fixed a bug where android custom types couldn't be removed
New awakened pawns will have random passions

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17.06.23 (1.4)

Androids shouldn't vomit
Compat patches with VPE Hemosage so they won't catch bloodmist and hemodran and word of offering cannot target them
Compat patch with VRE Sanguophages to ensure that heart crush cannot target androids

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15.06.23 (1.4)

Medical skill checks and surgery failures are removed from all medical operations on androids
Numerical digits on end of defnames are stripped from modded android body parts to avoid issues with saving
Correctly prevent harmful aging and want supercharger thoughts from androids
Androids shouldn't get drug overdose, bloodloss hediffs
Fixed self repair order in place

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08.06.23 (1.4)

Androids with royal titles shouldn't require bedrooms
When modifying awakened androids, non-awakened subroutines (including anti-awakening protocols) are removed from the selection window
Heat tolerant now offsets max comfortable temperature instead of min comfortable temperature
Added a window after awakening event which allow select 4 passions and 1 trait for androids

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01.06.23 (1.4)

Sanguophages in Hemohunter mental state from VRE - Sanguophages shouldn't target androids
Androids shouldn't require age reversal
Fixed rendering issues with androids when crafting or modifying them with cosmetic genes at the stations
Fixed a bug with warcaskets from VFE - Pirates where non awakened androids wouldn't gain warcasket traits

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30.05.23 (1.4)

Non-awakened androids should be able to perform social work like taming, training and wardening. They still don't interact with people on their own
Androids won't use neural supercharges
Prevent other pawns from repairing androids if they are self-repairing
Prevent androids from self-repairing in bed if the option is disabled
Allow androids to refuel themselves with neutroamine items if they have neutroloss. Useful when caravanning or when there aren't available neutrocaskets

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27.05.23 (1.4)

Fixed a bug with Dubs Mint Menus where android recipes would show up on humans
Operations on androids should only require crafting work type, not doctor type
Removed empty mod settings

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25.05.23 (1.4)

Retroactively fix hediffs in pawns after save load. Androids with hypothermia and heatstroke should get freezing and overheating, humans with freezing and overheating should get hypothermia and heatstroke instead. This should fix all the remaining issues with incorrect hediff assignments
Fixed a bug with ideology roles vanishing from some androids after save load

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24.05.23 (1.4)

When the game or mods are giving androids hypothermia or heatstroke hediffs, they are swapped to freezing and overheating hediffs accordingly
Allow to replace existing android parts, including the reactor one
Androids with self-repair will not go in bed and will instead repair themselves on the spot

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22.05.23 (1.4)

Fixed a bug where non-android colonists would seek bed for medical treation forever
Patient androids should stand up after repair job is done
Prevent androids from getting coma hediffs
Androids with neutroloss and no other injuries will only seek neutrocaskets, not regular beds. If no neutrocasket is found, they won't get rest
Neutroloss will be visible at an early stage to prevent some confusion

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21.05.23(1.4)

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17.05.23 (1.4)

- Added: XML configurable new Def, AndroidConvertableGenesDef, that allows modders to add genes and gene categories to androids
- Fix: genes in other mods with a custom background will now keep their background in the xenotype editor if they are also available to androids

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15.05.23 (1.4)

- PawnUtility.GetPosture patch performance optimization
- Utils.IsAndroid performance optimization
- MentalBreaker.CanDoRandomMentalBreaks patch performance optimization
- InteractionUtility.CanInitiateInteraction patch performance optimization
- NRE fix in Hediff_AndroidReactor.set_Energy
- Hediff_AndroidReactor energy fill code is performed every 60 ticks instead of 1 to reduce performance impact
- Prevent lifestage text wrappping for androids (i.e preteen, child, adult etc)
- Allow arrested colonist androids for behaviorist station
- Prevent a bug where some androids would generated downed
- NRE fix when clicking "Modify android" button
- Fixed hair and skin genes assignments for androids and humans. Now androids should get their own variants only and humans shouldn't get android variants
- Autogenerated cosmetic genes from other mods (such as Alpha genes) will have icon backgrounds changed accordingly
- Fixed issues with some backstories.

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14.05.23 (1.4)

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VicSantiago2075
21:11

Greetings. Since I installed the mod I've encountered a problem that I can't solve, I don't know if it's caused by some other mod, but I've tried to uninstall several of them.

My problem is that when an android's reactor needs to be changed, the install reactor operation is not visible in the medical operations tab. In reality, no operations are visible, with the exception of removing component (X,Y,Z). Even parts that in theory can be exchanged cannot because they do not appear on the tabs. I already checked the requirements for operations, crafting skill, items etc.

16:41
+1

Sadly the mod doesn't work properly, it gives me a glitched ui whenever trying to interact with anything related to the mod

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