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Hello everyone and welcome!

Let me preface by saying: I have Covid. First my soon-to-be wife got one, and of course now I have it. 40 degree fever, stuffed nose, sore throat, cough, the usual stuff. I'm double vaccinated so should be fine, but that also means my productivity is down. However, that is not as big of a problem, as the mod is undergoing a third round of testing now, and we have already fixed piles and piles of bugs.

We have listened to you folks here, and the guys and gals bravely testing the mod on the testing discord, and added some new, commonly requested subroutines! Let's take a look at them below:

On top of that, I'd like to post both changelogs (one from beta 1 to 2, and one from beta 2 to 3) so that you lot are informed about how hard we're working to ensure the mod is as smooth as a baby's cheek when it comes to release quality:

Beta 2 Changelog

- Gene head types fixed to work with androids

- Added a workgiver to the android part workbench so pawns will use it

- Moved the android part workbench to Biotech tab

- Compatibility fix with Vanilla Skills Expanded to prevent it from working on androids (that also fixes the backstory issues)

- Adjusted android rendering on android stands so they will be standing properly instead of lying down

- Removed surgery fails from android part recipes

- Removed options to remove injured android parts. Options to reinstall parts are present still.

- Removing and reinstalling android parts won't spawn child parts for balance concerning reasons

- Added Android standing spot which acts like the Android stand, except it doesn't provide the bonuses to reformatting speed

Fixes and changes:

- Both the new Android standing spot AND Android Stand can be set to accept prisoners and slaves

- Added a workgiver to carry pawns (including prisoners and slaves) to subcore polyanalyzer

- Fixed a bug where android skill gene aptitudes would show up in genepacks

- Pawns will level up crafting when tending androids instead of medicine

- Androids cannot be resurrected

- Android corpses shouldn't be rotting

- Android corpses won't show "Missing body parts: 100%"

- Unfinished android should be moved back to the station during android creation job if they were hauled off.

- Newly created androids will have 0 age

- Fixed a bug where all pawns would reset their medical restrictions (it was meant for androids only)

- Androids generated by the game will be given age random from 0-25 years, thus ignoring the human age generation logic

- Subroutines "Emotion simulators" and "Anti-awakening protocols" are made incompatible

- Moved hardware component list to the very bottom of the scrollable list

- Removed crafting and med operations for artifical brain, artifical skull, artifical head, artifical torso. There may be some red errors upon save loading, but those can be ignored

- Tweaked the "Set owner" gizmo for android stands so it says "Assign this stand to be owned by a specific android"

- Removed work type age restrictions from androids, so starting from 0 age they can do all the work types

- Disabled birthday effects for androids, thus preventing any unwanted effects like child growth moments

- Prevented drug tolerance hediffs from appearing in androids

- Prevented "Look change desired" on non-awakened androids

- Prevented mood bubbles from appearing on non-awakened androids

- Androids will not able to inject xenogerms into self anymore

- Added 15 new mid-tier android backstories for Awakened Androids

Beta 3 Changelog

- Fixed power drain math. Now android reactors should properly deplete until 2 years (without accounting for power efficiency and rain vulnerability)

- Fixed NRE errors on startup. Should fix issues with Rimeffect Asari mod

- Fixed obsolete patches on FoodUtility.WillEat

- Eating android corpses should be disallowed

- Disallow direct romance options for androids with psychology disabled and without emotion simulators

- Fixed a bug where androids wouldn't be able to use neutrocaskets or other android beds

- General medical operations on androids will be conducted without medicine items.

- All medical operations performed on androids will be using crafting skill, mechanoid butcher effecter and machining sound

- Removed medical care setter buttons for androids everywhere possible

- Losing heads/brains should result in android death

- Indoor need should be disabled when outdoors disabled subroutine is installed 

- Prevented adding missing part injuries to already missing parts

- Fixed errors Tried to add health diff to missing part

- Prevented androids from getting powers from the gene tailoring pod from VFE Ancients

- Compatibility patch with Dubs Mint Menus to prevent unwanted medical operations from androids

- Added missing icons to android install part recipes

- Memory space needs will be refilled instantly if androids weren't spawned (i.e were in caravans)

- Properly save/load android types in the character creation window for all android windows

- Custom android projects should be deleted properly in the character creation window

- Stat part age shouldn't be applied to androids

- Moved the androidtech research project to Vanilla Expanded tab

- Caravans with android only pawns shouldn't show "Out of food"

- Androids are excluded from days of food calculations in the caravan window

- Androids should be able to seek for android stands to reformat right under 10% memory space

- Androids without assigned android stands can claim unclaimed android stands

- Halved costs of all android parts

- Moved neutroamine buildings to a new research project

- Prevented spawning with gears for newly constructed androids

- Prevented extracting skulls from androids

- Prevented androids from using neurotrainers and psytrainers

- Androids will not be hunted by predators

- Non-awakened androids without emotion simulators won't initiate interactions with other pawns

- Added subroutines sleep mode, mechlink support, neutro synthesis, solar powered, extra waste, clear instructions, self-destruct protocols

- Added a way to repair androids without material costs while they are laying in android beds

Comments

Anonymous

An idea for the neutro loss gene: what if it worked like lactation? What I mean is, what if it was only -1(or just in general less than -8) but when neutro loss occurs the pawn gains a hediff that drains significant amounts of Power in order to lessen the amount of neutroloss, so that they're not permanently consuming massive amounts of power despite not having any neutroamine to regenerate?

Anonymous

At the point in time where you can actually create androids, it is not. Unless you start out with an android, by the time you've gotten high mech tech _and_ researched another technology, as well as building up a new infrastructure, you will have a lot of money and numerous pawns, and the amount of neutroamine that can be bought from traders is pretty big. Let alone if you somehow produce neutroamine yourself via mods. I mostly just think that it's weird that an android drains as much power when it is regenerating neutroamine as when it is not

Anonymous

Android suicide bombers

Phraxius

"Added a way to repair androids without material costs while they are laying in android beds" That answers the question I had about permanent damage to unreplaceable parts like the torso before I could ask it - neat!

Anonymous

Minor Covid +15% Pain -10% Blood Filtration -30% Consciousness -10% Manipulation

Ian Napier

The Clear Instructions subroutine says it will keep them from botching actions, I assume that only applies to the ones listed in the section about it and not to surgery? Reading just its short description it sounds like it could affect surgery but that seems much stronger and it doesn't seem to be intended to do that.

Anonymous

Does sleep mode affect how or if androids are targeted by raiders and enemies? Being ambushed by a robotic terracotta army is some android Sun Tzu type gameplay. Hope your covid passes quickly!

Anonymous

A Solar Powered droid could theoretically never have to replace it's reactor then? Just set them outside and wait for a flare when they get low?

oskarpotocki

They still lose power during the night. They'd essentially have to have a solar flare every day to counter the reactor loss of the night.

Anonymous

So so awesome!

Anonymous

A lot of work goes into this one.

Anonymous

Thanks for big red button :)

Anonymous

Get well soon! Can't wait to send androids running into enemy structures during raids and explode. Kamikaze Androids FTW!

Anonymous

Covid in 2023?

Anonymous

The most stubborn virus to date. God knows how many mutation it has went through since 2019.