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RimWorld => Mods => Releases => Topic started by: ChJees on September 16, 2017, 06:04:53 AM

Title: [1.0] Androids - The ultimate manpower solution
Post by: ChJees on September 16, 2017, 06:04:53 AM
(https://www.dropbox.com/s/b4yselfwu1gmpdq/PreviewAndroidsNew.png?dl=1)

Requires Alien Race Framework 2.0 (http://steamcommunity.com/workshop/filedetails/?id=839005762) (Github) (https://github.com/erdelf/AlienRaces/releases)

A race of humanlike robots which are mostly female in model variety.

The origins of these machines are mostly unknown. Some speculate they are escapees from a civilization which used them for labor and some just suggest they are outdated pleasure machines which got dumped by a passing space freigher.

By design by their previous masters they are weak physically but their raw fortitude is enough to make up for it. Beware of their reactors violently exploding if they die by violent means or overheating.

Now you can discover and use the predecessors to Androids; the Droids. They are not much smarter than a improvised turret but they are relatively cheap to produce which make them easily replacable.

Credits:
ChJees – Concept, C# & XML
Xen - Art; Old Android Printer
Rosski - Art; Weapons & Droid battery
A Moist Storm - Art; Droids & Preview image
Saint of Grey - XML; Fixes
Shinzy - Art; Battle maid hat
Lucky_d20 - Art; Battle droids
MrSlyFoxJr - Art; New Android Printer
ShotgunFrenzy - Art; Core launcher
Saint of Grey - Art; Hibernation pad
Diana Winters - XML; Droids
DanielChieh - XML; Maid dresses & Backstories
PinkRainbowz - Art; Maid dresses & Old preview image
밀수업자 - Korean Translation
惡魔先生 - Traditional Chinese
Icons from - https://game-icons.net
Our subscribers - For being awesome!

FAQ:
Q: Is this mod compatible with MAI?
A: Yes, it do not add anything that may interfere with MAI.

Q: EPOE Patch do not work!
A: Make sure the EPOE Patch is loaded last in the load order.
Alien Race Framework 2.0 --> Androids <--any order--> EPOE --> EPOE Androids Patch

Q: Can i use this in a already on-going game?
A: Yes, you won't get any faction though. Unless you use a mod to spawn one in.

Q: How much do one Droidcost?
A: 200 steel and 8 components. Takes 1/4th in-game day to craft.

Q: How much do one Android cost?
A: 20 Nutrition from food and\or corpses, 150 plasteel and 20 components. Takes 1 in-game day to print.

Q: I hate the maid dresses.
A: They are entirely optional. Nobody spawns with them and it is locked behind a 300 point research.

Q: This mod is overpowered.
A: Do not use it then :P .
Update #24
*Three new upgrades:
+Drone mentality which gives the Droids 200 mood buff but greatly reduces learning rate.
+Lover mentality which almost guarantess the Android will love their target of obsession you choose.
+Techprof upgrade which greatly increases the research speed.
*There is a 1 in 10 chance for a Android generated out in the world to get a random upgrade.

Update #23
*HUGE update originally meant for 1.0, but since B19 hit I saw no reason to not update :). Full changelog here: https://www.dropbox.com/s/rmdihuceapp0hdr/Androids%20Changelog%201.0.txt?dl=0

Recommended Mods
[SS]Lovely Hair Style - http://steamcommunity.com/sharedfiles/filedetails/?id=817996020
VOHAIR - http://steamcommunity.com/sharedfiles/filedetails/?id=934480896

Download

1.0 Download (https://www.dropbox.com/s/a852ly7pbl03t33/Androids-1.0.zip?dl=0)
1.0 Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1204079337)

Assembly Source (https://github.com/AppleConnoiseur/Androids)
(License to modify and use in your own mods in both)

A17 Combat Extended by Holy_Tape - http://steamcommunity.com/sharedfiles/filedetails/?&id=1165553198

Discord Server
https://discord.gg/vdb47e9

(https://www.dropbox.com/s/ui3xir6ea7109aa/Screenshot00.png?dl=1)
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: DiamondBorne on September 16, 2017, 08:11:30 AM
Is it time for Makoto Kusanagi to visit Rimworld?  ;D
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Sam Gray on September 16, 2017, 09:06:21 AM
Sorry for being lazy and not checking the mod myself but, how do these compare with pawns from the MAI mod?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on September 16, 2017, 09:13:45 AM
 how do these compare with pawns from the MAI mod?

1.) they explode
2.) they look hot
3.) variation is good

Questions :

If you link to recommended mod, why not link to the Alien Race Framework as well ?

Printable colonists coming to you! - could you add a short explanation on the production / research / ressources ?

Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on September 16, 2017, 09:27:25 AM
Quote from: SpaceDorf on September 16, 2017, 09:13:45 AM
how do these compare with pawns from the MAI mod?

1.) they explode
2.) they look hot
3.) variation is good

Questions :

If you link to recommended mod, why not link to the Alien Race Framework as well ?

Printable colonists coming to you! - could you add a short explanation on the production / research / ressources ?

I suspect people who want this mod to able to find it on their own :P .

And about that, no crazy resource or research costs to get the printer itself. Main limiting factor is that it needs a AI Core in order to be built.

Each Android costs 20 nutrition worth of living matter (No hay), 150 plasteel and 20 components. Fairly affordable for a mid-game colony. Also let raiders finally be useful! Just chuck their dead bodies into it and get a Android.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: kubolek01 on September 16, 2017, 09:30:45 AM
AI cores drop commonly from psychic ships,  so...
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on September 16, 2017, 09:39:41 AM
Thanks ChJees for answering.

Quote from: ChJees on September 16, 2017, 09:27:25 AM
I suspect people who want this mod to able to find it on their own :P .

This is true, and most people allready have it anyway. But I see it as a matter of courtesy and consistency if
you link to other mods you recommend but don't have a link to the requirements.
For some people, especially n00bs, this is a game breaker.


Quote from: ChJees on September 16, 2017, 09:27:25 AM
And about that, no crazy resource or research costs to get the printer itself. Main limiting factor is that it needs a AI Core in order to be built.

Each Android costs 20 nutrition worth of living matter (No hay), 150 plasteel and 20 components. Fairly affordable for a mid-game colony. Also let raiders finally be useful! Just chuck their dead bodies into it and get a Android.

This is really cheap :) When reading the description for the first time I thought each Android needed an AI core

Title: Re: [A17] Androids - The ultimate manpower solution
Post by: werty112 on September 17, 2017, 10:20:32 AM
But there are still two questions: Will they blend? and They explode as much nukelike as costing 125 munitons Goliathans?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Ghasty on September 17, 2017, 07:52:11 PM
Nice one Jhees, just like my Japanse animes 10/10
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Ghasty on September 17, 2017, 07:56:25 PM
Quote from: CyanSam on September 16, 2017, 09:06:21 AM
Sorry for being lazy and not checking the mod myself but, how do these compare with pawns from the MAI mod?

From what I've seen so far, the MAI ones require a lot more effort into research and materials to make good robots, but they can be pretty OP with super speed and burning passion for everything. These seem easier to make but not as OP endgame.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Nameless on September 18, 2017, 08:05:05 PM
This mod is awesome. However everytime I am clicking between the models and see the how the stats go, all base stats seem to reroll on it's own. Would it be possible to stop that?

Also i installed the EPOE patch but now all the bionics shows up with double the stats in the stat window, like for example in the pic attached. Nothing game breaking i think, just looks weird.

[attachment deleted by admin: too old]
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: VeeCee on September 20, 2017, 10:49:57 AM
I'm really enjoying the mod, thanks for making it!

I've noticed one little thing, though... androids only weigh one kg. It's not a game-breaking issue, but it does give me a little advantage when loading one into one of the OHU dropships. I dug through the defs a bit, but couldn't find a way to set the mass of a race...
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Ubese on September 22, 2017, 11:23:15 PM
For some reason the androids appear with invisible heads.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on September 23, 2017, 01:31:09 PM
Quote from: Ubese on September 22, 2017, 11:23:15 PM
For some reason the androids appear with invisible heads.

Not very helpful. Maybe post the mod list?

Also for weight. Never bothered setting one i guess :P . And funny stories have recently rolled in on the Steam Workshop page (http://steamcommunity.com/sharedfiles/filedetails/?id=1136216344). Mostly about explosions.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on September 26, 2017, 10:08:39 AM
New patch is out that fixes the "forever bleeding" issue i completely missed to fix.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on September 26, 2017, 01:15:11 PM
Hey ChJees,
i need to made you a compliment !
You are one of the few modder who replace the 0 with a 1 so people can download instantly from dropbox without to open the site before ! :-)

Could you add
Requires Alien Race Framework 2.0
at the about.xml ?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on September 27, 2017, 02:52:15 PM
Guess i could do so at the next patch i make.
Also yeah it took some reading to do. (Still not happy about Dropbox changes)

Recently i made a Discord server for my mods :P . Was about time.
https://discord.gg/vdb47e9
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: OniRyo on October 05, 2017, 01:08:12 PM
Getting debug error:

XML error: <ImmuneToXenophobia>true</ImmuneToXenophobia> doesn't correspond to any field in type GeneralSettings.


It only appears when Androids is loaded regardless of what else I enable/disable/reorder. Just downloaded/installed both AlienRaces and Androids few minutes ago so have the most recent of both.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 05, 2017, 04:24:33 PM
Quote from: OniRyo on October 05, 2017, 01:08:12 PM
Getting debug error:

XML error: <ImmuneToXenophobia>true</ImmuneToXenophobia> doesn't correspond to any field in type GeneralSettings.


It only appears when Androids is loaded regardless of what else I enable/disable/reorder. Just downloaded/installed both AlienRaces and Androids few minutes ago so have the most recent of both.

Check the releases for Alien Race Framework and get the latest version there. It wasn't up to date with the Steam Workshop version :P .
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 06, 2017, 03:37:39 AM
A little request,
when prepare carefully is installed, maybe use this to create new printed androids ?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: OniRyo on October 06, 2017, 12:21:36 PM
Quote from: ChJees on October 05, 2017, 04:24:33 PM
Quote from: OniRyo on October 05, 2017, 01:08:12 PM
Getting debug error:

XML error: <ImmuneToXenophobia>true</ImmuneToXenophobia> doesn't correspond to any field in type GeneralSettings.


It only appears when Androids is loaded regardless of what else I enable/disable/reorder. Just downloaded/installed both AlienRaces and Androids few minutes ago so have the most recent of both.

Check the releases for Alien Race Framework and get the latest version there. It wasn't up to date with the Steam Workshop version :P .

Ahh awesome, works now, thanks! :)
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ptx on October 06, 2017, 08:17:02 PM
same issue, headless droids.

(http://i.imgur.com/A2aESeg.jpg)

modlist: http://dumptext.com/jPM1evIJ (http://dumptext.com/jPM1evIJ)

Alien Races 17 v7 (latest).

several red debug warnings just conflict with EPOE Rebalanced (it removes golden eyes).
I have loaded your mod on top of EPOE, at the bottom most (just above Tech Advancing), remove EPOE Rebalanced, doesn't seem to work. Maybe conflict with other mod that haven't cross my mind?

Could you make the random generated droids to have android back story for the next iteration.
Thanks!
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 07, 2017, 05:06:14 AM
Another issue with your EPoE patch.
I can't install ribs, i got adrenalin and medical rib on stock, an android got a shattered rib, rib replacement researched but can't install them.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on October 07, 2017, 03:19:58 PM
The ultimate MANpower solution.

Yeah right ;)

[attachment deleted by admin: too old]
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 07, 2017, 05:01:36 PM
Quote from: ptx on October 06, 2017, 08:17:02 PM
same issue, headless droids.

(http://i.imgur.com/A2aESeg.jpg)

modlist: http://dumptext.com/jPM1evIJ (http://dumptext.com/jPM1evIJ)

Alien Races 17 v7 (latest).

several red debug warnings just conflict with EPOE Rebalanced (it removes golden eyes).
I have loaded your mod on top of EPOE, at the bottom most (just above Tech Advancing), remove EPOE Rebalanced, doesn't seem to work. Maybe conflict with other mod that haven't cross my mind?

Could you make the random generated droids to have android back story for the next iteration.
Thanks!

No idea what would cause headless Androids.

Quote from: Canute on October 07, 2017, 05:06:14 AM
Another issue with your EPoE patch.
I can't install ribs, i got adrenalin and medical rib on stock, an android got a shattered rib, rib replacement researched but can't install them.

Huh, guess i will check out the EPOE patch then. I based it off Xenns Racc EPOE patch.

Quote from: SpaceDorf on October 07, 2017, 03:19:58 PM
The ultimate MANpower solution.

Yeah right ;)

It's just an expression :V.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on October 07, 2017, 06:11:39 PM
Quote from: ChJees on October 07, 2017, 05:01:36 PM
It's just an expression :V.

I know .. it just caught my eye *wink wink* *eyebrowwiggle*
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ptx on October 07, 2017, 07:36:20 PM
Quote from: ChJees on October 07, 2017, 05:01:36 PM
No idea what would cause headless Androids.

I suspect it's the eyes. I used to have orassans in my last run, and they have normal cat people heads. So, instead just new eyes graphic, why not whole head like other Alien Races mods.

Mod conflict with Relations Tab. All droids have their respective heads now.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 08, 2017, 03:12:08 AM
Quote from: SpaceDorf on October 07, 2017, 03:19:58 PM
The ultimate MANpower solution.
MAN (or M.A.N.) special Spacedorf should know this special shortcut/corpocation ! :-)
or
MANpower,  Massive ANdroid power

Some ideas:
- Android v2.0, some research after syntheic organs to improve/replace the android Boomrat-stomach with some effective stomach that don't explode anymore.

- Ultimate dress, made out of hyperweave,gold,components, combine the abilites of both dresses with the protection of the combat dress.

- Some hood or hairribbon for the headprotection would be nice too.

- Maybe a race restriction to android for all dress, so human's don't use them.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: RyanRim on October 08, 2017, 06:47:07 AM
When Nano List reaches Rimworld, this is epic.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on October 08, 2017, 07:27:31 AM
Quote from: Canute on October 08, 2017, 03:12:08 AM
Quote from: SpaceDorf on October 07, 2017, 03:19:58 PM
The ultimate MANpower solution.
MAN (or M.A.N.) special Spacedorf should know this special shortcut/corpocation ! :-)
or
MANpower,  Massive ANdroid power

you are giving me way to much credit.
I just noticed the textual difference in calling a bunch of maiden bots a Man-Power  Solution.
But guessing that men made the executive decissions in this product line while being also the main target group,
I think this discussion will lead to nowhere.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 08, 2017, 07:39:47 AM
Quote from: Canute on October 08, 2017, 03:12:08 AM
Quote from: SpaceDorf on October 07, 2017, 03:19:58 PM
The ultimate MANpower solution.
MAN (or M.A.N.) special Spacedorf should know this special shortcut/corpocation ! :-)
or
MANpower,  Massive ANdroid power

Some ideas:
- Android v2.0, some research after syntheic organs to improve/replace the android Boomrat-stomach with some effective stomach that don't explode anymore.

- Ultimate dress, made out of hyperweave,gold,components, combine the abilites of both dresses with the protection of the combat dress.

- Some hood or hairribbon for the headprotection would be nice too.

- Maybe a race restriction to android for all dress, so human's don't use them.

Been thinking of making a "Upgrade Station" when i am going to work on the next content update.
Would let you essentially specialize the Androids with whole body "implants" in exchange of resources and time. e.g Banzai module which let you manually detonate their reactor, Reactive armor which act like mini shields on and in the entire body, Mechanite hub which both let them slowly regenerate and construct buildings and craft faster.

Also more apparel would be nice. Maybe some that reference the Cavestory Androids :P.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: SpaceDorf on October 08, 2017, 08:05:17 AM
Quote from: ChJees on October 08, 2017, 07:39:47 AM
Also more apparel would be nice. Maybe some that reference the Cavestory Androids :P.

Yes, please :)
Also red and green overalls  ;D
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Gizborn on October 08, 2017, 08:42:38 AM
Man, this mod is great but it conflicts with Children&Pregnancy. When it's enabled, all androids have default black eyes. Not sure about pregnancy and stuff.
And also i can't add androids to my start crew with Prepare Carefully while playing as New Arrivals faction. When I press Add, then Android enclave, this message pop ups:

Exception filling window for EdB.PrepareCarefully.Dialog_Options`1[RimWorld.FactionDef]: System.NullReferenceException: Object reference not set to an instance of an object

Although all this problems may be related to Alien Races mod itself, i'm not sure.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: paulvin on October 08, 2017, 09:00:27 AM
could you make a patch for DeSurgeries and RBSE?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ptx on October 08, 2017, 07:52:23 PM
Quote from: Gizborn on October 08, 2017, 08:42:38 AM
Man, this mod is great but it conflicts with Children&Pregnancy. When it's enabled, all androids have default black eyes. Not sure about pregnancy and stuff.
And also i can't add androids to my start crew with Prepare Carefully while playing as New Arrivals faction. When I press Add, then Android enclave, this message pop ups:

Exception filling window for EdB.PrepareCarefully.Dialog_Options`1[RimWorld.FactionDef]: System.NullReferenceException: Object reference not set to an instance of an object

Although all this problems may be related to Alien Races mod itself, i'm not sure.

Maybe that's a mod order thing. I have both c&p and prepare carefully, and now it seems normal.
I haven't play as android faction yet, but in prepare carefully, I can randomly choose android complete with their glowy eyes. Check out my mod order on the previous page.
Also use the latest Alien Races.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Gizborn on October 09, 2017, 09:29:04 AM
Quote from: ptx on October 08, 2017, 07:52:23 PM
Maybe that's a mod order thing. I have both c&p and prepare carefully, and now it seems normal.
I haven't play as android faction yet, but in prepare carefully, I can randomly choose android complete with their glowy eyes. Check out my mod order on the previous page.
Also use the latest Alien Races.
Yep. It seems I just had really outdated c&p. Now everything works just fine. Big thanks!
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 10, 2017, 09:19:27 AM
Updated just the Androids mod itself currently.
This update should fix some annoyances people have experienced.

Androids
Patch Notes 2017-10-10
*Androids do not show as starving anymore.
*Androids can heal while food is at zero.
*Initial fixing of the JobGiver_GetEnergy which make it so multiplie Androids can't attempt reserving the same power outlet.

EPOE Androids
Patch Notes 2017-10-10
*Ribs can be installed properly.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 13, 2017, 04:10:13 AM
Ok, new game with latest Alienrace (to fix the tail error i got previously with the cats) and android.

Now i got the problem the printer throw out the corpses one by one over the printing process. And give these error.
https://gist.github.com/c775a6393ffee86defabe0c53c3ec243
Exception ticking ChJAndroidPrinter129619: System.NullReferenceException: Object reference not set to an instance of an object
  at Androids.Building_AndroidPrinter.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


The print process is going on and and get finished, but i am geting all corpses back.

Edit: Ok, next printing with meals, no error occur.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Tannius on October 15, 2017, 03:02:24 AM
You make reference to charging at a power outlet in place of food. Is that implemented yet or am I just being dense for not finding how to do it? It wouldn't be the first time I've missed the blindingly obvious.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 15, 2017, 05:52:50 AM
Quote from: Canute on October 13, 2017, 04:10:13 AM
Ok, new game with latest Alienrace (to fix the tail error i got previously with the cats) and android.

Now i got the problem the printer throw out the corpses one by one over the printing process. And give these error.
https://gist.github.com/c775a6393ffee86defabe0c53c3ec243
Exception ticking ChJAndroidPrinter129619: System.NullReferenceException: Object reference not set to an instance of an object
  at Androids.Building_AndroidPrinter.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


The print process is going on and and get finished, but i am geting all corpses back.

Edit: Ok, next printing with meals, no error occur.

I will look into it why the bodies become null.

Quote from: Tannius on October 15, 2017, 03:02:24 AM
You make reference to charging at a power outlet in place of food. Is that implemented yet or am I just being dense for not finding how to do it? It wouldn't be the first time I've missed the blindingly obvious.

They will only start recharging their Energy need once it is below 50%, which will only happen if you do not feed them.
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 15, 2017, 06:31:53 AM
Quote from: ChJees on October 15, 2017, 05:52:50 AM
They will only start recharging their Energy need once it is below 50%, which will only happen if you do not feed them.
I don't need to feed them when i got power ?
You should write this at the description !! :)
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: blaxblade on October 17, 2017, 12:39:40 PM
I have the no head bug for androids (invisible head with visibile hair) but only for printed android
The androids with which i have started, or that i have recruited have their heads
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: DemonLordM on October 20, 2017, 03:41:52 AM
mhm android printer does not seem to consume boomalope corpses when printing really odd bug? Also maybe have the option on each android to decide if they can eat or not and instead only recharge at batteries?
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Canute on October 20, 2017, 04:23:03 AM
Hmm maybe remove their stomach ? :-)

Or try No food policy with Smarter food selection
https://ludeon.com/forums/index.php?topic=30708.0
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: ChJees on October 26, 2017, 12:50:32 PM
Will look into what is causing the printer to be wonky.

In the meantime here is the pre-release version for Alpha 18. It is still in the works but you can play with it :P.

https://www.dropbox.com/s/p916xz9we0eme9c/Androids-A18-prerelease.zip?dl=1
Title: Re: [A17] Androids - The ultimate manpower solution
Post by: Marcvs on November 11, 2017, 08:38:56 AM
Thanks for your work, my colony is based on this mod. 8)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 18, 2017, 04:12:38 AM
Initial update for B18 pushed.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Marcvs on November 18, 2017, 06:08:51 PM
Many thanks!
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 21, 2017, 10:24:39 AM
Content update is pushed!
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 21, 2017, 11:35:36 AM
Please don't forget the EPoE patch.
So far i notice, you can use
ModCheck - make your mod compatible with other mods without using patchmods.
https://ludeon.com/forums/index.php?topic=36534
to include it into the mainmod.

P.S. Don't forget not to check only for EPoE,  Rah's Bionics and Surgery Expansion  is a similar mod.

Title: Re: [B18] Androids - The ultimate manpower solution
Post by: VeeCee on November 21, 2017, 02:50:37 PM
I threw together a quick EPoE patch for Androids, but it just adds the EpOE recipes to the Defs/AlienRace.ThingDef_AlienRace[defName = "ChjAndroid"]/recipes... it works, but it just uses the human template for skill gains, surgical success chances, etc. I don't have dropbox or github, but let me know if you'd like it.

Wouldn't take me long to throw together a RBSE patch, either. I've used both, and both have their good parts and bad parts.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 21, 2017, 03:00:20 PM
Quote from: VeeCee on November 21, 2017, 02:50:37 PM
I threw together a quick EPoE patch for Androids, but it just adds the EpOE recipes to the Defs/AlienRace.ThingDef_AlienRace[defName = "ChjAndroid"]/recipes... it works, but it just uses the human template for skill gains, surgical success chances, etc. I don't have dropbox or github, but let me know if you'd like it.

Wouldn't take me long to throw together a RBSE patch, either. I've used both, and both have their good parts and bad parts.

Awesome! I encourage fanmade patches :D . I will link to it both here and on Steam Workshop if you upload :).
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: VeeCee on November 21, 2017, 04:36:45 PM
Alright, I've created and tested the RBSE patch, EPoE was already good.

EPoE Patch: http://www.mediafire.com/file/yy5lmbisbq4a2bq/Androids_EPoE.zip
EPoE Patch(Steam): http://steamcommunity.com/sharedfiles/filedetails/?id=1207560415

RBSE Patch: http://www.mediafire.com/file/9lhe9v8n0i60tlt/Androids_RBSE.zip
RBSE Patch(Steam): http://steamcommunity.com/sharedfiles/filedetails/?id=1207562515

If you see anything that needs attention, let me know. Feel free to integrate these into your mod as well.

Love the mod... wouldn't have put in the work if I didn't.  :)

(Edit:added patch as zip to mediafire.)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SihvMan on November 22, 2017, 01:21:08 AM
I made a patch between this and DE Surgeries. Single xpath patch, so should be good to go with no errors.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1207795514
Non-Steam: https://www.dropbox.com/s/guejyv77l04tglo/Androids-DESurgeries%20Patch.zip?dl=1
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SihvMan on November 22, 2017, 02:28:34 AM
Does the emergency recharge from power source work only from the vanilla battery? Or does it work from mod added batteries as well?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SpaceDorf on November 22, 2017, 03:30:51 AM
Quote from: VeeCee on November 21, 2017, 04:36:45 PM

If you see anything that needs attention, let me know. Feel free to integrate these into your mod as well.


Please Upload your patch as zip to mediafire ..

[attachment deleted by admin: too old]
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Pez on November 22, 2017, 11:20:30 PM
Perhaps I'm an idiot.  I created a droid, and he ran around and ended up running out of power.  A colonist picked it up and dropped it in a hospital bed, and now I'm getting error messages, revolving around a colonist trying to recharge the droid.  Stuck on how to resolve this w/o killing the droid.

[Edit: added] Apparently I could right click and force someone to recharge the droid.  When I did and someone got to the droid, he blew up (due to not being charged).  I'll try another droid and hope to not be a complete derp.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Questops on November 23, 2017, 09:37:35 PM
Will the droids from the newest version be included in a legacy update for A17?

I just finished making a modpack and wanted to play with those before updating to start a new colony.

If you're not willing to do so, would anyone be willing to help me figure out how to include them in this version?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Umbreon117 on November 25, 2017, 12:15:34 AM
I think droids are a little buggy with Mortars. (Unless mortars need to be built with no roofs near them?)

I have a one tile space between three mortars and a roof tile. All three were manned by droids and had active targets (500 point siege base). Mortars were loaded (Incendiary shells), but they wouldn't start aiming unless I unloaded them a few times.

I am not 100% sure how mortars work, so if I am simply being stupid with them let me know. I just wanted to put this out there in case I wasn't being stupid, and this actually is a bug.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 25, 2017, 02:46:26 AM
If you still got the safegame with the mortar problem.
Try to spawn some human with the Dev-tools and look if these humans got the same problem.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Zizzle on November 25, 2017, 03:51:36 AM
Any idea how to make the droids spawn with nudist trait? I would rather not put clothes on them and the "Unhappy nudity" message is annoying. I've just been using the dev tool to give them the nudist trait but I would also like to play with the "Don't Tempt Me"(no dev menu) mod. I have all the tools necessary for DLL modding. If anyone can point me in the right direction, or if the author can create a fix for it I would be extremely grateful.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Nightinggale on November 25, 2017, 07:03:37 PM
Quote from: Zizzle on November 25, 2017, 03:51:36 AM
Any idea how to make the droids spawn with nudist trait?
Wouldn't it make more sense to make them ignore all happiness from clothing, such as (un)happy nudity or wearing worn appeal?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 25, 2017, 07:15:54 PM
It'd also be nice to have no moodlets for other colonists for losing a droid (or banishing it if you have a particular dislike of one), as its basically a moving working turret as its description says, so no one should give a single damn about it turning to scrap. I guess its hard to maneuver around game engine limitations... Right now droids can even chat with colonists and can actualy be counted as friends which gives atrocious penalties for when they die (stacking with you lost a colonist can be damn harsh), making them far less expendable then they supposed to be.

Still this mod is really damn nice thing to have. I mean who wouldn't like a couple cheap and loyal janitors with guns, that can't mentally break, can haul, craft stone blocks and otherwise help around the base? A biig thank you for making that! :)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 26, 2017, 04:22:43 AM
You know people are sometimes strange, they can even love their pastic puppet.
So why not a bonding/mood at androids.
And are androids sometimes pleasure objects and need an empathy subroutine/chip ?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 04:50:29 AM
Quote from: Canute on November 26, 2017, 04:22:43 AM
You know people are sometimes strange, they can even love their pastic puppet.
So why not a bonding/mood at androids.
And are androids sometimes pleasure objects and need an empathy subroutine/chip ?

We are not talking about advanced androids, which are much like human pawns, we are talking about latest addition - droids. Following their description they are supposed to be non-sapient programmed worker machines. Much like robot-vacuum cleaners for example. Will you cry and go berserk, when a robot vacuum-cleaner dies? Something tells me - no you won't.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 26, 2017, 05:01:12 AM
These arn't simple droids like cacuum cleaner or others from Misc.Robots++, they are full integrated pawns, they can talk, they can learn.
Do you remember Star Trek TNG, Data the android ? Is he a thing or is he a lifeform ?
In my eyes they are lifeforms, ok maybe with limited emphatie.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 05:12:52 AM
Quote from: Canute on November 26, 2017, 05:01:12 AM
These arn't simple droids like cacuum cleaner or others from Misc.Robots++, they are full integrated pawns, they can talk, they can learn.
Do you remember Star Trek TNG, Data the android ? Is he a thing or is he a lifeform ?
In my eyes they are lifeforms, ok maybe with limited emphatie.

Well firstly - if you disable a constant moodlet "I can't feel" which gives +200 mood and give back all the basic needs of a colonist (droids have only energy gauge) - it will be just another colonist. Same with Haplo's MAI - its basically a colonist you can construct with bit of weird differences. From my point of view if its a robot or droid it should be a machine, programmed, non-empatic, worker drone like a said vacuum-robot. My guess current pawn system doesn't allow to add a specific pawn class that would be fully robotic like mechanoids - won't bleed, have built-in armor and totally ignore all social interactions.

In this case I guess author sees it closer your way, as in previous mod update he added an ability for droids to attend parties... I do remember Star Trek and whole lot other movies which had a droid or a robot with AI, but it still feels hella weird. I do accept androids being advanced artifical humans, but I'd prefer for droids to be just worker without social part. Otherwise I don't see much difference between droids and androids, aside from latter needing to eat.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 26, 2017, 05:57:47 AM
Added the ability to party to fix a bug :P.
Also its hilarious seeing a Droid party. Probably do "The Robot" dance for entertaining the guests :V.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 06:11:33 AM
Quote from: ChJees on November 26, 2017, 05:57:47 AM
Added the ability to party to fix a bug :P.
Also its hilarious seeing a Droid party. Probably do "The Robot" dance for entertaining the guests :V.

(https://media.giphy.com/media/SAq2Oo8GtnGiA/giphy.gif)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Imca on November 26, 2017, 06:43:19 AM
Quote from: Madman666 on November 26, 2017, 04:50:29 AM
We are not talking about advanced androids, which are much like human pawns, we are talking about latest addition - droids. Following their description they are supposed to be non-sapient programmed worker machines. Much like robot-vacuum cleaners for example. Will you cry and go berserk, when a robot vacuum-cleaner dies? Something tells me - no you won't.

Actualy, people very much do, it is not uncommon for EOD units to have there members break down in tears, or hold funerals after losing the damed bomb disposal robots, and those are nothing more then fancy RC cars

Humans have an amazing ability to anthromorphise and form attachments with inanimate objects, especially so when those objects save there lives or are used constantly..... people even do stuff like name there cars.

Now I would definatly agree that it needs to be toned down the loss from loosing a droid, but some amount of bonds and sense of loss should remain, just reduced in capacity

Edit: http://www.washington.edu/news/2013/09/17/emotional-attachment-to-robots-could-affect-outcome-on-battlefield/ (http://www.washington.edu/news/2013/09/17/emotional-attachment-to-robots-could-affect-outcome-on-battlefield/) An article on the topic, basicly it shouldn't cause a person to break since they are aware they are tools but it still illicits an emotional responce comparable to the loss of an animal.

Edit Edit: Question for the Author, flavor wise how does giving an android bionics work? Do they have synthetic muscles to enhance? Are bionic eyes essentialy "Eye cameras version 2" what is going on with it.

I mean I like the bionic from a ballance standpoint but unlike Droid relations this is a part I am having issues justifying in my head.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 07:19:39 AM
I never understood those types, who call their notebooks Rudy and then mourn them after spilling beer all over keyboard, thats way too nonsensical. And in this case, from my point of view, crying over a broken droid on a friggin Rimworld, where next minute you can be mauled by a bear, crushed by a meteor, your arms can be shot off by drug addled raiders, you can catch a plague out of nowhere and giant bugs can inhabit your room by appearing from thin air - I'd say its idiotic, survive first, be an idiot later, when you re safe.

I must admit, there are a lot even more idiotic aspects of RW like colonists caring more about dead prisoner than a comrade in arms getting eaten by a panther (which is total bullshit by the way) so its not really that illogical, but stiil. Why not cry over lost research bench then? And every single piece of furniture that has art engravings for example. It doesn't have AI built in, but it helps live better, it costs a lot and there are people IRL that'll cry like babies over a scratch on their ultra-expensive chairs getting ripped by their cats.

Well, as I said, RW has its quirks, like caring so much about eating at a table to the point of it being last straw for going berserk and clobbering your wife to death. So I suppose it doesn't look too out of place..
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: s44yuritch on November 26, 2017, 08:37:57 AM
Quote from: Madman666 on November 25, 2017, 07:15:54 PM
Right now droids can even chat with colonists...

Even more, they can start social fights with colonists over being insulted. The droid being insulted and starting the fight, not the colonist. Had this happen in my colony recently.

Seems like a bug to me.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 08:45:49 AM
Quote from: s44yuritch on November 26, 2017, 08:37:57 AM
Even more, they can start social fights with colonists over being insulted. The droid being insulted and starting the fight, not the colonist. Had this happen in my colony recently.

Seems like a bug to me.

It seems droids for now are not much different from a regular colonist, aside from giant constant positive moodlet and needs cropped down to one. So I assume they can probably even date someone, which would be even more hilarious.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 26, 2017, 08:59:07 AM
Quote from: Madman666 on November 26, 2017, 08:45:49 AM
Quote from: s44yuritch on November 26, 2017, 08:37:57 AM
Even more, they can start social fights with colonists over being insulted. The droid being insulted and starting the fight, not the colonist. Had this happen in my colony recently.

Seems like a bug to me.

It seems droids for now are not much different from a regular colonist, aside from giant constant positive moodlet and needs cropped down to one. So I assume they can probably even date someone, which would be even more hilarious.

In the upcoming update i am making them even more soulless.
Also more bugfixes. (Making new systems is darn buggy :V)

They can't interact with colonists, can't join social fights and nobody cares if they die.
But on the plus side they can now self destruct for great effect :D.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 26, 2017, 09:06:04 AM
Damn this start on the old fundamental discussion, when is a machine not anymore a machine.
Basicly it isn't only a definition it is an acceptance of the people. Don't forget some human still think about some other human they are just working tools for them.

My personal thinking is, when is learning and can improve itself, it isn't longer anymore a simple mindless tool.
Androids compared to Misc.Robots can improve their skills, so they are in my eyes not target dummys or mobile turrets.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 26, 2017, 09:16:40 AM
And update is out.

Should considerably nerf Droids by making them require more energy from the base to keep running. But on the plus side they now can die in a glorious explody death on command.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 10:06:04 AM
Quote from: ChJees on November 26, 2017, 08:59:07 AM
In the upcoming update i am making them even more soulless.
Also more bugfixes. (Making new systems is darn buggy :V)

They can't interact with colonists, can't join social fights and nobody cares if they die.
But on the plus side they can now self destruct for great effect :D.

Now thats damn awesome) If i wanna have a living chatting colonist, I'll recruit a prisoner or make androids with maid outfits(!). And droids are kind of automated workers, for when I want my colonists do more important stuff. I won't use self destruction much, since they are damn tough and don't die easily, so I'd rather repair them, but if they are mauled good and there are enemies all around them... Why not? Niiice.

I wonder, since they are programmable - can you consider adding different variations of those droids to Manufactory? Like garden droids or Construction droids? The types that are totally useless in any other kind of job, but have one strong skill (level 10 up to 16-18 with several advanced programming research projects).
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 10:40:20 AM
Well and since we can employ droids, I kinda wish pirates could as well))
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on November 26, 2017, 12:05:20 PM
Yeah create a Android faction that want free their enslaved pawns from Madman666 ! :-)

QuoteAnd droids are kind of automated workers, for when I want my colonists do more important stuff.
Replace droids with slaves, and you got the same statement people used in the past.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Daros on November 26, 2017, 12:11:52 PM
I'm not sure if this error is from Androids or Alien Race framework mod, but nonetheless, I cannot find the XML file in question and change the offending tag.
Any idea where it might be?

Attempt to use string defname to refer to field defName in type AlienRace.AlienTraitEntry; xml tags are now case-sensitive. XML: <li><defname>Nerves</defname><degree>2</degree><chance>100</chance></li>
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: CannibarRechter on November 26, 2017, 12:19:06 PM
Open PowerShell.exe

cd to your <RIMWORLD>/Mods directory.

Type in:

> ls -recurse *.xml | sls -pattern defname -casesensitive

This will show you all xml files in the RW mods directory that have the word "defname" in them. It is supposed to be "defName" now.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Daros on November 26, 2017, 12:22:02 PM
Quote from: CannibarRechter on November 26, 2017, 12:19:06 PM
Open PowerShell.exe

cd to your <RIMWORLD>/Mods directory.

Type in:

> ls -recurse *.xml | sls -pattern defname -casesensitive

This will show you all xml files in the RW mods directory that have the word "defname" in them. It is supposed to be "defName" now.

I have no idea what any of that means... could you explain it like I'm 5..? Sorry and thanks!

EDIT: Okay, with little bit of Googling and a tutorial on how to use PowerShell I managed to understand what and how the commands are used, thanks!
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Imca on November 26, 2017, 03:27:28 PM
Flavor wise how does giving an android bionics work? Do they have synthetic muscles to enhance? Are bionic eyes essentialy "Eye cameras version 2" what is going on with it. I love the idea balance wise but I just cant figure out how it is supposed to make any sense.

Also with droids getting dramatically increased power consumption, is there any chance for them and androids to get a medical option to put them into standby mode? No longer consuming power, but no longer doing much of any thing..... for when resources get too scarce to maintain them? Useful so you don't loose the time and effort spent on making them permanently.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 03:49:22 PM
Quote from: Imca on November 26, 2017, 03:27:28 PM
Flavor wise how does giving an android bionics work? Do they have synthetic muscles to enhance? Are bionic eyes essentialy "Eye cameras version 2" what is going on with it. I love the idea balance wise but I just cant figure out how it is supposed to make any sense.

Also with droids getting dramatically increased power consumption, is there any chance for them and androids to get a medical option to put them into standby mode? No longer consuming power, but no longer doing much of any thing..... for when resources get too scarce to maintain them? Useful so you don't loose the time and effort spent on making them permanently.

Yeah, I second to that. Would be nice to have an option to hibernate droids for when power is desperately needed for other stuff.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 26, 2017, 05:20:01 PM
Quote from: Imca on November 26, 2017, 03:27:28 PM
Flavor wise how does giving an android bionics work? Do they have synthetic muscles to enhance? Are bionic eyes essentialy "Eye cameras version 2" what is going on with it. I love the idea balance wise but I just cant figure out how it is supposed to make any sense.

Also with droids getting dramatically increased power consumption, is there any chance for them and androids to get a medical option to put them into standby mode? No longer consuming power, but no longer doing much of any thing..... for when resources get too scarce to maintain them? Useful so you don't loose the time and effort spent on making them permanently.

Androids are basically synthetic flesh, organs and nervous system on top of a plasteel skeleton frame. So they are as biological as humans but the main thing is that their brain is pretty much a extremely powerful computer attached to the biological brain stem.
Due to that complexity is why they are made in a oversized 3D printer :P.

Also standby mode... Been thinking of doing abilities for both Droids and Androids so i will take that in consideration.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 26, 2017, 05:37:36 PM
Oh oh and also! Pirated droids! And different kinds of specialised droids! and... Ah, don't listen to me. I got something I really damn liked and overhyped (something I didn't get from MAI mod basically). I finally got my expendable security-janitor mechs with armor, that will clean garbage from my room and human-garbage from my lawn. And they not only clean it in kill-them-all way, but also in cleanup-burn-corpses-wash-off-blood-from-floors way. Wow. I probably can't play without it now.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 26, 2017, 05:52:05 PM
Quote from: Madman666 on November 26, 2017, 05:37:36 PM
Oh oh and also! Pirated droids! And different kinds of specialised droids! and... Ah, don't listen to me. I got something I really damn liked and overhyped (something I didn't get from MAI mod basically). I finally got my expendable security-janitor mechs with armor, that will clean garbage from my room and human-garbage from my lawn. And they not only clean it in kill-them-all way, but also in cleanup-burn-corpses-wash-off-blood-from-floors way. Wow. I probably can't play without it now.

Nothing prevent you from making a Add-On mod to this :P. I made it quite supportive for people adding their own things.
With just XML you can currently make your own Droid manufactory with your own Pawn to spawn and set skills on it. Oh and also set costs to whatever you desire.
With C# you can change the whole process basically.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Call me Arty on November 26, 2017, 08:52:15 PM
 I didn't want to update to B18 yet, but half of my mods already updated. I was going to wait for the rest of them, but the itch was too strong, so I booted it up and saw what I had to use. Apini, Crystalloids, Leeani, Cactaceae, all of my favorite race mods (my favorite kind of mod) aren't updated yet. Then I see yours. NOT ONLY is it updated, but it's got way more content too! Thanks so much for all the work and effort into the mod, it's great, and adds a lot to my favorite game.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on November 27, 2017, 12:49:50 AM
Quote from: ChJees on November 26, 2017, 05:52:05 PM
Nothing prevent you from making a Add-On mod to this :P. I made it quite supportive for people adding their own things.
With just XML you can currently make your own Droid manufactory with your own Pawn to spawn and set skills on it. Oh and also set costs too whatever you desire.
With C# you can change the whole process basically.

Unfortunately I am limited to xml editing and adding different kinds of specialised droids to one Manufactory to choose from probably requires C# right? Adding a new manufactory for each droid type is way to inconvenient. Adding some existing droids to pirate raids can probably be done via xml though... Damn. How I wish i knew c# :(
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Imca on November 27, 2017, 07:37:44 AM
So my primary battle Droid is now covered in scars, and while they show charecter they are starting to hinder his combat effectivness, will the Droid repair kit remove them?

Also if I can make another sugestion, maybe some Droid upgrades using the implant system might be fun, longer lasting batteries, or upgraded leg hydraulics so they can run down people in melee especialy.

I mean even as a mobile turret, what's the point if it can't reach them? And melee is where there disposability works best, because they get shot.... a lot... and with the new explosion feature.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on November 27, 2017, 10:25:32 AM
Quote from: Imca on November 27, 2017, 07:37:44 AM
So my primary battle Droid is now covered in scars, and while they show charecter they are starting to hinder his combat effectivness, will the Droid repair kit remove them?

Also if I can make another sugestion, maybe some Droid upgrades using the implant system might be fun, longer lasting batteries, or upgraded leg hydraulics so they can run down people in melee especialy.

I mean even as a mobile turret, what's the point if it can't reach them? And melee is where there disposability works best, because they get shot.... a lot... and with the new explosion feature.

A droid repair kit will remove missing lparts, scars and replenish their coolant.

As for upgrades, there have been talks of letting people "overclock" their Droids and Androids to make them better but in exchange drastically increase energy consumption. I guess that Droid only upgrades could work though.

e.g Droid repair kit + 75 plasteel + 4 components would make the Droid frame lighter which translates into it getting increased mobility and manipulation.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Marcvs on November 30, 2017, 04:46:28 PM
Hi, will there be the EPOE patch for B18?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Questops on December 01, 2017, 04:59:23 AM
Quote from: Marcvs on November 30, 2017, 04:46:28 PM
Hi, will there be the EPOE patch for B18?

This won't be necessary with the latest version of Androids, as androids are now able to utilize anything a human pawn could in previous versions.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Marcvs on December 01, 2017, 09:33:08 AM
Thanks, my fault I have not updated the mods, works fine. ::)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: AlanerPolska on December 04, 2017, 12:35:39 PM
Even though I have like 55 Droid Batteries in stockpile, none of the droids care to use them. They just suck up the energy from my net.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Marcvs on December 04, 2017, 01:29:47 PM
They only use them when there is no resource.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: AlanerPolska on December 04, 2017, 01:33:16 PM
Quote from: Marcvs on December 04, 2017, 01:29:47 PM
They only use them when there is no resource.
They should primarily use those batteries specially crafted for them, but yet they still power-up from my network.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Bo0g1eMaN on December 04, 2017, 06:40:31 PM
so idk if its a bug or what i would assume so my droids got burnt a little and the game kept giving me warnings about infections and to heal the bots i used medicine instead of a kit just a little issue i thought you should know
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: smokeyphil on December 04, 2017, 08:56:44 PM
Quote from: AlanerPolska on December 04, 2017, 01:33:16 PM
Quote from: Marcvs on December 04, 2017, 01:29:47 PM
They only use them when there is no resource.
They should primarily use those batteries specially crafted for them, but yet they still power-up from my network.

Its better the way it is, otherwise the droids would plow though the batteries and still be draining your electric grid before you could research how to make them assuming you don't start with that knowledge.

Still its easier to factor in a few more generators than sort out the crafting to the point of making the droid batteries at least i would think in the start of the game.

Though maybe implementing some way of controlling which batteries they pull charge from would be a good idea i'm almost certain that its already in there but if its not then maybe this would be a way around the droids sucking your main grid dry when you need turrets not haulers.  :P     
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Listkoe on December 04, 2017, 09:48:30 PM
Can someone post non-steam version of CE patch please ? Im playing on Hardcore SK, and SK without CE don't have any sense...
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Criswell on December 07, 2017, 12:18:43 AM
My androids are starving to death!

Am I right in my understanding that food isn't necessary for androids as long as they have power, and that starvation alerts shouldn't be occurring as of the last patch?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Bluntflame on December 07, 2017, 04:42:10 PM
my android died with no injuries!?! WHAT HAPPENED
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: AllenWL on December 11, 2017, 07:37:57 AM
Is there any particular reason all droids are male? Is there a way to change it?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: s44yuritch on December 11, 2017, 03:24:14 PM
The Droids still aren't quite as soulless as they should be: they can initiate and participate in parties.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: AllenWL on December 12, 2017, 02:56:14 AM
I'm about 70% sure which gender physic waves effects depends(or is influenced by) on how many colonists are a certain gender.

I say this because my colony has one human pawn who is female, and about 11 droids, making my colony overwhelmingly male. Every single physic event I had effected male colonists, and since the only male colonists in the colony are droids, they basically didn't do a thing. Seriously, some female droids would be nice.

Also, if you have this mod and the psychology mod, droids get a personality. Doesn't do anything as far as I could tell, but still.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: sevrun on December 17, 2017, 02:57:04 PM
Love the mod, but if I'm going to keep using it I'm going to need access to the CE compat patch that's only available on steam.  Cause if I gotta choose between interesting (an)droids and a realistic combat model...  Well I have to go with realistic combat.  Sorry.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Listkoe on December 17, 2017, 03:57:58 PM
Quote from: sevrun on December 17, 2017, 02:57:04 PM
Love the mod, but if I'm going to keep using it I'm going to need access to the CE compat patch that's only available on steam.  Cause if I gotta choose between interesting (an)droids and a realistic combat model...  Well I have to go with realistic combat.  Sorry.

Welp, sucks to have non-steam version of Rimworld. I would like to try this mod, but same as you, I use CE implemented in Hardcore Sk.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Nightinggale on December 18, 2017, 04:58:00 PM
I went to steam and got Holy_Tape's permission to upload the CE patch here. In fact I got permission to modify it as needed. I changed it to work when added inside Androids itself and while I was at it, I gave the patching an overhaul.

List of changes:
All of those makes use of ModCheck. In fact none of them would be possible without it.

This can be used by simply adding the files attached to this post to Androids.

@ChJees: This is a donation to Androids. Feel free to add it to the mod.

[attachment deleted by admin: too old]
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Listkoe on December 18, 2017, 07:39:25 PM
Quote from: Nightinggale on December 18, 2017, 04:58:00 PM
I went to steam and got Holy_Tape's permission to upload the CE patch here. In fact I got permission to modify it as needed. I changed it to work when added inside Androids itself and while I was at it, I gave the patching an overhaul.

List of changes:

  • CE compatible (Holy_Tape's patch)
  • CE patch is only used if CE is loaded first. It gives a human readable error if CE is loaded last
  • Gives an error if alien framework is not loaded or not loaded first
  • Optimized the existing patch to be 16 times faster when patching vanilla and much less slowdown when adding more mods
  • Removed bones from Droids and Androids if Bone Mod is loaded
All of those makes use of ModCheck. In fact none of them would be possible without it.

This can be used by simply adding the files attached to this post to Androids.

@ChJees: This is a donation to Androids. Feel free to add it to the mod.

Thanks man. Appreciate it :D.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SalmonToastie on December 22, 2017, 06:33:25 AM
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at RunAndGun.CompRunAndGun.Initialize (Verse.CompProperties props) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (System.String seed) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__615 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Getting this on launch, any ideas to what it is because i have no clue. Assuming its something with the mod Run And Gun.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: CannibarRechter on December 22, 2017, 07:48:10 AM
> Assuming its something with the mod Run And Gun.

It  does look like something to do with RunAndGun.

It doesn't look like anything to do with Androids.

You should probably post it over in the appropriate thread.

You might also include the full output_log.txt file, as often there is more information there.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SalmonToastie on December 22, 2017, 10:12:51 AM
Quote from: CannibarRechter on December 22, 2017, 07:48:10 AM
> Assuming its something with the mod Run And Gun.

It  does look like something to do with RunAndGun.

It doesn't look like anything to do with Androids.

You should probably post it over in the appropriate thread.

You might also include the full output_log.txt file, as often there is more information there.

It's only erroring once Androids is turned on and I try to generate worlds.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on December 22, 2017, 10:52:46 AM
Quote from: SalmonToastie on December 22, 2017, 10:12:51 AM
It's only erroring once Androids is turned on and I try to generate worlds.

I also use Androids with Run and Gun and no such errors happen on the launch or world gen. Plays just fine. I suggest checking what else can conflict.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SalmonToastie on December 22, 2017, 07:05:07 PM
Quote from: Madman666 on December 22, 2017, 10:52:46 AM
Quote from: SalmonToastie on December 22, 2017, 10:12:51 AM
It's only erroring once Androids is turned on and I try to generate worlds.

I also use Androids with Run and Gun and no such errors happen on the launch or world gen. Plays just fine. I suggest checking what else can conflict.

Sh*t I don't know then, mind telling me what I need to look for with errors then? I just saw this as the last thing on the log and thought it was the error. I would like to understand this way better.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on December 22, 2017, 07:16:06 PM
Quote from: SalmonToastie on December 22, 2017, 07:05:07 PM
Sh*t I don't know then, mind telling me what I need to look for with errors then? I just saw this as the last thing on the log and thought it was the error. I would like to understand this way better.

Dunno... What kind of mods do you have, that can alter or add something to world gen? If it crashes at generation step, trying to disable stuff that adds to this step one by one is the first logical choice. I have like... hundred mods now and run and gun with androids are there, so there s definitely no incompatibility there.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Roolo on December 23, 2017, 01:41:43 AM
Even it's a mod conflict the creator of RunAndGun (me :))would probably have been be happy if you reported it. I'm currently tracking down an issue reported by Mac users and this could be related. By the way, did you update to the last version of RunAndGun? Please answer this in the RunAndGun thread by the way.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: nukarama on December 27, 2017, 07:29:28 PM
Quote from: Nightinggale on December 18, 2017, 04:58:00 PM
I went to steam and got Holy_Tape's permission to upload the CE patch here. In fact I got permission to modify it as needed. I changed it to work when added inside Androids itself and while I was at it, I gave the patching an overhaul.

List of changes:

  • CE compatible (Holy_Tape's patch)
  • CE patch is only used if CE is loaded first. It gives a human readable error if CE is loaded last
  • Gives an error if alien framework is not loaded or not loaded first
  • Optimized the existing patch to be 16 times faster when patching vanilla and much less slowdown when adding more mods
  • Removed bones from Droids and Androids if Bone Mod is loaded
All of those makes use of ModCheck. In fact none of them would be possible without it.

This can be used by simply adding the files attached to this post to Androids.

@ChJees: This is a donation to Androids. Feel free to add it to the mod.

So what exactly does this patch do? I've added the files, and while the game plays just fine, CE works with people, guns have ammo, etc., my Android or Droid pawns can't use CE features such as fire modes, burst/auto/single, or manual reloads. It's essentially like controlling vanilla combat, though the pawns still need to reload and use ammo. I assume I fucked something up somewhere, I just don't know where it would've occurred.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on December 28, 2017, 10:50:14 AM
Does EPOE not work with this mod for B18? I saw there was a patch for A17 for them to work together, but no for B18. In the OP it says you need to load the patch last, but I couldn't find anything saying the patch is no longer required for B18. Could anyone please point me towards the patch, if there is one/is required, for B18, please? Thanks! :D
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on December 28, 2017, 11:35:20 AM
Quote from: Questops on December 01, 2017, 04:59:23 AM
Quote from: Marcvs on November 30, 2017, 04:46:28 PM
Hi, will there be the EPOE patch for B18?

This won't be necessary with the latest version of Androids, as androids are now able to utilize anything a human pawn could in previous versions.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on December 28, 2017, 11:37:14 AM
Quote from: Canute on December 28, 2017, 11:35:20 AM
Quote from: Questops on December 01, 2017, 04:59:23 AM
Quote from: Marcvs on November 30, 2017, 04:46:28 PM
Hi, will there be the EPOE patch for B18?

This won't be necessary with the latest version of Androids, as androids are now able to utilize anything a human pawn could in previous versions.

Awesome, thanks for the quick reply, Canute! :-*
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Karrade on January 02, 2018, 02:29:11 PM
Hey, what makes the android repair kits and batteries.

Thanks.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on January 09, 2018, 04:44:12 PM
Config error in ChjDroid: surgery bed requirement mismatch; flesh-type Normal is True, recipe ChJAndroidShutDownDroid is False

This is popping up in my log, but I don't know if it's really affecting anything. Anything to worry about, or fixable?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Nightinggale on January 09, 2018, 05:57:14 PM
Quote from: Harry_Dicks on January 09, 2018, 04:44:12 PM
Config error in ChjDroid: surgery bed requirement mismatch; flesh-type Normal is True, recipe ChJAndroidShutDownDroid is False

This is popping up in my log, but I don't know if it's really affecting anything. Anything to worry about, or fixable?
I would argue that the error is the error. When the code with the error checking was written, it was assumed that all flesh pawns would need to be in bed. Since it's possible to shut down a droid without putting it to bed first, the code assumes it's like doing surgery on a colonist or something like that and warns that the config is likely an error.

The real question is: why are droids considered pawns with flesh? Aren't they 100% robots?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Rambus200 on January 15, 2018, 11:07:37 AM
Quote from: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.

I got the same error soon as i added KFbar mod. Droids just stand in on place. Tried turning on the compatibility mode for the NullReference in mod settings but still no dice :P.

Incompatible with the KFbar mod currently.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: lionsilverwolf on January 15, 2018, 10:42:42 PM
Quote from: Rambus200 on January 15, 2018, 11:07:37 AM
Quote from: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.

I got the same error soon as i added KFbar mod. Droids just stand in on place. Tried turning on the compatibility mode for the NullReference in mod settings but still no dice :P.

Incompatible with the KFbar mod currently.

I'm running it fine with KFbar, load order issue?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Rambus200 on January 16, 2018, 08:40:29 AM
Quote from: lionsilverwolf on January 15, 2018, 10:42:42 PM
Quote from: Rambus200 on January 15, 2018, 11:07:37 AM
Quote from: TerrorThomasCao on January 01, 2018, 12:28:33 AM
Quote from: LAWolves on December 23, 2017, 04:48:43 PM
Got a bug report for you -> https://gist.github.com/641c3a3f5ddcd598740d975e54835ce4
Built a Droid and it just stood there, I think it's a bad interaction with KF Colonist Bar, posting it there too.

The savefile is too big so I'm uploading it -> https://www.dropbox.com/s/1tf11pt1l0jmyok/Slyders.rws?dl=0

Yeah, same problem here, I don't know what's up but, when I make the first tier of pawns at the assembler from components and steel, they just stand there and say they're doing something but they don't. I tried downing and reviving them but they just stand there, could be mod conflicts but I wanted to see if anything is known about it? Also got the colonist bar so that seems to be it.

I got the same error soon as i added KFbar mod. Droids just stand in on place. Tried turning on the compatibility mode for the NullReference in mod settings but still no dice :P.

Incompatible with the KFbar mod currently.

I'm running it fine with KFbar, load order issue?

I tried switch KFbar above Androids, but still same error. It could be with another mod in my list but the error directly points at KFbar when both androids and KFbar are running. When i remove KFbar, no issues occur.

Here is the error and as you can see ColonistBarkF object is having issues with finding a value.

Exception ticking Droid 0: System.InvalidOperationException: Nullable object must have a value.
  at System.Nullable`1[System.Single].get_Value () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.UpdateColonistStats () [0x00000] in <filename unknown>:0
  at ColonistBarKF.CompPSI.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I donno maybe i missed something, in earlier threads?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 16, 2018, 09:40:53 AM
If you use modswitch you can fast recovery back to your safegame.
Could you just try out to use only modswitch,core,hugslib,Alienframework,android,KFbar ?
Just to be sure it is related to android.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on January 16, 2018, 09:51:13 AM
Make sure you get the latest version of Killfaces Colonist Bar. Otherwise it won't work.
If not even that works, turn on the Compatibility for Droids which make them cheat like how MAI does it.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 16, 2018, 04:19:01 PM
Hi ChJees,
i just try out Android with the Rim of Magic.
And i just printed an Android as Lightning Mage.
Basicly i don't have anything that android could learn magic, but that they come as full grown mage is a bit to much.
Maybe you can use Modcheck tool to check if Rim of Magic (TMagic) is active and exclude some traits from the generation process ?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on January 16, 2018, 04:45:09 PM
Quote from: Canute on January 16, 2018, 04:19:01 PM
Hi ChJees,
i just try out Android with the Rim of Magic.
And i just printed an Android as Lightning Mage.
Basicly i don't have anything that android could learn magic, but that they come as full grown mage is a bit to much.
Maybe you can use Modcheck tool to check if Rim of Magic (TMagic) is active and exclude some traits from the generation process ?
Do not see any issue in it personally. (Making pawns on demand is OP when comparing to vanilla anyway :P.)
Could though try to add a blacklist for traits in the future from the mod settings.

Speaking of which, i should work on more content and maybe expand special augments for Droids and Androids.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: VeeCee on January 16, 2018, 04:55:07 PM
Speaking of special augments of droids, I played around with droid upgrades. I decided on 'upgrade kits', made research for it, and changed up the repair kit graphic. Basically it cost plasteel and advanced components (upgrading the servos, control runs, etc), and could be installed on a droid's arms, legs, spine, or eyes, and gave the same benefits as base-level bionics. It was somewhat useful, but I found that it made the bots massively more expensive for ~50% more efficiency. That's a pretty decent tradeoff, really.

Just a thought on how to make droids upgradeable without putting too much effort into it. :)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 16, 2018, 06:10:18 PM
Yep, some researches to give them better base stats.
And i think the skill are a bit to high for droids if you add these researches.
2-4 are the base skills. And each research step enhance them by 4. And +0,5 - 1,0 m/s movespeed.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on January 16, 2018, 06:38:16 PM
I suggested some different models for droids earlier, but researchable and craftable upgrades are really damn ince too. They are already damn good as armored shocktroopers, that help haul, clean and cut stone\smelt stuff in between raids, now imagine them actually being real good at growing, cooking and other stuff... Could be really OP. Errr. Well they are pretty damn OP already, just by being able to haul and complete any generic task animals can't like burning corpses, filling barrels, cleaning and etc. Still would be awesome though. Go full-glitterworld style))
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Torann on January 16, 2018, 09:24:56 PM
As far as the traits thing, for my mod I'm going to flip how abilities are learned - instead of all abilities learned by default, I'm going to make it so abilities are learned randomly when the trait is assigned and only in special cases will all abilities get learned.  That should help a bit, though it still bypasses a lot of the difficulty intended in getting special traits, regardless of which trait it is.  I'm also guilty of having my androids be mages  ::)  I think it will also help diversify which spells the AI will use if they don't have the full complement... they seem to have their 'goto' abilities, but if you have pointers on how I can make AI ability choice more random, I'm all ears.  ;D
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 17, 2018, 02:10:29 AM
Or maybe since you allready said, printed pawn's are OP, no traits for them.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on January 17, 2018, 02:13:35 AM
Quote from: Canute on January 17, 2018, 02:10:29 AM
Or maybe since you allready said, printed pawn's are OP, no traits for them.

I'm always down for more options for the player to choose. I say, give the player the list of all traits they have available to them in game, and just give them a check box beside each one, if it should be available for everyone, or only humans, only androids, etc.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 19, 2018, 07:09:16 AM
Just a question,
Droid repair kits only replenish coolant at Andoids but don't repair anything ?
They work fine at Droids, but not well on Androids.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on January 19, 2018, 02:52:44 PM
Quote from: Canute on January 19, 2018, 07:09:16 AM
Just a question,
Droid repair kits only replenish coolant at Andoids but don't repair anything ?
They work fine at Droids, but not well on Androids.

Working as intended.
Working as a Cure All for Droids.
Working as a coolant refill for Androids.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 19, 2018, 03:11:56 PM
Ok, but please mention this at the description at the next update please.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Edixo on January 20, 2018, 05:22:35 AM
First off, I absolutely love this mod. Droids are awesome, and the Androids are fun to play around with.

I have a small request. It would be really cool to be able to "awaken" a droid by installing an AI Persona Core in it, removing the restrictions on social, art, and research, essentially granting it self awareness. Have the operation require something like 10 Medical or 10 Research.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on January 20, 2018, 08:39:16 AM
Thats an interesting request)) Since it requires quite significant skills and expenses, if you decide to go through with this, it probably should give droid a significant skills boost, maybe some burning passions too))
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Edixo on January 20, 2018, 09:47:19 AM
It could be randomly generated passions, along with traits. Like the way it's done in the Children and Pregnancy mod.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: nbielinski on January 20, 2018, 11:29:22 PM
Sooo I'm not sure if anyone reads recommendations for the mod but I'd have to say, against my fears of this being simply a fetish mod (no offence to anyone producers/consumers of this mod included) it turned out to be just what I was looking for, a nice new mod to fill the space that Expanded Industry Droids left out. As someone who loves mixing and matching sci-fi and period-specific mods, this fits perfectly with my Nuclear-Age-Industrial-Colonies just fine. Thank you for all your hard work!
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on January 21, 2018, 04:26:35 AM
ChJees,
what do you think to give Androids an option to eat ?
Or at last an option that they search for energy before they search for food.
I tryed Smarter food selection mod, with "no food" policy, but they still eat before they looking for energy.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: dorakath on January 21, 2018, 08:21:48 AM
Theoretically speaking, is it possible for your android colony to reverse engineer Vanometric power cell and design compact reactor, small enough to fit inside chest, that would work as a infinite energy source  ::)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on January 21, 2018, 11:08:44 AM
Quote from: nbielinski on January 20, 2018, 11:29:22 PM
Expanded Industry Droids

What mood is this?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Alexander_Lem on January 26, 2018, 09:05:06 AM
ChJees,
There's a minor issue with faction colors:
If there's two outlander factions present - they're using the same color scheme as android enclaves and the latter become really hard to find.
I know it can be fixed through simple xml tweak, but i think it would be nice to have separate colors for android factions as a stock option for mod.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on January 30, 2018, 06:23:43 PM
Quote from: Alexander_Lem on January 26, 2018, 09:05:06 AM
ChJees,
There's a minor issue with faction colors:
If there's two outlander factions present - they're using the same color scheme as android enclaves and the latter become really hard to find.
I know it can be fixed through simple xml tweak, but i think it would be nice to have separate colors for android factions as a stock option for mod.

I've had this issue as well, and I only allow 1 outlander and 1 android faction, through RF - Faction Control. They aren't always similar, but sometimes they look like they are virtually the same color, as far as I can tell.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Drglord on January 31, 2018, 08:51:21 PM
Any way of making them not explode cause that is kinda OP in one way or the other... Can i tweak a file option? Thanks for the mod
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on January 31, 2018, 09:21:47 PM
Quote from: Drglord on January 31, 2018, 08:51:21 PM
Any way of making them not explode cause that is kinda OP in one way or the other... Can i tweak a file option? Thanks for the mod

You can change the explosion radius in the mod options. I'm not sure, but you might be able to disable the explosion from there as well.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Drglord on February 01, 2018, 08:05:51 AM
Thanks man feel stupid i didn't even checked if the mod had options :)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on February 01, 2018, 11:50:20 AM
Quote from: Drglord on February 01, 2018, 08:05:51 AM
Thanks man feel stupid i didn't even checked if the mod had options :)

Don't feel stupid. We all make silly mistakes sometimes ;)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on February 06, 2018, 10:48:12 AM
Can anyone tell me what happened to the special traits for Androids? I had a profile setup with Prepare Carefully with an Android in it, and I had the special trait, which I believe was called Android as well, for them.

However, now when I load this profile, I get an error from PC saying that not everything was available to load, and I think it is this Android trait. So I looked at the profile for PC, and this is the trait that is now missing, "AIPawn_BaseTrait".

Is this trait missing and/or gone now? I update and swap around so many mods manually that I can't remember what I would have changed to possibley make this disappear. Also, I can't find that string anywhere in the Androids mod when searching through all of it's files. Can anyone tell me where the traits are located at in the Defs? I really did look through them, probably too fast, but I can't seem to find them anywhere!

EDIT: Weird, I've gotten the trait back by playing around with the load order. I think I still have a mysterious culprit somewhere in my list borking stuff further down the line...
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: s44yuritch on February 06, 2018, 10:56:53 AM
Isn't that trait from MAI, and not from Androids?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Alexander_Lem on February 06, 2018, 11:04:27 AM
Quote from: Harry_Dicks on January 30, 2018, 06:23:43 PM
Quote from: Alexander_Lem on January 26, 2018, 09:05:06 AM
ChJees,
There's a minor issue with faction colors:
If there's two outlander factions present - they're using the same color scheme as android enclaves and the latter become really hard to find.
I know it can be fixed through simple xml tweak, but i think it would be nice to have separate colors for android factions as a stock option for mod.

I've had this issue as well, and I only allow 1 outlander and 1 android faction, through RF - Faction Control. They aren't always similar, but sometimes they look like they are virtually the same color, as far as I can tell.

There are two colors defined for Outlander factions and the same two colors are used in Android's defs.
It seems that the game randomly picks color from faction's xml def on world generation and therefore can choose same colors on different factions.

Or maybe it was intentional? Like, Androids are trying to blend in (Since most of their descriptions do involve running away one way or another) and are hiding by making their settlements to look like a generic outlander outpost?... Who knows...

P.S.
You can change them manually by going to ...\Rimworld\Mods\Androids\Defs\FactionDefs\Factions_Androids.xml and editing the <colorSpectrum> section (begins at line 47 for now), colors are defined in RGB scale from 0 to 1.0
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: minakurafto on February 10, 2018, 12:42:15 PM
how to make android immune to infection and disease?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on February 10, 2018, 01:20:14 PM
Quote from: s44yuritch on February 06, 2018, 10:56:53 AM
Isn't that trait from MAI, and not from Androids?

You're right, it is. I honestly wouldn't have guessed it came from there, but rather the Androids mod itself! I was experimenting with taking that mod off, but I did have other issues arise out of playing with my load order, because I think somewhere in there that someone is redefining a core def. I found a mod last week doing it to building base, causing all kinds of issues, and making all the other mods loaded after it look like they were the ones messing up, when really they were made fine.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on February 16, 2018, 02:56:13 PM
Mod updated today allowing you to print Android-likes from other Alien Races. Feature is currently new and is being refined :).
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: SihvMan on February 16, 2018, 04:38:02 PM
Quote from: ChJees on February 16, 2018, 02:56:13 PM
Mod updated today allowing you to print Android-likes from other Alien Races. Feature is currently new and is being refined :).

Sweet! Do they inherit any stats from those races? Or is it purely cosmetic?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on February 16, 2018, 05:26:46 PM
Quote from: SihvMan on February 16, 2018, 04:38:02 PM
Quote from: ChJees on February 16, 2018, 02:56:13 PM
Mod updated today allowing you to print Android-likes from other Alien Races. Feature is currently new and is being refined :).

Sweet! Do they inherit any stats from those races? Or is it purely cosmetic?
They inherit some attributes and benefits as a Android would have. But they do not inherit the lifespan and toughness of a Android.
Also they now explode when they die :P.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Call me Arty on February 19, 2018, 11:11:16 PM
Quote from: ChJees on February 16, 2018, 05:26:46 PM
Quote from: SihvMan on February 16, 2018, 04:38:02 PM
Quote from: ChJees on February 16, 2018, 02:56:13 PM
Mod updated today allowing you to print Android-likes from other Alien Races. Feature is currently new and is being refined :).

Sweet! Do they inherit any stats from those races? Or is it purely cosmetic?
They inherit some attributes and benefits as a Android would have. But they do not inherit the lifespan and toughness of a Android.
Also they now explode when they die :P.

So, let's say I print an Elder-Droid (from Elder Things (https://steamcommunity.com/sharedfiles/filedetails/?id=882126182&searchtext=)), am I going to get an Elder Thing that can run off of electricity? Is there going to be anything cosmetic, like new textures (I'm not sure whether it was you or Jec that gave the androids special coolant for the Vampire mod), Mechagodzilla style for anyone, or are they just grayscale/unchanged?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Harry_Dicks on February 19, 2018, 11:32:38 PM
Quote from: Call me Arty on February 19, 2018, 11:11:16 PM
So, let's say I print an Elder-Droid (from Elder Things (https://steamcommunity.com/sharedfiles/filedetails/?id=882126182&searchtext=)), am I going to get an Elder Thing that can run off of electricity? Is there going to be anything cosmetic, like new textures (I'm not sure whether it was you or Jec that gave the androids special coolant for the Vampire mod), Mechagodzilla style for anyone, or are they just grayscale/unchanged?

I can't decide if I want to use Elder Things and Arachnophobia. I keep going back and forth. I've actually gotten my mod list down into the one hundred THIRTIES! It's been very, very difficult. But I keep eyeballing those two. I remember having some errors pop with spiders and cocoons, hmm... is it worth it..
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Call me Arty on February 20, 2018, 04:03:32 PM
Quote from: Harry_Dicks on February 19, 2018, 11:32:38 PM
Quote from: Call me Arty on February 19, 2018, 11:11:16 PM
So, let's say I print an Elder-Droid (from Elder Things (https://steamcommunity.com/sharedfiles/filedetails/?id=882126182&searchtext=)), am I going to get an Elder Thing that can run off of electricity? Is there going to be anything cosmetic, like new textures (I'm not sure whether it was you or Jec that gave the androids special coolant for the Vampire mod), Mechagodzilla style for anyone, or are they just grayscale/unchanged?

I can't decide if I want to use Elder Things and Arachnophobia. I keep going back and forth. I've actually gotten my mod list down into the one hundred THIRTIES! It's been very, very difficult. But I keep eyeballing those two. I remember having some errors pop with spiders and cocoons, hmm... is it worth it..

I like both. The Elder Things are refreshingly not "Human except weird skin color / animal head" like most race mods, and the arachnids are wonderfully different from the usual animals, much more "special" like insects and the boomies. Sure, neither are without issue, but I consider both good overall.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on February 20, 2018, 04:12:52 PM
When you make a alien race android they get the "Android Treatment" which mean they get the same random skin and hair colors as android would do. But also get the perks and drawbacks of one as well. Oh and also they get access to the android backstories which mean they get a wide variety of skill bonuses to start with.

ON TOP of their standard bonuses.

If you want a crazy combination try making a Logann (http://steamcommunity.com/sharedfiles/filedetails/?id=1120946454) android with Healing Factor (Class X) :P . Should have insane longevity in combat then.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Call me Arty on February 21, 2018, 09:54:44 AM
Quote from: ChJees on February 20, 2018, 04:12:52 PM
When you make a alien race android they get the "Android Treatment" which mean they get the same random skin and hair colors as android would do. But also get the perks and drawbacks of one as well. Oh and also they get access to the android backstories which mean they get a wide variety of skill bonuses to start with.

ON TOP of their standard bonuses.

If you want a crazy combination try making a Logann (http://steamcommunity.com/sharedfiles/filedetails/?id=1120946454) android with Healing Factor (Class X) :P . Should have insane longevity in combat then.

I actually picked-up the Logann mod because it was one of the only race mods with EPOE (please come back to me, Apini* and Crystalloids!). I'm familiar with their combat prowess with higher regeneration levels, even if they inexplicably have lower combat skills. Anyways, what you mean to tell me is that I now have the capacity to produce

Right?
Goddamn do I love you modders.

* Speaking of the Apini mod, I noticed that you're a co-author. I'm sorry to talk about an out-of-date bee mod that isn't Android-related, but how's progress on that? Is Miss Bones doing alright (if you know). That's the mod that sent me down the rabbit hole of the wonderful world of modding, and I'm really interested in a potential update.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: minakurafto on February 22, 2018, 06:15:05 AM
some thought:
-droid can be deactivated and it will freeze if battery is empty
-explosion only occur if overheated (no coolant)
-leave corpse when death and can be diassamble like mechanoid
-vulnerable to EMP
-still alive if the head is not destroyed, and can be restored
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Gizborn on March 06, 2018, 03:38:04 PM
Alright. That's pretty odd
(https://i.imgur.com/JLTNPKh.png)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Daros on March 07, 2018, 04:22:17 PM
Really enjoying the mod, thank you. Absolutely one of my "must have" mods.

I don't know if you are open to suggestions, but on my recent all droid playthrough I noticed I was hoping to have designated droid spots. That is, pods or even just squares that work like assignable beds for droids and allow passive recharging. The idea being idle droids would withdraw to their designated spots and stay there until a job becomes available or they are drafted. This would essentially disable the droids from wandering around the base aimlessly and allow building of droid warehouses. I think such a feature would be cool to have, but I don't know if that fits into your own vision for your mod (or how feasible such feature would be to mod). Thanks for reading.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: TSB73 on April 28, 2018, 08:03:03 AM
Hi, I would like to report on a strange bug or compatibility problem.

The problem is that the droids, androids or even the human settlers from nothing can suddenly mine the mineral resources or rock walls, and not only was there the fault but the peon that from nothing becomes a mining god, he can not execute another type of task and if he executes it he increases his work.

I'll give an example of a steel wall that has 50 (I do not really remember how much it is), but the settler, droid or droid that is affected by the bug makes the work go up indefinitely ... which leads to banish or destroy these settlers for affecting the balanced development of the game.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on April 28, 2018, 09:55:47 AM
Hi,
i think some other mod interfere with something.
At first we need some error logs and modlist you use.
Look at point 5a.   or 4. and 5. if you don't use hugslib.
https://ludeon.com/forums/index.php?topic=38291.0

Maybe you should keep a safegame with this behavior, so if we don't see any error he can maybe have a deeper look into it.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: bakaVHS on April 30, 2018, 03:29:07 AM
I've installed the latest version of the mod (my last version was from December) but I don't know how to access alien printing types. Would it be an issue with the alien mods I have installed? I've got Orassans, Twileks, and Zabraks.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: TSB73 on April 30, 2018, 06:51:24 AM
Quote from: Canute on April 28, 2018, 09:55:47 AM
Hi,
i think some other mod interfere with something.
At first we need some error logs and modlist you use.
Look at point 5a.   or 4. and 5. if you don't use hugslib.
https://ludeon.com/forums/index.php?topic=38291.0

Maybe you should keep a safegame with this behavior, so if we don't see any error he can maybe have a deeper look into it.

Thanks, for the link I discovered that the "Orion Faction Discovery" mod is the one causing the bug

Title: Re: [B18] Androids - The ultimate manpower solution
Post by: LunaticModo6 on May 23, 2018, 12:23:10 AM
Love this mod very much, especially the droids. Everything is working fine for me. That aside, hear me out, while looking at the backstories for the androids, there is one where it is suspected that they use the memories of deceased people(Social Model?). Does that mean that in the future, all androids will have a Memory Chip part which you can get via surgery if alive or extract if dead and create an android vessel where you can use the said part to 'resurrect' the android? If so, is it possible to create the part and insert it to an organic and have it reborn as an android or be imprisoned as a droid? Can you use said part to create a Persona Core?

And when can we have droid animals~?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: tombery8 on June 19, 2018, 01:48:19 AM
Love this mod.
But v1.0 is coming   :P

Some suggest:
-Maid dresses can have some cold resistant?
-More combat maid-style dress with better material like synthread/hyperthread, currenly battle dress based on devilstran.
-Some head accessories will be great .
-Rise the cost and time to print new android ??
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on June 28, 2018, 04:54:30 AM
Alright, here is a somewhat stable update for 1.0 with a bunch of delicious new features and long requested ones. It should bring a ton more variety to the endgame!

https://www.dropbox.com/s/jy0l5mrvwednofe/Androids-1.0.0.zip?dl=1
https://www.dropbox.com/s/ftxgofofoma87iz/Androids-1.0.0-src.zip?dl=1

Oh and i will probably rework the dresses a bit later. Have not even got to that point yet xD.

(https://www.dropbox.com/s/iylywfsyezz1ip9/20180628104114_1.jpg?dl=1)
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Madman666 on June 28, 2018, 08:33:49 AM
Damn this looks tasty! Can you disclose some new features a bit? Or all new stuff is on the screen?
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Platonov555 on June 28, 2018, 01:43:07 PM
wow dude, that is some excellent dlc level stuff. Keep it up! how stable is this atm? crashes common at all? or just bugs? thanks
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: Canute on June 28, 2018, 03:46:59 PM
Lol, it is made for the Unstable Rimworld release and you ask about stable,crashes and bugs ? :-)
Maybe you should wait first for the final Rimworld release, so the modder can made their final mod releases.
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ebrius on July 16, 2018, 09:49:02 PM
I'm using this on B18 and I think I found a bug with Save our Ship. I started a new game with SoS and one of my colonists is an Android, I woke him from cryosleep and now he never rests. His rest need slowly goes down to zero but he never rests or collapses, though I do get periodic "Aaron has collapsed" notifications. Also of note is energy is pegged at 100% and doesn't move. Any thoughts? Maybe something isn't getting triggered when the android is woken vs printed?

[edit] I damaged the pawn to down and that seemed to help, he now sleeps but his energy still never goes down
Title: Re: [B18] Androids - The ultimate manpower solution
Post by: ChJees on August 28, 2018, 02:10:18 AM
Updated to B19 now!
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: AllenWL on September 07, 2018, 11:06:45 AM
I tried to make a droid-only colony, and quickly found out that droids really suck at crafting.
A surprising amount of crafted goods where locked behind crafting skill 5+, which droids can't make, and since droids can't social, I couldn't buy those either.
The biggest problem out of them all were components. Droids use up a lot, and with both crafting and buying them out of reach, the colony expansion ended up completely stalling within the first quadrum  due to a lack of components.

I've ordered a mass-mining project, and hopefully, that gets me enough components to build droid mining teams I can send out to other parts of the map. Eventually though, I'm probably going to have to raid outposts for weapons and resources This is going to be... interesting.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ChJees on September 07, 2018, 11:32:42 AM
Quote from: AllenWL on September 07, 2018, 11:06:45 AM
I tried to make a droid-only colony, and quickly found out that droids really suck at crafting.
A surprising amount of crafted goods where locked behind crafting skill 5+, which droids can't make, and since droids can't social, I couldn't buy those either.
The biggest problem out of them all were components. Droids use up a lot, and with both crafting and buying them out of reach, the colony expansion ended up completely stalling within the first quadrum  due to a lack of components.

I've ordered a mass-mining project, and hopefully, that gets me enough components to build droid mining teams I can send out to other parts of the map. Eventually though, I'm probably going to have to raid outposts for weapons and resources This is going to be... interesting.
Hehehe, Droid only colony. Droids are mainly meant to supplement labor shortage early to mid-game. But Saint of Grey (Can find em on my Discord for now) is working on a solution to this with a Add-On mod that let you make Droid only colonies :).
Want to play with it myself when they finish it.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Call me Arty on September 07, 2018, 10:39:02 PM
Quote from: ChJees on September 07, 2018, 11:32:42 AM
a Add-On mod that let you make Droid only colonies :).
Want to play with it myself when they finish it.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Yoonic on September 09, 2018, 06:04:00 PM
Hello, I encounter something and do not know if this is a bug or intentional. It is that when I open the caravan screen, the picture showing my android colonist is kind of strange like the picture beneath.

[attachment deleted due to age]
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: AllenWL on September 15, 2018, 11:28:11 AM
Quote from: ChJees on September 07, 2018, 11:32:42 AM
Hehehe, Droid only colony. Droids are mainly meant to supplement labor shortage early to mid-game. But Saint of Grey (Can find em on my Discord for now) is working on a solution to this with a Add-On mod that let you make Droid only colonies :).
Want to play with it myself when they finish it.
I am here to say, a droid only colony is feasible with just the Android mod and some scenario tweaking.
The base scenario I used was the sole mechanic scenario that comes with the mod.
What I did with it was:
1. Unlock all research. Necessary as droids can't research. Probably not a very well balanced, but considering how A: All food-related research is redundant B: Most item(armor, weapons, etc)-related research are unusable due to the droid's low crafting and C: Most comfort/medical related research is redundant, I'd say it's not too OP or anything.
2. Disable every scenario that A: requires social skill B: requires animal skill C: has something join the colony

Right now, the colony is consists of 7 combat droids and 14 worker droids for a total of 21 droids. We outnumber most raids and haven't had a problem with them so far.
Components are sort of a problem, but turned out to be less of a problem than I'd originally thought.
While we can't make any ourselves, mining out the entire map turned up enough to build around a dozen droids or so including 3 combat droids, and falling spaceship fragments give about 8~9 components per piece, which isn't bad either.
Finally, I tried raiding a nearby outlander settlement. I sent 6 combat droids and 2 worker droids, and they won with just 1 combat droid as a casualty. After the worker droids dismantled the base, we managed to get 50+ components and a new mortar.
The only problem I can see is that while I'm not desperate for components, I still use tons and don't really have any to spare for 'expendables'. However, with some of the earlier generations of droids showing signs of wear, I'm eventually going to have to start making droid repair kits, and I'm not sure if I could secure enough components for those needs as well if it ever becomes a problem.
Anyways, point is, I feel an android-only colony is largely possible as it is now because all the things androids can't do, androids generally don't need to do. For example, the fact that androids can't make good weapons is countered by the fact that they're armored, never suck at shooting/stabbing things, and can loot weapons from defeated raiders.

The only things I wished might have been changed was:
1. Combat droids seem a bit too expensive. While their combat powers are definitely amazing, they cost over twice the components a worker droid has for way less usage. I mostly found myself printing 2 worker droids and arming the both rather than printing one combat droid more often than not. I think lowering the cost of combat droids, having worker droids unable to do violence, and having combat droids have a bit less armor/skill to account for the cheaper cost would be better. As of now, worker droids seem a bit too jack-of-all-trades-y
2. The caravan doesn't calculate a droids power needs at all, so it's really hard to calculate if your droids have enough power for a trip. Last time I sent a droid caravan, I had to send another one to meet them halfway on the way back to resupply them because they ran out of fuel. The game also didn't warn me they were running out of fuel until one droid died of a power shortage, which was annoying as well.

Not sure if you really need to mod anything for a droid-only colony. I mean, I guess you could add a crafting-focused droid for crafting components or a research-droid so you could research things the 'good old' way, but I don't really think it's all that needed.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: LonerStarz on September 15, 2018, 05:23:40 PM
ummm so were can i download v 18
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: rawrfisher on September 15, 2018, 05:45:38 PM
@Allen  While its not gonna fit with an All droid colony you could add Misc robots and ++ to it which would eliminate alot of the crafting issues. 
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Ncates1234 on October 05, 2018, 04:19:54 AM
So umm, is there an EPOE patch out anywhere? I couldn't find it. Probably I'm just blind.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Michalec on October 05, 2018, 11:24:58 AM
Getting this in B19 on 19.2009

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Androids.HarmonyPatches ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.2.0.2, Culture=neutral, PublicKeyToken=null'.
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Severik on October 07, 2018, 12:47:04 PM
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: AllenWL on October 08, 2018, 06:25:36 AM
Quote from: Severik on October 07, 2018, 12:47:04 PM
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
Droids shouldn't be losing or gaining experience at all.
Do you have any mods that might mess with exp gain?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Severik on October 08, 2018, 03:26:48 PM
Quote from: AllenWL on October 08, 2018, 06:25:36 AM
Quote from: Severik on October 07, 2018, 12:47:04 PM
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
Droids shouldn't be losing or gaining experience at all.
Do you have any mods that might mess with exp gain?

well yes they shouldnt get any XP but losing some is even worse.... i dont think i have any mods that do something to XP gain. its my second play thru in this setting with only "deep Rim" getting added and it worked for one play thru and about 20 days of the one im on now.

i gave the the trait "fast leerner" with dev mode to compensate the XP loss so i can play while im looking for a solution.

i first noticed the XP loss when one of my droids was doing nothing despite the mass of mining work to do.

here is a list of all the mods i have installed:

Alien Race framework
Allow Tool
Androids
Anesthetic Gun
Animalö Accessory
Better social Skills
Cleaning Area
Collapser
Colony Manager
Dead Mans Clothing
Deep Rim
Easily Craftable Components
EPOE
Genetically Engineered Plants
Genetic Rim
Glittertech
Glitterworld Prime
Hugs Lib
Impassable Map Maker
Infinite Storage
Jecs Tools
Mend and Recycle
Miniaturisation
Mining Priority
Misc_Core
Misc_Robots
Misc_TurretBase
Misc_WeaponRepair
Misc_BeeAndHoney
Naturte is Beautiful
Profitable weapons
Rimfactory
QualityBuilder
QualitySurgeon
Questionable Ethics
Rimatomics
RimFridge
Rimsenal
Rimsenal_Security
Rimworld-Schields
RT_Fuse
RT_SolarFlareShield
Safely Hidden Awaay
StackXXL
Turret Expansion
Vegetable Garden
Weapon Storage
What the Hack
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: BrotherCavalier on October 15, 2018, 02:07:17 PM
I'm getting what seems to be the same error as Michaelc posted. The only mods listed are Core, Human Ailen Races 2.0 and Androids. The in-game effect is that droids have the rest need and behave like colonists. I am running the 0.19.2009 64bit version of RimWworld. Any suggestions?

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Androids.HarmonyPatches ---> System.TypeLoadException: Could not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.2.0.2, Culture=neutral, PublicKeyToken=null'.
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on October 15, 2018, 04:32:51 PM
QuoteCould not load type 'Harmony.HarmonyInstance' from assembly '0Harmony, Version=1.2.0.2,
Isn't harmony 1.2.0.1 the latest harmony lib ?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: BrotherCavalier on October 15, 2018, 06:07:14 PM
Yes 1.2.0.1 is the latest listed. No idea where/how 1.2.0.2 is from. But this is a base install of HAR 2.0 and Androids. I have other mods in the folder but have them disable to try and figure out what is going on.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Sam Gray on October 20, 2018, 11:38:31 AM
Non-Steam link for 1.0 please?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ultra4 on October 20, 2018, 01:23:02 PM
Bumpy-dee bump ChJees, show the forum some love
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: evilbob on October 27, 2018, 12:39:13 PM
when does version 1.0 come out?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ultra4 on November 01, 2018, 08:53:11 PM
Could someone with a steam account go there and ask ChJees to link the 1.0 in the forums?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: 893 on November 02, 2018, 07:14:39 PM
1.0?????pleaseee
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Call me Arty on November 02, 2018, 08:51:15 PM
 I'm sure a sixth "hey busy modder, give us attention!" will help.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Nargon on November 02, 2018, 10:16:25 PM
Quote from: 893 on November 02, 2018, 07:14:39 PM
1.0?????pleaseee
On steam is this mod for rimworld 1.0: https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: BrotherCavalier on November 03, 2018, 02:53:09 AM
Quote from: Nargon on November 02, 2018, 10:16:25 PM
Quote from: 893 on November 02, 2018, 07:14:39 PM
1.0?????pleaseee
On steam is this mod for rimworld 1.0: https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015

Right, but why would any one voluntarily subject themselves to steam if there is another alternative? I am not  trolling, I just really dislike steam, particularly for single player games.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on November 03, 2018, 04:30:46 AM
You can bother him on his discord channel.
Discord is free and can be accessed with a web browser, just use the link at the first posting.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Nimrod on November 03, 2018, 07:22:19 AM
Quote from: BrotherCavalier on November 03, 2018, 02:53:09 AM
Quote from: Nargon on November 02, 2018, 10:16:25 PM
Quote from: 893 on November 02, 2018, 07:14:39 PM
1.0?????pleaseee
On steam is this mod for rimworld 1.0: https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015

Right, but why would any one voluntarily subject themselves to steam if there is another alternative? I am not  trolling, I just really dislike steam, particularly for single player games.

Steam is perfectly okay. If you personally dislike it, so be it.
It reduces the time I have to spend keeping all my active mods up to date to virtually zero. Alone for that its worth it.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ultra4 on November 03, 2018, 08:36:35 PM
ahhh you should have said it... ok the link non-steam for 1.0 is on the discord, right there. ty

...and questionable ethics too. finaly
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on November 04, 2018, 04:14:19 AM
NOO, these link at the announcement channel is from 28.06.2018, and are the B19 one, B19 was labeled at 1.0 at the beginning.

Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Rambus200 on November 04, 2018, 09:37:24 AM
Can someone that uses steam, grab the android mod for v1 and post it to a mirror on here or is that a crime against the high heavens? :o Or at least till the mod author(s) is able to update it here.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on November 04, 2018, 09:53:55 AM
Rambus200,
steam account is free, and you can get a free steam key if you bought the game from ludeon itself.
If you don't want use steam (like me) you should stop to look at the workshop for mod's or updates.
Ofcouse you could be a pirate user of Rimworld and don't have access to steam then you shouldn't even post here. :P

It is the mod author decision not to update the forum entry, respect that.

Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Rambus200 on November 04, 2018, 10:59:34 AM
That is why i was asking if it was taboo to do that or at least until the author does update it here. Some people might be okay with mirrors and others that are not. It was also stated on the discord that he hasn't gotten around to posting yet.
Quote from: Canute on November 04, 2018, 09:53:55 AM
Rambus200,
steam account is free, and you can get a free steam key if you bought the game from ludeon itself.
If you don't want use steam (like me) you should stop to look at the workshop for mod's or updates.
Ofcouse you could be a pirate user of Rimworld and don't have access to steam then you shouldn't even post here. :P

It is the mod author decision not to update the forum entry, respect that.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Tatsu_NoIdeia on December 03, 2018, 11:40:44 AM
For those of you who do not have rimworld on steam(like me)
I have found a link for the mod updated to the version 1.0 (To download it, remove ADblock first)

https://rim-world.com/androids-race-mod/
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Kita on December 06, 2018, 05:01:19 AM
Why does the mod keep giving android backstories to non-android characters?
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on December 06, 2018, 05:34:42 AM
Why does you ask here, when the mod author didn't even released it at the forum ?
Ask him on steam or discord ! :-)
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Kita on December 07, 2018, 11:33:28 PM
Quote from: Canute on December 06, 2018, 05:34:42 AM
Why does you ask here, when the mod author didn't even released it at the forum ?
Ask him on steam or discord ! :-)

I assumed someone here might know the answer :-)

Since threads are intended for discussions :-)
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: LiteEmUp on April 04, 2019, 05:45:04 AM
so im wondering, if any known incompatibilities so far??
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: Canute on April 04, 2019, 06:48:55 AM
B19 shouldn't work with 1.0
If you want the 1.0 version you need to have steam, and then you should ask there since the auther didn't update the forum release anymore.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ertzuiop on April 04, 2019, 08:49:09 AM
Quote from: Canute on April 04, 2019, 06:48:55 AM
B19 shouldn't work with 1.0
If you want the 1.0 version you need to have steam, and then you should ask there since the auther didn't update the forum release anymore.

No he doesnt. There is literally a couple post above a link to a non-steam page, where to dl v1.0 of the mod.
If that even was his question.
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: LiteEmUp on April 05, 2019, 01:22:42 AM
Quote from: ertzuiop on April 04, 2019, 08:49:09 AM
Quote from: Canute on April 04, 2019, 06:48:55 AM
B19 shouldn't work with 1.0
If you want the 1.0 version you need to have steam, and then you should ask there since the auther didn't update the forum release anymore.

No he doesnt. There is literally a couple post above a link to a non-steam page, where to dl v1.0 of the mod.
If that even was his question.
Quote from: Canute on April 04, 2019, 06:48:55 AM
B19 shouldn't work with 1.0
If you want the 1.0 version you need to have steam, and then you should ask there since the auther didn't update the forum release anymore.

lol i'm referring to the 1.0 version i found on the workshop.. i did not get any replies from there, so might as well try here where there are active posters..
Title: Re: [B19] Androids - The ultimate manpower solution
Post by: ertzuiop on April 05, 2019, 05:52:57 AM
Quote from: LiteEmUp on April 05, 2019, 01:22:42 AM
lol i'm referring to the 1.0 version i found on the workshop.. i did not get any replies from there, so might as well try here where there are active posters..

Thought so. Although no CE patch, i can tell that it runs quite well with my +200 mods. Indeed i didnt recruit or build any for my colony.
Title: Re: [1.0] Androids - The ultimate manpower solution
Post by: ChJees on July 31, 2019, 12:35:15 PM
Mod updated with three new upgrades. Also some minor bugfixes.
Title: Super Awesome Mod!
Post by: BrotherCavalier on September 13, 2019, 12:49:32 AM
I've played with this across a number of versions of Rimworld and always had a blast with this mod. I am very thankful and delighted to see this in the current version. Thanks