Android Tiers(https://steamuserimages-a.akamaihd.net/ugc/918050672749336833/16C29DD50F0029DC7851F73F2F1A9AAF97655083/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
Summary This mod aims to add several tiers of sentient android colonists, mechs, drugs and tons of upgradable and downgradable parts.
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Requires Humanoid alien Races to be loaded before this mod.Order: Core - Humanoid alien races - Androids 5 Tiers of android
Mech and 4 Mech Weapons
Android Doggo
Robotic Muffalo
Over 45+ Different parts / implants for androids
4 Android Dog specific implants / parts
4 Android specific diseases
Custom body layouts for android / doggo
New android faction
Artificial brain implants that alter abilities
Ai Persona Fabrication
2 New Incidents
5 Android specific "drugs"
Android specific capacities+Steam Download Link+ (https://steamcommunity.com/sharedfiles/filedetails/?id=1386412863&tscn=1528665244) |
+Non-Steam Download Link+ (https://drive.google.com/open?id=1uqwRyd0YRwzJi7pp9AvcAAm-Uk99wlAp) |
If you feel particularly generous, feel free to check out my patreon :)+=========== Patreon ===========+ (https://www.patreon.com/Atla5) |
Our Discord:+=========== Discord ===========+ (https://discord.gg/DB5zdzC) |
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Basic Summary of parts:
| Basic Replacements | | Advanced Replacements | | Adv+ Replacements | | Implants / Plating |
| basic replacement arm | | high power arm | | cybernetic arm | | Positron rewiring |
| basic replacement leg | | high power leg | | cybernetic leg | | Soldier upgrade |
| light receiving diode | | multi-spectrum eye | | heat ejector | | Blueprint banks |
| crude heatsink | | multi-layer heatsink | | multi-dimensional eye | | Implanted tricorder |
| flimsy coolant pump | | advanced coolant injector | | zero kelvin injection | | |
| small battery pack | | nanowire battery | | vanometric battery cell | | Neural highways |
| tube sealant tank | | nanite storage device | | archotech nanites | | Geological banks |
| low power cellulose converter | | high power material converter | | molecular decomposer | | evolving AI |
| basic dc converter | | high power converter | | zero point converter | | Composite Plating |
| basic counterweight | | gyroscopic counterweight | | | | Plasteel Plating |
| crude jaw | | cybernetic jaw | | | | Steel Plating |
Android parts / upgrades are made at the android parts table
Androids drugs can be made at the parts table or drug lab.
Androids are made at the Robotics production casket\------------------------------------------------------------------------------------------------------------------------------------/
Tiers of android
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Tier 1
Cost: 80 Plasteel 80 Steel 20 Components Crafting: 8
Can install; - Basic Replacement parts (T1 replacements) - Steel plating
(https://i.imgur.com/buVRNvd.png) Speed : ●○○○ Upgrades: ●○○○ Strength: ●○○○ Health: ●○○○ Cost: ●●●●
Summary: the cheapest of all the androids and also the worst in every other way.
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Tier 2 Cost: 140 Plasteel 80 Steel 25 Components 20 gold Crafting : 10
Can install; - Basic Replacement parts - Steel plating - Plasteel Plating
(https://i.imgur.com/bfk5vas.png) Speed : ●●○○ Upgrades: ●○○○ Strength: ●○○○ Health: ●●○○ Cost: ●●●○
Summary: Somewhat cheap but not nearly as cheap as tier 1. This tier of android works at 80% efficiency to that of a human, with moderate health. The middle tier of all 4 tiers.
| Tier 3 Cost: 180 Plasteel 12 Adv Components 1 Ai Persona Core 40 Gold 20 Uranium Crafting : 12
Can install; - Basic Replacement parts - Advanced replacement limbs - Steel plating - Plasteel plating
(https://i.imgur.com/5MIuzyR.png) Speed : ●●●○ Upgrades: ●●●○ Strength : ●●●○ Health : ●●●○ Cost : ●●○○
Summary: an expensive tier of android with near human abilities, quite strong and fast with average mental capacity.
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Tier 4 Cost: 250 Plasteel 30 Adv Components 50 Uranium 2 Ai Persona Cores 30 Gold Crafting : 15
Can install; - All types of replacement parts / Plating
(https://i.imgur.com/3EeBwAK.png) Speed : ●●●● Upgrades: ●●●● Strength : ●●●● Health : ●●●● Cost : ●○○○
Summary: the most expensive tier of android but also the best, far surpassing the mental and physical abilities to those of a human.
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\------------------------------------------------------------------------------------------------------------------------------------/Tier 5Cost:
Uncraftable (Event only)
Can install;
- All types of replacement parts / Plating
(https://i.imgur.com/0FD92rQ.png)
Speed : ⍟●●●●
Upgrades: ⍟●●●●
Strength : ⍟●●●●
Health : ⍟●●●●
Cost : N/A
Summary: The tech used to make these androids is beyond human comprehension, boasting near
unlimited power and requiring little sustinence to operate. They deem all races other than themselves
to be somewhat below them and believe that living on a rimworld is a fate worse than death.Special Trait: ; Intolerance. When this android's mood is too low for too long. There is an increasing chance of mental break and the android entering a murderous rage.
To add to that: this trait restricts the android's mental break types to only those that cause bodily harm. Such as bezerk and sadistic rage.
/------------------------------------------------------------------------------------------------------------------------------------\Non-Humanoid AndroidsM7-MechCost:
Uncraftable (Item Only)
Can install;
- No Upgrades
(https://i.imgur.com/L9R8B8F.png)
Speed : ●●○○
Upgrades: N/A
Strength : ⍟●●●●
Health : ⍟●●●●
Cost : N/A
Summary: A Mechanized infantry unit, deployed from orbit using a rare transceiver. Very strong
and tough but quite slow, with a major downside: due to the specialist equipment needed to refuel
the mech; The battery will be drained within 2 days of deployment, rendering it useless come then.
Comes with it's own set of weaponry. Listed below:Hand Cannon(https://i.imgur.com/VIVrxsq.png)
Damage: ●●○○
Cooldown : ●●●●
Range : ●●○○
Summary: A quick, yet somewhat weak firearm. Great for close - mid range and for short cooldowns between shots.
Only shoots one projectile per firing.+--------------------------------------+
40MM Cannon(https://i.imgur.com/Wfy6vQS.png)
Damage: ●●○○
Cooldown : ●○○○
Range : ●●●●
Summary: A modified 40MM Cannon that fires in bursts. It has very high range but with very slow cooldown periods.+--------------------------------------+
Mech Blade(https://i.imgur.com/9Hf40cm.png)
Damage: ●●●●
Cooldown : ●●●○
Range : ○○○○
Summary: A somewhat simple, long bladed knife made from 3 inch thick titanium, giving even more melee
strength to a mech than what it did have before.+--------------------------------------+
Mastiff Shotgun(https://i.imgur.com/sI5pY2n.png)
Damage: ●●●○
Cooldown : ●●○○
Range : ●○○○
Summary: A mech shotgun, designed to deliver a heavy punch. Dealing heavy bleeding damage, this gun is perfect
for close quarter combat, firing 8 pellets; it practically rips through the target .\------------------------------------------------------------------------------------------------------------------------------------/
| M.U.F.F Unit
Cost: 130 Plasteel 20 Components 80 Steel 10 Uranium Crafting : 8
Can install; Steel plating - Plasteel plating - Composite Plating (https://i.imgur.com/7CTXsDa.png)
Summary: a very strong robotic hauler that is very useful for caravan trips as it is able to carry 175KG but not very useful for really anything else. The most basic robot the colony can produce.
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| K-9
Cost: 180 Plasteel 40 Components 30 Uranium Crafting : 8
Can install; - Basic Replacement parts - Steel plating - Plasteel plating - Cybernetic Jaw / Crude jaw - Crude Counterweight / Gyroscopic counterweight (https://i.imgur.com/Wps8ad1.png) Speed : ●●●● Upgrades: ●●○○ Strength : ●●●○ Health : ●●●○ Cost : ●●○○
Summary: a very quick, strong cybernetic dog even without upgrades. Useful for quickly taking down attackers without sending colonists out.
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Gallery:(https://steamuserimages-a.akamaihd.net/ugc/918050672748958710/AB072D189ED014FE9FA930689784E877C29860D4/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black) (https://steamuserimages-a.akamaihd.net/ugc/918050672748958392/5B9CA1509B0B488315557AB7A8BA790EBC53CC9B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)
(https://steamuserimages-a.akamaihd.net/ugc/918050672748958080/A17E62CA86DB898AE34127B73715ADEBA495AB34/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black) (https://steamuserimages-a.akamaihd.net/ugc/918050672748957751/0C82AB016607617DB6359F09EC57AFF756699ABC/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)
(https://steamuserimages-a.akamaihd.net/ugc/918052044295249081/7291D461E73501EC3D7EB60A11516F64F9F44936/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black) (https://steamuserimages-a.akamaihd.net/ugc/916927123557163131/2295004531B520323E9D40410A57C0A24E5AF639/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)
Hi Atla5,
finaly at the forum too, thanks.
- It don't made sense that the basic replace are below 100% eff.. When you can produce new androids with 100% parts, you should be able to produce 100% replacements too.
You can move the Basic replacement before the T1 androids research, to craft cheap replacements. Special for the T2 androids would like to have 100% replacements since they can't get adv. replacements.
- do you know Dub's hygiene mod ? He recently changed the need for his mod for non human races.
Since andoids use Bioreactor and not Matter to energy reactor, they need to leave the organic waste somewhere, and they have some sense for beauty or they wouldn't be able to craft art, so they want be clean too.
Could you take a look to enable these need's for them. Maybe ask Dubwise about it.
What do you think about to change the android internal energy production from a Bioreactor into a chemfuel generator ?
They need to eat chemfuel.
And the M.U.F.F. Unit become the Bioreactor and produce Chemfuel like Boomalope's. Ofcouse the scenario should add one of the M.U.F.F. to the starting instead of food.
But i think this would be hard to implement, since chemfuel don't got a nutri. value. It would require some good c# coding skill.
Ouh-May-God.
This mod is incredible like; srsly I can not belive that I see something that amazing.!
~+ many to respect!
[ I'm 'bout to test this soon, but it looks like some requirements in resources for assembling a Robot is not that expensive. Goona test it out; but that hard-end-game stuff should be more challenging 'cause of the high-benefits potential.
Welcome to the forum, I really enjoy your mod! :)
I kind of want a version that doesn't add weapons or is compatible with combat extended.
You still need to delete the "Weapons_Guns.xml" and you got no weapons.
does it work with
giddy-up-core (https://ludeon.com/forums/index.php?topic=37323.0)
craftable m.u.f.f oh boy,
a dog said
cool android designs :D
Quote from: BetaSpectre on June 12, 2018, 12:10:34 PM
I kind of want a version that doesn't add weapons or is compatible with combat extended.
there is a CE patch
Unfortunately doesn't seem compatible with Prepare Carefully. Shame, as it looks like the best android mod available.
I don't got trouble with Prepare Carefully, worked fine at my side.
Now that's interesting. I thought it's Prepare Carefully, because when I launched Rimworld with AT and other mods, when I click Prepare Carefully it just throws up errors and doesn't go to the PC screen.
However, when I disable AT, it runs just fine.
I'll try and run the mod with PC and other mods one by one, to find any incompatibilities.
#################
EDIT: Nope, it's definitely AT. Launched the game with only two mods - PC and AT and it still doesn't let me do anything.
I wouldn't await much responce from the author/poster, i think he is only active on steam/discord.
But since he develop this mod at daily base, i just would download it again and try it again.
Well that's odd because prepare carefully and my mod work fine for me, did you remember to install humanoid alien races and load that before my mod?
Alright, I'm a massive idiot, I'm sorry. I've downloaded the Alien Races Pregnancy addon instead of the main mod. Now it works. Apologies.
Now that I played with the mod for a bit, I have to say that it's absolutely outstanding, tried a few robot (android) mods before but this one is the best. And the best looking, too! I don't really like the humanlike appearance of other mods, this one fixes it by having very nice (tiered) system of different looking, actual, bots.
One thing though, did you think about bots, instead of eating, to charge their batteries, using a very inefficient charger at first, having to charge for like 10 hours a day? Maybe as a replacement for the biogenerator?
Already working on an energy need system as I speak.
It should allow the androids to hook themselves up to batteries
Get power from consumables
and have special implants / upgrades that passively generate power.
Hmm, I don't think an android should be able to passively generate power, unless it was from direct sunlight or maybe a small amount of Uranium, unless you're thinking endgame. But I can see a robot using an emergency battery pack as a consumable to get some juice, good idea!
Furthermore, I think it'd be easier for you to create a bed-like power station for androids only, that would need to be connected to a power grid, and the android would have to stay there until it's charged. And downing androids when out of power, pawn would need to carry it to the power station?
My idea was a series of upgrades that can extend the max amount of power, passively generate it. Decrease or increase discharge rate
Items such as small reactors, higher efficiency bio-reactors. inbuilt batteries, nuclear reactors. Radio-Isotope Generators and such.
It wouldn't just be constricted to just one or two items but a whole line of tiered items :)
Quote from: ATLA5 on June 14, 2018, 01:54:42 PM
My idea was a series of upgrades that can extend the max amount of power, passively generate it. Decrease or increase discharge rate
Items such as small reactors, higher efficiency bio-reactors. inbuilt batteries, nuclear reactors. Radio-Isotope Generators and such.
It wouldn't just be constricted to just one or two items but a whole line of tiered items :)
That sounds good to me, and is the way that I'd prefer for it to be done. Allows a whole range of technological ranges for the Androids to generate and store power with.
This is actually a very good idea! And I presume the Radio-Isotope generator would consume uranium and would be the most efficient of all, but the nuclear one would eat lots of uranium and give you a lot of energy in exchange for being unstable (getting the reactor damaged, say shot) and exploding?
An Radio-Isotope generator or RTG can't explode. You just got radioation on damage.
But that should be harmless for androids, but social interaction with non-andoids could be critical (toxic buildup).
And it don't need to be refueled for a long time.
If ATLA5 want change it that Android's need energy my idea are.
They need to rest at a recharge station or to let them access the powergrid direct but with percent failure of a short cicruit.
Further battery upgrades lower these rest/recharge time.
Ultimate update would be Vario power cell.
M.U.F.F. will get the Bio-generator/convertor and generate Chemfuel out of orgnics.
I didn't say anything about the RTG exploding though, the Nuclear one would.
True, but a complete nuclear fission reactor would be impossible to shink so it would fit into a humanoid or animal body.
But when the research advance and they manage it that material can absorb gammaray like photovoltaic absorb light to produce, they can create high efficient, low maintaince power cells.
There was a tiny mod in A17 with a small RTG. Mechanoids dropped 1 item on disassemble. The mechanoid drop mechanic was cool but the graphics were poor. Can't find the mod link
basically added the rare ingredient (power core) and the recipe for that portable generator. Could not craft those RTG without killing mechanoids (3 mech for each generator, and gave out just enough power for a drill)
Since that mod seems to be dead, it would be a good addition for the Androids
on something different, just noticed... the disassemble mechanoid recipe has the androids in its list, but no pawns will use them. BUT.. "harvest organs post mortem (https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413)"... got 2 component and 10 plasteel, lol? or working as intended?
Awesome mod! I like how you handled the androids, this inspires me to make my own mod!!
Why do androids eat and sleep? Its really annoying, the whole idea of them gets destroyed, they are supposed to be precious rewards for hard grind or lucky acquirement. In misc. robots problem has been solved by "converting" sleeping into recharging and it makes sense. Could you disable food need for now? Before you figure out the better way, it would be way better, it sucks that they eat my best meals prepared with love for my colonists..
Quatrosss,
why didn't you even read the few postings here ?
Then you would see all robot's of this series got bio-reactor's to increase their survival rate outside civilisation.
I didn't played the B19 version yet, so i can't say how he enhanced the robots so far.
Btw. B19 non-steam download link on his steam page.
Btw. the Androids
https://ludeon.com/forums/index.php?topic=35663.0
don't need food, but can eat too.
When anyone want to try out the B19 of this mod and geting XML error's on startup.
It is a problem with Alien Race.
Download the Alien Race master instead of the latest release from github.
Quote from: Canute on October 01, 2018, 03:13:06 AM
When anyone want to try out the B19 of this mod and geting XML error's on startup.
It is a problem with Alien Race.
Download the Alien Race master instead of the latest release from github.
Does this mean that the mod has been updated?, because it still says B18 in the titel
The forum entry not, but you can get a non-steam download link from the workshop entry.
Is this thread still monitored for bugs? There seems to be a conflict with the mod that adds the rottweiler /my guess is Vanilla Animals Expanded - Cats and Dogs/.
The bug was hilarious though. Upon a raid I noticed that the raiders stopped to attack a MUFF unit. How strange, I thought, as I started the game with only a dog and did not acquire more animals. Did it join randomly? Even more strange was that the name of this MUFF unit - "Rin" - seemed familiar...
So I started looking for the rottweiller. She was nowehere to be found and not listed on the animals tab. However I knew that one of the colonists was training her, so I checked under her social tab. "Rin" is currently off the map. Rin? So the game engine assigned the same random name to two of my pets or what? I still couldn't believe what may be obvious to you now.
But as a raider shot the MUFF unit to death, she instantly transformed back into a rottweiler. Funniest shit I've ever seen.
The author is only active at steam and discord, but not at the forum anymore.
So when you want report/comment anything and don't use steam, try it at the discord.