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Hello everyone and welcome to another development blog, this time focused on Android hardware and subroutines, which are essentially new types of genes, exclusive to Androids.

Today we have started our first public beta of the Android mod. You can access our beta testing server by following the link below:

https://discord.gg/54BjnT4

Before I show you all the new infographics for the genes, lets lay down some basics:

Complexity, dictates how long it takes to construct such Android. Each Hardware and Subroutine in an Android adds complexity.

Efficiency, dictates how much power will an Android drain. Harmful subroutines will increase their efficiency, meaning they will consume less power. Meanwhile helpful subroutines reduce Efficiency, making the android drain more power. A baseline android with no subroutines has Efficiency of 0 (100% power drain), and subroutines can bring it as low as -20 (600% power drain (+25% per -1 efficiency)) or up to 5 (50% power drain (-10% per +1 efficiency)). The game prevents you from giving pawns less than -20 efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.

Hardware and Subroutines use unique gene background, similar to how endogenes, xenogenes and archite genes have unique gene backgrounds.

- Hardware gene background

- Subroutine gene background

What are hardware genes?

Hardware are essentially systems that dictate how the Android behaves. It's a name we have given to a set of unremovable genes that make an Android work. Without most of these, the Android would break and stop working. Some hardware does indeed get removed when an Android awakens - that hardware is marked as such in the infographics.

What are subroutines?

Subroutines are 'genes' that dictate the stats and behaviors of an Android. They can be added and removed at will using the Behaviorist station. It takes time, sure, but it allows you to easily adapt your Androids to the situations you're in. Is your best farmer wounded? Simply reprogram an Android to be an expert farmer!

Lets take a look at all the subroutines and hardware genes. Please note, however, that the list isn't final: We're still adding more subroutines to the mod, allowing for even better customization!

That's about it for now! Let me know what you think in the comments below!

Comments

Anonymous

Here is an idea you might want to consider. You could change the cold and hot tolerances to Insulation and Heat sink. A small heat sink would replace component overheating and a large heat sink would be heat tolerant.

Phraxius

Neat, but now I'll be tempted to remove unremovable hardware using devmode - or perhaps add them to humans. For science, of course.

Anonymous

Another idea would be Basic -> Knowledge Base [Skill], Advanced - Database -> [Skill], and Expert -> A.I. Assist [Skill]

oskarpotocki

Those suggestions, while nice, don’t actually serve that well from the User Experience standpoint. Sure, I could rename Combat Incapability to Violence inhibitors, but it’s important to remember what’s easier to understand for the player. Not everyone wants to read technobabble and try and remember what everything means. I know for a fact that the average player wants to know at first sight what the gene will do.

Anonymous

Very curious about what android awakening is.

oskarpotocki

I will cover it in the next devblog, but I guess the best way to explain it is an Android developing actual sentience due to high emotional stimulus. For example, causing extreme sadness in an android can result in that android acting on his/her feelings, becoming human in the process.

Anonymous

Question- can Androids be Mechanitors, and can Fabricor droids replace android parts / spent reactors? I'm envisioning a solo android mechanitor, but with the reactor that'd be difficult unless fabricors can do the reactor replacement job. (Especially since you lose the ability to draft your mechs while your mechanitor is down)

Zac

This seems really cool. I'd be interested to see some combat oriented hardware though, like greater armour (since they have synthetic skin) or bladed limbs, that sort of thing. Maybe even some sort of warbot subroutine that specialises it to combat over anything else.

oskarpotocki

Androids can be Mechanitors. Unsure if Fabricors can replace android parts - potentially yes. It's a crafting job type.

oskarpotocki

Bladed limbs sounds more like a body part implant than a gene for android, doesn't it? :) There's plenty of prosthethic weapon mods, you can just install them on an Android!

Zac

Ok. That makes me wonder, would sharp injuries to bionic limbs on an android cause a crack rather than a cut/gunshot like normal pawns, therefore preventing neutroloss? And also, would those damaged bionic limbs repair themselves like they do on normal pawns?

oskarpotocki

It's the same as in vanilla. I do believe bionic limbs only get cracks, so yeah! And yeah I do believe they repair over time too!

Anonymous

Really excited so see what the awakening stuff is all about!

Anonymous

Yeah I figured that would be the case, but the nerd inside of me just had to say something 🤣

Anonymous

No self desctruct?

Anonymous

Yes please. Self-Destructing combat androids would be awesome

Anonymous

How will this interact with the other DLC? Will androids not care about a colonies Ideology until they are awakened? Can an android get an Imperial Title even though they can't use the psycasts? This is all brilliant btw, the possibilities are teeming. I am so curious to see how if they can use the Skymind mechanic from ATR. And can't wait to see Android/Hunter events while using them both :)

oskarpotocki

Androids, until they awaken, don't actually act on their mood (no mental breaks etc), but it's very well possible that a super low mood from lack of ideological things will cause them to awaken. There are already psychically deaf pawns in the game - can they get royal titles? Androids are no different.

Anonymous

Gotcha. Can't say I've ever wasted the honor on a psychically deaf pawn, but a Royal Awakened Android sounds cool.

Anonymous

If I remember correctly, you said something about VFE-Mechanoids having a way to harvest neutroamine, but I feel like having a system in place with this mod would make more sense or at least having a built-in compatibility with a potential Vanilla Neutroamine Expanded. This is all cool and I'm really excited for it, I just don't understand how am to maintain a steady supply of neutroamine "in mod".