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Dive into a new realm of gameplay with Vanilla Races Expanded - Androids. Craft fully customizable Android colonists, governed by Hardware genes and adaptable Subroutines. Balance your Androids' capabilities to maintain optimal power efficiency and engage in a whole new range of buildable structures. With the Android Awakening, watch your Androids gain humanity under extreme moods, adopting human-like traits and behaviors. Integrated with in-game factions and ideology, your Androids reshape the RimWorld narrative. Set up an Android Utopia, welcoming refugees from across RimWorld in a quest for equality and peace.

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Steam Workshop::Vanilla Races Expanded - Android

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Comments

Anonymous

How often will androids spawn with AI factions?

Anonymous

Wow that was fast

oskarpotocki

5% chance to spawn with Outlanders and 5% chance to spawn with Pirates. If you have Royalty, 2.5% to spawn in Empire.

Anonymous

Like tears in rain

Anonymous

ChatGPT up to date ;)

Anonymous

Awesome work like always

Luckybread

Something something tears in rain (Jokes aside this is FANTASTIC thank you Oskar)

Anonymous

No synth-infiltrator?

Anonymous

My favorite dumbass idea has always been that there could be an event like the traitor event from Events Expanded, but when the traitor reveals themselves they just transformers themselves into a fucking scyther and chop someone up. Bonus points if they're more likely to transform when in melee range of a lone pawn.

Anonymous

I've been looking forward to this release since it was first announce in the Ultratech faction, and the recent devblogs have been a one-way ticket on the hype train. Thank you for this, you and your team are real heroes.

Dragonin

Noooooooo. Why would you give him that idea! (I love and hate it)

Anonymous

Hey, I had a quick question about Androids- hopefully this is the right place. While I see the mod has been updated to remove the ability for androids to neural supercharge and biosculpt , my androids in my transhumanist faction constantly have a permanent -10 for wanting to do those exact things. Is there a plan to update the mod to remove those hediffs, add a dummy option to solve them periodically, or is that intended as a balancing feature? The other issue I ran in to (though likely not your fault, or even something you can fix) is that any custom awakened android you might make for various loadouts aren't recognized as the same xenotype for purposes of preferred xenotypes in the faction creation. Easily fixed by just removing all preferences in dev mode, but definitely something that will surprise a new player who might not know that can be done.

oskarpotocki

They should no longer have these thoughts. Can you send me a screenshot of their mood tab? Sounds like you have some bug.

Anonymous

One other thought I had while playing- It might be helpful to add a red hediff for "reactor exhausted" along with a notification popup so that when a pawn is downed, it's a little bit easier to figure out why. Ideally, I'd love an ultra-tech machine to automate the replacement procedure, or even just let the replacement happen automatically when you have the necessary part. With high pawn count colonies, I don't always notice right away when one goes down.