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

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Steam Workshop::Vanilla Races Expanded - Android

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Comments

Rock or Die!! (edited)

Comment edits

2026-09-10 22:00 How often will androids spawn with AI factions?
2023-05-14 13:37

Max Arias

Awesome work like always

Luckybread

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

Trevellian

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

Ethan

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