边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Android Genes Unofficially Expanded
31 条留言
Obama 10 月 7 日 下午 1:27 
made an update, seems to work. had to change some words in the dll to fix vanilla framework changing theirs. traits seem to work fine and the errors are now gone. didn't fix the other two submods

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3582602115
mëghr 7 月 26 日 下午 12:06 
can anyone update this
DocSMG 7 月 19 日 下午 1:22 
yes please i love this mod androids deserve the attention
mëghr 7 月 16 日 上午 4:05 
can anyone do a copy of this mod since the creator cant?
「Brainiac」 7 月 11 日 上午 10:04 
1.6? no pressure
Salty Beard 3 月 11 日 上午 12:03 
Is it possible to make all the android genetics available in the Xeno editor? For a custom android start.
midway747 2024 年 12 月 28 日 上午 6:42 
awesome mod man! Curious, is this compatible with big and small genes (since that one also has genes that would change android sizes) as well as Combat Extended (I don't see any gene that adds armor so maybe...?)?
Nols 2024 年 12 月 13 日 上午 1:45 
Personally don't recall the behaviourist station ever requiring resources to respec. The initial price of making an android was always for creating the body and was never influenced by what traits you picked, alongside using the station to change traits
Secretkeeper626 2024 年 10 月 16 日 下午 9:35 
Great mod! Any chance for getting any sanguinophage inspired genes? You could use neutroamine as a substitute to hemogen as a means of keeping an androids reactor from destabilizing (with the complication of it being unreplacable, but giving unlimited power), or instead of ripping of Murder Drones you could go full ULTRAKILL and have them run on human blood
Kimo' 2024 年 10 月 14 日 下午 5:48 
Awesome mod, can't wait to see more vanilla gene adapted for androids!
Barry, Aged 63  [作者] 2024 年 9 月 26 日 上午 11:37 
Yeah, only mods that change VRE:A should have even a chance of affecting this mod too, but then again modding is strange sometimes!

Thanks for letting me know, and thank you for your kind words! I hope you continue to enjoy the mod, and I will credit you if I find and squash the bug!
Flamec 2024 年 9 月 26 日 上午 4:18 
I have at least 50 mods installed at all time so it's entirely possible that it's some kind of soft conflict. I don't have any mods that affect the price of things or the way orders are handled though.

I'm just giving you a heads up in case it happens on your side too. Don't worry too much about it. It didn't stop me from enjoying the mod very much :)
Barry, Aged 63  [作者] 2024 年 9 月 25 日 下午 4:54 
Hmmm... The behaviourist station SHOULD be requiring resources, I remember that programming it to do so was a massive pain too...

If you have any other mods that might be affecting stations like that, then I recommend checking if it's a mod conflict, otherwise it might be a regression bug that appeared from an update. When I get a chance, I'll check it out. Thanks for the info!
Flamec 2024 年 9 月 25 日 下午 1:38 
Cool mod, thanks!

I noticed a little bug today. I can send my androids to the behavioral station and add all the new and fancy options for free because the station is not designed to "charge" you for reprogramming your androids.

You can either pay extra when building it or build it as simple as possible and then respec it to be a god for free :p

(or you can just roleplay it and not use the exploit... or use it all the time, it will just create different stories I guess...)
在戴森球上打螺丝 2024 年 7 月 27 日 下午 10:21 
Oh! Friends,I think your mod is extremely interesting, but unfortunately, there's no Chinese translation. Therefore, I've translated it into Mandarin for domestic users to enjoy. Please don't mind. Here's the link to the Chinese-localized
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3297877753
Иван Тугаринский 2024 年 7 月 14 日 上午 4:19 
anyway to add more gene points in android creator? (Dev mode seems not working)
Barry, Aged 63  [作者] 2024 年 7 月 9 日 上午 5:02 
@Eagle Kinda. It would be easy enough to trigger the awakening on spawn (mind you doing so in a way that doesn't tank performance might be a little tougher), but since awakening has 2 types (Inspiration and Berserk), You would either need 2 different subroutines, or you'd need to choose one of the types to be the one that always happens.

The alternative is to make a gene that changes the 50/50 chance of awakening every hour to a 100% chance, and also reduce the required mood to trigger either awakening, making it easier to positively awaken, but also easier to accidentally negatively awaken.
Eagle 2024 年 7 月 8 日 下午 9:35 
Is a "Guaranteed awakening" subroutine possible where the android would have the awakening mental break as soon as they're finished being built?
Barry, Aged 63  [作者] 2024 年 7 月 8 日 上午 4:29 
@IronVodka you might want to check out my latest addition to the VAGUE modset then! Links in the description.

Next project will be expanding this mod to include a couple more genes that aren't as transformative as the archite genes were (I needed to rewrite the entire JobDriver for the behaviourist station in that mod, it was a mess.)
IronVodka 2024 年 7 月 7 日 下午 7:11 
Instant subscribe, I always felt the VEA lacked customisation, If your taking suggestions can you add in a gender gene, maybe a skeleton/no skin gene for the Terminator look. Thanks mate
⨂ Fabricated Fault Line ⨂ 2024 年 7 月 7 日 下午 5:41 
Every new mod I see thats good is always 1.5, it just won't stop.
Barry, Aged 63  [作者] 2024 年 7 月 7 日 下午 1:27 
The gene I added mimics the tough trait or the Robust gene (-50% incoming damage), but I could add a gene like 'Plasteel Plating' that increases armor.

Was also thinking of adding a gene like 'Fireproof Chassis' that increases fire armor and decreases flammability
Беккит 2024 年 7 月 7 日 上午 10:20 
@ Narlindir

Before writing this, I carefully studied all the genes presented in this mod. The mod contains a gene that reduces incoming damage, but it does not completely block it, like armor does. I suggested a gene that would give the carrier of the gene a percentage of the armor. An example of such a gene already exists in another mod - the Plasteel Leather gene from the Genes+ mod.
Narlindir 2024 年 7 月 7 日 上午 9:38 
@Беккит have you read anything?
it literally adds a thing that mimics tough
Беккит 2024 年 7 月 7 日 上午 4:05 
It would be great to add a gene that enhances the android's armor.
Element 2024 年 7 月 6 日 下午 2:15 
IDK why the rolls are like that, anytime I have androids in the landing start they just almost instantly awaken
Barry, Aged 63  [作者] 2024 年 7 月 6 日 下午 12:14 
@MetaVandetta23

Awakening is relatively simple believe it or not!

Even though an androids mood is not visible in their needs screen, they still keep track of their mood, if their mood is >80% or <20%, then every hour it rolls a 50/50 chance of awakening. If their mood is high they awaken with an inspiration, if their mood is low they awaken by going berserk!

The broken joy curcuits gene makes the 50/50 chance a 100% chance instead, and it also makes the android always berserk on awakening, regardless of mood (Their mood still needs to be >80% or <20% however.)
MetaVandetta23 2024 年 7 月 6 日 上午 4:57 
Oh damn, this looks very cool. Especially the one for awakening androids sooner, Speaking of which, I always had issue with awakening androids sooner, if at all. I know its based on mood, but since you looked in code for making this mod. If you dont mind me asking, how does this exactly work?
Беккит 2024 年 7 月 6 日 上午 2:40 
@ Barry, Aged 63

Yes, a faster version of this gene would definitely be beneficial.
Barry, Aged 63  [作者] 2024 年 7 月 6 日 上午 2:37 
Neutro-Coagulation is already the equivalent to super-clotting.

Base VREA has a VERY slow Neutroamine regeneration gene, I could add a faster version though. Metabolic Efficiency would be awful, but could be very useful for colonies without a consistent source of Neutroamine
Беккит 2024 年 7 月 6 日 上午 2:35 
Add the rapid blood clotting gene for Androids which works like a standard rapid clotting gene. Also add a gene that allows quick restoration of neutroamine.