RimWorld

RimWorld

Misc. Robots
2,595 Comments
Hellebus 11 Jul @ 4:22pm 
@RogueCmdr. Because you don't read.... this mod is the one for only the hauler and cleaner bots...
RogueCmdr 11 Jul @ 4:05pm 
I take it back i only see a 1 cleaner and 1 hauler recharge station in the spawn thing menu
RogueCmdr 11 Jul @ 3:19pm 
i am not seeing the bot stations in the Spawn Thing menu in the debug tools
Haplo_X1  [author] 10 Jul @ 12:35pm 
@Timrath I have tested the robot repair function:
- If the robot has a missing part you must bring him to the station to deactivate. Then you get a repair button, which you can activate to request repair.
- The same goes when the robot is destroyed. Then its just a bit more expensive (The repair button shows you the cost)
Haplo_X1  [author] 10 Jul @ 12:21pm 
Thanks @Proxyer and @Thomas for your report. I'll upload the fix soon. :)
Thomas 4 Jul @ 6:22am 
Thanks a lot for the update! I see Proxyer has already reported, getting an error as soon as I enable the mod:

Could not resolve cross-reference: No RimWorld.StatDef named VacuumResistance found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
Proxyer 3 Jul @ 7:26pm 
Hello Haplo_X1. Thank you for 1.6 update works!
So, I noticed one thing and would like to report it.

Name="Base_X2_AIRobot" in Defs/ThingDefs/AIRobot_Races.xml
Line 21: <VacuumResistance>1</VacuumResistance>

Wouldn't it be better to modify A as shown below? If you don't have the Odyssey DLC, this will cause an error.

<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">1</VacuumResistance>

Please check it out. Thank you.
biomekanic 30 Jun @ 11:05am 
I love the design on the bots, especially the hauler! I did run into some weirdness on one of my runs. I had a crematorium and the haulers took every corpse there, regardless of my settings. I couldn't figure out why my cook wasn't preparing meals and then I spotted what was going on.

I was using chickens for meat, on auto-slaughter. They'd grab them out of my butchery room and throw them in the crematorium. I had it set only for rotting humanoids with harvestable organs. I even tried turning the power off on it, and they'd still throw the animals in there. I had to deconstruct it to get them to stop doing that.
Timrath 19 Jun @ 11:24am 
Thank you, crashfly and Haplo for the reply.
My problem is that I did just that. I did recall the bot, and I did click on the station, but the station only gives me "activate", "deactivate", "recall all", "activate all" and "find robot", while the bot is deactivated and sitting on its station.
Haplo_X1  [author] 19 Jun @ 7:59am 
Informationen for all who are waiting on 1.6: Due to some issues, for two more weeks I have no access to my computer and can't do any updates until then. Sorry :(
Haplo_X1  [author] 19 Jun @ 7:56am 
As crash fly said: you have to recall the robot to the base station. Only then is the repair option available.
crashfly 17 Jun @ 4:47pm 
the repair of the robot is supposed to happen at its base station. you should get the option when the robot is deactivated at its station.
Timrath 17 Jun @ 3:54pm 
I have a damaged bot. A while ago, you replied to someone who had the same problem:
"Shut him down and then you should have the option to repair on the station"
So I deactivated the damaged bot, but there's no option to repair missing parts. I regenerates health points over time, but it does that on its own. There is no "repair" button, only "activate", "deactivate", "recall all", "activate all" and "find robot".
If repairing missing parts is not possible, is there a way to dismantle/recycle the bot (but not the base) and build a new one?
Lucians_sword 16 Jun @ 9:37am 
Been using this mod for years, thank you! Patiently waiting for a 1.6 update as my robots will not activate now on my new 1.6 playthrough
El Sadistico 2 Jun @ 12:53pm 
@cabmoomoo, @Haplo_X1 Indeed I had some old local version of SOS2 and removing it solved the issue. Thanks a lot!
cabmoomoo 29 May @ 5:35pm 
@El Sadistico This may not be the cause of your problem, but it has been reported several times that issues arise when users have both the Steam Workshop version of SOS2 installed and a local copy. Rimworld itself has a known bug feature where when 2 versions of the same mod are installed, regardless as to which is in use, the Workshop version gets a thing appended to its name, completely breaking all compatibility patches. Some more details in this Github Issue response [github.com]. There's a hacky workaround Haplo could implement, but in the meantime, you can simply delete/relocate the locally installed copy of SOS2 from your mods folder.
Haplo_X1  [author] 29 May @ 10:27am 
There is apatch inside that should activate when SOS2 is active and giving the robots vacuum immunity. Did SOS2 do any changes again?
El Sadistico 29 May @ 8:38am 
Hello. First - great mod! Can't imagine playing without it, it's one of the most crucial that i use. Thanks for it!

However - since 1.5 drones started getting damage from space vacuum - I use Save Our Ship 2. In previous versions it was fine and now they eventually die after several seconds outside of spaceship. I think robots should be immune to low or no pressure. It it on purpose?
Haplo_X1  [author] 23 May @ 10:16am 
Thanks for the info. I can't update it right now because of reasons, but I will upload the fix as soon as possible.
For all others who also have this issue:
Please go into the following folder and delete the file: Robots_SwimmingKit_Patch.xml
..\Steam\steamapps\workshop\content\294100\724602224\1.5\Patches
Röstli 22 May @ 4:34am 
Hi, I got an error when I tried to load Misc Robots with Biomes Islands. Since Biomes started to use the Pathfinding framework, it doesn't use Swimspeed anymore, which means that the patch you made is no longer works. Could you please delete Robots_SwimmingKit_Patch , so that it'll no longer conflict with biomes?
TOMekbok 3 May @ 6:16am 
Sorry admin, you are correct, they don't create waste bags. I must have misread something. Deleted the comment to avoid confusion
Ragnarac 2 May @ 7:14pm 
are the bots supposed to appear in the ribbon now? up top with the colonists?
Haplo_X1  [author] 2 May @ 2:45pm 
My bots create waste bags? Either I've mised something or you're mixing them up with the vanilla bots?
Ophis Ouroboros 4 Apr @ 12:32am 
sorry for the late reply, i need to make some other test but its not your mod indeed it was probably more the honshitsu one or (more probably) a mod conflict
Haplo_X1  [author] 2 Apr @ 1:27pm 
@Ophis: That is strange. It sounds like something changed the default sizes.. But that did not come from my side. I have not changed anything lately.
Ophis Ouroboros 1 Apr @ 7:25am 
i use your mod since many years now but its the first time i face this kind of bug if it is... when i craft a robot it seem way bigger than before. before it took only one square but not i seem (visually only) to take 4 square. and when its activated it took his normal size exept for it base station that keep it gigantic form
幸运长笛 21 Mar @ 11:54am 
@alex.vagni Maybe you can try this method: there is a dropdown menu in the selection interface, which by default means born near the colonizer, which will cause the robot to disappear. Should choose to be born together with colonizers.
cabmoomoo 18 Mar @ 1:16pm 
@Grays I'm not this mod's author, but this question does get asked regularly for Misc Robots++. It's a known and unfixed bug in Rimworld itself when you have both Steam Workshop and locally installed versions present on your system. When swapping over to the Workshop version, a lot of patches will break just because the local version is still in the mods folder. I talk about it more in this Github Issue [github.com], if you'd like. Haplo could solve it with a change to the patch, but you can solve your problem right now by simply removing the local version of SOS2 from your mods folder.
Grays 18 Mar @ 10:25am 
Would it be possible to add support for Save Our Ship 2? My robots quickly suffer from hypoxia and decompression when they step outside of a breathable area. The Vacuum Adapted gene from SOS2 modifies pawns to be immune to vacuum effects, perhaps that could be adapted?
FJSA 17 Mar @ 2:40pm 
Can you please support for DeepRim and Multifloor?
Haplo_X1  [author] 24 Feb @ 1:32pm 
You should never start a new game with some robots. Start a game with some robot-stations instead. Robots without a station will bug out most likely..
alex.vagni 23 Feb @ 12:04pm 
Is it normal that when i try a new game with some robots they don't appear on the map at all?
Haplo_X1  [author] 23 Feb @ 3:57am 
Just fyi: you should post this in the robots++ thread. I think they have robot matrix es. This mod only uses the base resources. ++ expands on them :)
crashfly 19 Feb @ 4:16pm 
@sioul03 - do you have the research completed? that has to be finished before the items that make up the robot are available to build.
sioul03 19 Feb @ 7:46am 
I have a problem with the robotic matrix craft. I can't craft them in the workshop and I have the Robotic workbench when in theory it should no longer exist. I can craft robot cleaners and so on, but I can't craft robot components. Could this be caused by an incompatible mod?
Guy Incognito 8 Feb @ 9:43am 
@BioDiesel122 you need a pollution pump to clear contamination
Haplo_X1  [author] 7 Feb @ 11:50am 
Contamination of the ground is not something that can be swept away.. Never was?
BioDiesel112™ 7 Feb @ 2:21am 
Hey I have a question, can it be that the cleaning robots can no longer clean the floor from contamination?
Akry 5 Feb @ 6:49am 
So after adding this mod the Basic Mechtech reserach became available, before it was unavailable as it needs a machinator implant in a pawn.
Will this cause problems later? having the robot tech without a machinator?
Godfire 23 Dec, 2024 @ 7:03pm 
o7
Dakone 17 Dec, 2024 @ 9:57pm 
yo only have access too hauler and cleaner and nothing else... even with robot++ on.
Haplo_X1  [author] 24 Nov, 2024 @ 3:12pm 
This is only hauler-bot (drone) and cleaner-bot (roomba).
For additional bots add one of the add-on mods like Misc. Robots++ or similiar to this.
chadistheman2006 24 Nov, 2024 @ 3:02pm 
No building bots?
Nodzoff 23 Nov, 2024 @ 6:20pm 
oh ok thanks
crashfly 23 Nov, 2024 @ 5:14pm 
@SYT3 - that is a limitation of the game. more than one builder has taken control of the construction task to be done and should in theory eventually build the roof.
Nodzoff 23 Nov, 2024 @ 5:04pm 
My construction bots when working on a big building won't build all the roof only half even when I have supports in the entire building
thawhidol 16 Oct, 2024 @ 6:26am 
@Cacatao, splitting "clear snow" and "clean pollution" is an option you can toggle in Complex Jobs. It might not be the answer you were looking for, but it's at the least something to get you by.
Cacato 13 Oct, 2024 @ 9:18pm 
[FSX] Complex Jobs causes the cleaning bot to be unable to "clear snow" as it separates the "snow clearing " job from the "cleaning" job.
XaN 28 Sep, 2024 @ 3:36am 
UP!

The problem is related to storages. I don't know what the problem is, but if you build storages from the RimFactory mod, then the hauler carry things as expected.
XaN 27 Sep, 2024 @ 4:42am 
Does anyone else have problems with the robots becoming "lazy" and carrying objects with a big delay. For example, I have 3 objects on the floor. Every 10-20 seconds, 1 robot takes 1 object. The rest stand still and do nothing. Then another robot takes the second object, etc.

I noticed that the robots are "lazy" about carrying clothes and scrap metal.