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RimWorld => Mods => Releases => Topic started by: alaestor on September 16, 2016, 12:08:58 AM

Title: [1.1] Misc. Robots++
Post by: alaestor on September 16, 2016, 12:08:58 AM
Misc. Robots++
(https://imgur.com/SXoF854.jpg)

Robots? Y u no Robots++ also!?
More Robots!!! More Better!!!

Contains five tiers of a couple multi-talented robots to serve your colony. It also adds research, materials, and a new Robotics workbench for crafting the Misc. Robots and Robots++.  Made using the "Misc. Robots Xtension" provided by Haplo. Big shout-out to Haplo for the awesome misc mods, eh!

Robots++ Contains The Following Bots
These bots combine multiple abilities to perform common colony tasks
(https://imgur.com/CEAyXUp.jpg)

Research, Crafting, and Tiers
You can makey the thingies now! Research the tech! Make the components! Build the thingies!

There are five tiers of robots:
  Tier 1 Simple robots have Amateur skills (4),
  Tier 2 Basic robots have Professional skills (8),
  Tier 3 Intermediate robots have Master skills (13),
  Tier 4 Advanced robots have System-Class Master skills (16),
  Tier 5 Anti-Logic robots have GodLike skills (20).

Each tier has a faster movement speed and more fire resistance than the previous.
Hauling and Cleaning type robots are much faster than any other robot in the same tier.
Higher tiers also recharge at faster rates!

(https://imgur.com/6ceXCUr.jpg)

R++ Mod Conflicts
What The Hack - must be loaded before misc robots
Androids [b18] ?
More Scenario Parts [1.0]+? idk

R++ Mod Dependencies
Robots++ requires [Misc. Robots] to be loaded before it.
Download from the Miscellaneous Mods thread (https://ludeon.com/forums/index.php?topic=3612.0) by Haplo.
Robots++ requires [Harmony] to be loaded before it. (only for mod version 3.1.2 and above)
Download from the [LIB] Harmony thread (https://ludeon.com/forums/index.php?topic=29517.0) by Brrainz.

User-made translations will be included as they are made.
Community translations are included. If you would like to translate for R++ please use the /Languages/English/ (https://github.com/alaestor/Rimworld-MiscRobotsPlusPlus/tree/master/Languages/English/DefInjected) folder as a template and make a pull request!

R++ Downloads
Releases can be found on the github releases page (https://github.com/alaestor/Rimworld-MiscRobotsPlusPlus/releases/). The latest version will also be available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=747645520).

Pre-github, legacy, and compatibility versions are available for download via Mega.nz (https://mega.nz/#F!F1tkHbrK!WuTISeMtf_dPpVTwaQrW8g) or files.fm (https://files.fm/u/d767653a)

Mod Load Order
[Core] >> [Misc. Robots] >> [Misc. Robots++]
It's advised to only keep large collections of mods, like the Misc. Mods, close together and near the bottom. (Not a rule set in stone, but it can fix a lot of headaches)
(https://imgur.com/AieoNx6.png)

Bugs & Suggestions
I would prefer if people were to submit bug reports and suggestions to the github issues (https://github.com/alaestor/Rimworld-MiscRobotsPlusPlus/issues), but people may also use the respective suggestion (https://steamcommunity.com/workshop/filedetails/discussion/747645520/2646378342125207109/) and bug report (https://steamcommunity.com/workshop/filedetails/discussion/747645520/2646378342125259283/) discussions on the Steam Workshop. I don't actively monitor this thread so reports and questions here may go unnoticed.

For license information, see Miscellaneous Mods thread (https://ludeon.com/forums/index.php?topic=3612.0) by Haplo.

int misc_core(int misc_robots){ return misc_robots++; } // lawl :D
Title: Re: [A15] Misc. Robots++
Post by: pktongrimworld on September 16, 2016, 12:11:19 AM
oooooo got anything with a basic gun? :P
Title: Re: [A15] Misc. Robots++
Post by: bignutt on September 16, 2016, 12:17:08 AM
Thank you very much for making and posting it here.. Cant wait to try it out!
Title: Re: [A15] Misc. Robots++
Post by: alaestor on September 16, 2016, 12:32:19 AM
Quote from: pktongrimworld on September 16, 2016, 12:11:19 AM
oooooo got anything with a basic gun? :P
No, sadly. I haven't made a robot with a gun, or a combat robot. I will not include combat robots in the mod.

I've had several suggestions; Raids, Events, Gaurd-Bots, Daleks, and so on.
I won't be including any combat-capable robots in the mod. Due to both technical limitations, and balance.

Quote from: bignutt on September 16, 2016, 12:17:08 AM
Thank you very much for making and posting it here.. Cant wait to try it out!

Enjoy :D
Title: Re: [A15] Misc. Robots++
Post by: kaptain_kavern on September 16, 2016, 01:38:24 AM
Congratz on the release. I will try this one ASAP. ... 
But now I want my Trigun mod :-p
Title: Re: [A15] Misc. Robots++
Post by: Expresso on September 23, 2016, 03:55:50 PM
It seems to me one so unlucky. Maud reports an error and the version of the game does not start  :o

http://prntscr.com/clkg74
Title: Re: [A15] Misc. Robots++
Post by: EldVarg on September 23, 2016, 04:54:15 PM
Great mod. As I said in steam, it would be cool to have a upgraded version of the haul and clean robot - faster and could carry more.
Title: Re: [A15] Misc. Robots++
Post by: alaestor on September 24, 2016, 06:08:29 AM
Quote from: Expresso on September 23, 2016, 03:55:50 PM
It seems to me one so unlucky. Maud reports an error and the version of the game does not start  :o

Make sure your Load Order is correct (core > misc core > misc robots > R++)
If it is, try re-installing R++ and if you're using steam; verify game cache integrity.

If none of that fixes it, I'm not sure what to do xD
Title: Re: [A15] Misc. Robots++
Post by: Expresso on September 24, 2016, 10:29:26 AM
in fact of the matter is that an error message is given immediately when the game starts. And fashion is not active (the red error)

http://prntscr.com/clt4f8
Title: Re: [A15] Misc. Robots++
Post by: Krolon on September 25, 2016, 05:24:39 AM
Well, there's a huge problem. R++ is not working. There is SS of mod menu. http://imgur.com/a/JUEf1 I tried only with core, misc core and R++. Still nothing. Mod seems to be awesome. I hope this will be repaired. ;)
Title: Re: [A15] Misc. Robots++
Post by: Haplo on September 25, 2016, 06:03:33 AM
Quote from: Expresso on September 24, 2016, 10:29:26 AM
in fact of the matter is that an error message is given immediately when the game starts. And fashion is not active (the red error)

http://prntscr.com/clt4f8
If it's red, then it means that the mod isn't the right version for your game version.
Downloaded the wrong version maybe?

Quote from: KrolCwanPL on September 25, 2016, 05:24:39 AM
Well, there's a huge problem. R++ is not working. There is SS of mod menu. http://imgur.com/a/JUEf1 I tried only with core, misc core and R++. Still nothing. Mod seems to be awesome. I hope this will be repaired. ;)
You are missing 'Miscellaneous Robots', which must be loaded before R++.
Title: Re: [A15] Misc. Robots++
Post by: Expresso on September 25, 2016, 11:42:42 AM
Quote
If it's red, then it means that the mod isn't the right version for your game version.
Downloaded the wrong version maybe?

An earlier screenshot I showed matching versions
Title: Re: [A15] Misc. Robots++
Post by: Expresso on September 25, 2016, 12:01:58 PM
Hooray! I found the cause of the problem. It was necessary to carry out sub-folders in the root folder of the mod.

http://prntscr.com/cm6v9y

This folder is superfluous. All embedded in it is necessary to move from the top
Title: Re: [A15] Misc. Robots++
Post by: Expresso on September 26, 2016, 04:35:30 AM
Still have a suggestion or a request. Create separate from the builder of a mining bot. All the same, mineral extraction and construction of different categories
Title: Re: [A15] Misc. Robots++
Post by: avpx on September 26, 2016, 11:30:34 AM
Weirdly activating the mod just sets the prices of everything to 35 wood.
Title: Re: [A15] Misc. Robots++
Post by: MintyFr3sh on September 26, 2016, 07:37:33 PM
Quote from: avpx on September 26, 2016, 11:30:34 AM
Weirdly activating the mod just sets the prices of everything to 35 wood.
I have the same problem.
Title: Re: [A15] Misc. Robots++
Post by: Etherdreamer on September 27, 2016, 10:04:42 PM
 When I load a save this appears
http://imgur.com/a/dOfh9
Title: Re: [A15] Misc. Robots++
Post by: EldVarg on October 05, 2016, 07:33:47 PM
Quote from: EldVarg on September 23, 2016, 04:54:15 PM
Great mod. As I said in steam, it would be cool to have a upgraded version of the haul and clean robot - faster and could carry more.

I got tired of waiting for something like this and have now added:
* Full amount of tiers to haulers and cleaners. Where they become faster, stronger and more durable at higher tiers.
* Tier 4 for every bot - with new graphics for Builder, Crafter ER and Kitchen.
* Balanced speed, health, cost, hauling strength for most bots.
- Unfortunately missing new sprites for t2-4 of cleaners and haulers. I might add in future.

alaestor: You may use anything or everything of this version as you se fit.

http://www.megafileupload.com/sEaZ/Misc._Robots++.zip
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 06, 2016, 03:15:58 PM
Update mv1.0.2

Minor bug fix and balance improvements. It's now far cheaper to build robots than to buy them,
and of course, this also means you can sell your crafted robots at a profit.

I've also attached the latest version to the main post, as some people dislike using Mega.

For complete update details view the Change Log Pastebin (http://pastebin.com/tJF4e92V).
For balance and cost calculations view this Pastebin (http://pastebin.com/JAeTk0z7). (also added to main post)
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 06, 2016, 03:22:33 PM
Quote from: EldVarg on October 05, 2016, 07:33:47 PM
I got tired of waiting for something like this (...) alaestor: You may use anything or everything of this version as you see fit.

Unless I see more demand for it, I don't think I will be adding further tiers or more robots. From the feedback I've gotten already, the number of robots that are currently implemented are "a lot", and upgraded T2/T3 haulers and cleaners offer little benefit over the normal ones (which R++ already upgrades the speed of). This sort of change seems to add more bulk for not much value. Thanks for the input, but I'd like to minimize the number of robots as much as possible which is why I combined multiple like skills together in single robots (like the kitchen and builder bots).
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 06, 2016, 11:07:24 PM
I really don't want to triple post but... eh x.x'

Update mv1.0.3
Minor bug fix; solves the issue of the Crafter bot (t1) not being unlocked after researching. Sorry about that derp xD
Title: [A15] Misc. Robots++
Post by: Razorcake_ on October 08, 2016, 05:44:35 PM
um every time i load the mod with the robot xestion and the core it just make everything cost the same or make everything cost nothing plz help
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 08, 2016, 09:21:40 PM
Quote from: Razorcake_ on October 08, 2016, 05:44:35 PM
um every time i load the mod with the robot xestion and the core it just make everything cost the same or make everything cost nothing plz help

Make sure you have the latest version of Rimworld, Misc. Core, and Misc. Robots. I haven't seen anyone encountering this problem on steam, and frankly I have no idea why that would happen...
Title: Re: [A15] Misc. Robots++
Post by: SteelRev on October 08, 2016, 09:40:38 PM
Is there any way to area restrict the bots? Currently I'm micro managing the crafting bots to stop them from doing jobs I want the pawns doing.
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 08, 2016, 11:00:20 PM
Quote from: SteelRev on October 08, 2016, 09:40:38 PM
Is there any way to area restrict the bots? Currently I'm micro managing the crafting bots to stop them from doing jobs I want the pawns doing.

Read Haplo's post right bellow this one!

Sorry -- currently there isnt other than physically separating the bot and colonist areas. This type of functionality can only be added by Haplo to the parent [Misc. Robots] mod, as this is merely an extension of it (XML definitions & art assets).

Title: Re: [A15] Misc. Robots++
Post by: Haplo on October 09, 2016, 05:10:58 AM
Actually you can area restrict the bots. Just not in the area menu, but in the robot info field. Click on the active  area and select the restricted area he should use instead.
I know, It's not perfect as you have to set every robot by itself, but at least it is doable this way :)
Title: Re: [A15] Misc. Robots++
Post by: zmadz on October 09, 2016, 08:52:00 AM
been getting hash collision i have no idea what that means anyway just wanted to share it

(https://s10.postimg.org/8totqckj9/Hash_Collision.png) (https://postimg.org/image/8totqckj9/)
Title: Re: [A15] Misc. Robots++
Post by: alaestor on October 09, 2016, 07:13:20 PM
Quote from: Haplo on October 09, 2016, 05:10:58 AM
Actually you can area restrict the bots. Just not in the area menu, but in the robot info field. Click on the active  area and select the restricted area he should use instead.
I know, It's not perfect as you have to set every robot by itself, but at least it is doable this way :)
<3haplo
Thanks for the feedback. I'll reference your reply in the main post.


Quote from: zmadz on October 09, 2016, 08:52:00 AM
been getting hash collision i have no idea what that means anyway just wanted to share it

The hash collision doesn't seem to affect gameplay. It is a known issue. If you experience any problems because of it (like your bots turning into landmines in between saves lol), then please let me know. Otherwise, simply ignore the error.
Title: Re: [A15] Misc. Robots++
Post by: Commander Blackwatch on October 20, 2016, 01:08:51 PM
Very Helpful and Amazing mod Robots are so helpful it help the colony get better and better and the texture is so Amazing and its recharge by themselves and the research its like easy to hard and Also you can build them but its would be great to add some Restrict area that robots can stay that area sometimes just got blow or get destroyed by Invaders.

Robots : 10/10
Texture : 10/10
Research : 9.6/10

Average : 9.8/10

P.S : add some Restricted Area for the robots and also Keep a Amazing Job
Title: Re: [A15] Misc. Robots++
Post by: Nanao-kun on October 20, 2016, 02:57:53 PM
Quote from: Blackwatch27 on October 20, 2016, 01:08:51 PM
Very Helpful and Amazing mod Robots are so helpful it help the colony get better and better and the texture is so Amazing and its recharge by themselves and the research its like easy to hard and Also you can build them but its would be great to add some Restrict area that robots can stay that area sometimes just got blow or get destroyed by Invaders.

Robots : 10/10
Texture : 10/10
Research : 9.6/10

Average : 9.8/10

P.S : add some Restricted Area for the robots and also Keep a Amazing Job

You can set their restricted area by clicking on the robot directly and changing Unrestricted to something different.

EDIT: Also, the basic robotic matrix says 10 silver, but actually uses 200 silver.
Title: Re: [A15] Misc. Robots++
Post by: BMS on October 21, 2016, 11:24:17 PM
Quote from: Nanao-kun on October 20, 2016, 02:57:53 PM
EDIT: Also, the basic robotic matrix says 10 silver, but actually uses 200 silver.

small things like silver gold are 20x advertised cost. so 10 silver x 20 stack would be 200. i think :)  of course im one of the unfortunate that cant seem to get haplos working even by itself sooo cant guarantee my math.
Title: Re: [A15] Misc. Robots++
Post by: cjayr369 | KagoMakoto on October 31, 2016, 06:15:00 AM
having a problem something about kitchen bot and IED incendiary trap.... about hashtag-something.. can someone explain what this about?
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png
Title: Re: [A15] Misc. Robots++
Post by: lllMWNlll on November 14, 2016, 10:06:03 PM
Nice!!!
:D
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 15, 2016, 03:33:03 AM
Quote from: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png

Alright, weirdly enough updating one of my other mods actually fixed this. Huh.
Title: Re: [A15] Misc. Robots++
Post by: skullywag on November 15, 2016, 03:43:14 AM
Quote from: ActionCow on November 15, 2016, 03:33:03 AM
Quote from: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png

Alright, weirdly enough updating one of my other mods actually fixed this. Huh.

This is caused by other mods trying to use abstracts from core/other mods, instead of defining their own abstracts. That other mod probably forgot to do this and has fixed it in the latest version, hence it fixed your problem.
Title: Re: [A15] Misc. Robots++
Post by: Kapun on November 15, 2016, 04:14:44 AM
Quote from: cjayr369 | KagoMakoto on October 31, 2016, 06:15:00 AM
having a problem something about kitchen bot and IED incendiary trap.... about hashtag-something.. can someone explain what this about?

I also have this bug
Title: Re: [A15] Misc. Robots++
Post by: skullywag on November 15, 2016, 04:24:36 AM
As above, this is cause my mods trying to use abstracts from core, ALL MODS should define their own abstracts, DO NOT USE things like cores building_base def in your mods, define building_base def IN YOUR MOD, then use that. Its probably not even this mod, Skys a smart fellow and he hangs around the modders discord enough to know this is not the done thing. Can some people post their mod lists, id like to find the culprits.
Title: Re: [A15] Misc. Robots++
Post by: lllMWNlll on November 15, 2016, 12:08:23 PM
[SUGGESTION]
Hey incredible mod!

The disc-robots (i use to call them drones) they work under rain weather. Would be nice to add a difficulty not letting that happens. They should be destroyed or severely damage because of the wet circuit. But this should happens to all T1, T2 and T3 models. A research like "Robots Drainage System" would enables them to work under rain weather. This would add a difficulty has the player must disable their stations.
If a research it's not cool idea, may a equipment for the drones should be more interesting.

Another suggetion - those hovering bots, they shouldn't have penalties on moving on rough terrain, or passing through sandbags, i didn't aquired yet T3 or T2 models but they should move in different speeds:
T1 - 75  % of a normal pawn speed.
T2 - 90  % of a normal pawn speed.
T3 - 110% of a normal pawn speed.

I hope you'd like the suggestions! Looking foward for newer versions! :D
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 15, 2016, 04:23:33 PM
Quote from: ActionCow on November 15, 2016, 03:33:03 AM
Quote from: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png
Alright, weirdly enough updating one of my other mods actually fixed this. Huh.

Okay, my optimism may have been unfounded. My builder bot was happy to build structures and smooth floors, but refuses to deconstruct or mine at all.
Title: Re: [A15] Misc. Robots++
Post by: Canute on November 15, 2016, 05:00:33 PM
Quote from: lllMWNlll on November 15, 2016, 12:08:23 PM
[SUGGESTION]
Hey incredible mod!

The disc-robots (i use to call them drones) they work under rain weather. Would be nice to add a difficulty not letting that happens. They should be destroyed or severely damage because of the wet circuit. But this should happens to all T1, T2 and T3 models. A research like "Robots Drainage System" would enables them to work under rain weather. This would add a difficulty has the player must disable their stations.
If a research it's not cool idea, may a equipment for the drones should be more interesting.

Another suggetion - those hovering bots, they shouldn't have penalties on moving on rough terrain, or passing through sandbags, i didn't aquired yet T3 or T2 models but they should move in different speeds:
T1 - 75  % of a normal pawn speed.
T2 - 90  % of a normal pawn speed.
T3 - 110% of a normal pawn speed.

I hope you'd like the suggestions! Looking foward for newer versions! :D
Are you a owner of a smartphone or mobile phone ? Arn't the most of them waterproofed ?
So why should a drone/robot not be waterproofed ?
Sure they need maintance to get sand,slime an other things out of them but thats why they head to the recharge station.
I bet you next suggestion will be, pawn can get wet too, increased chance for flu, not to speak about geting dirty which give an mood debuf.
Title: Re: [A15] Misc. Robots++
Post by: lllMWNlll on November 15, 2016, 06:21:13 PM
Quote from: Canute on November 15, 2016, 05:00:33 PM
Quote from: lllMWNlll on November 15, 2016, 12:08:23 PM
[SUGGESTION]
Hey incredible mod!

The disc-robots (i use to call them drones) they work under rain weather. Would be nice to add a difficulty not letting that happens. They should be destroyed or severely damage because of the wet circuit. But this should happens to all T1, T2 and T3 models. A research like "Robots Drainage System" would enables them to work under rain weather. This would add a difficulty has the player must disable their stations.
If a research it's not cool idea, may a equipment for the drones should be more interesting.

Another suggetion - those hovering bots, they shouldn't have penalties on moving on rough terrain, or passing through sandbags, i didn't aquired yet T3 or T2 models but they should move in different speeds:
T1 - 75  % of a normal pawn speed.
T2 - 90  % of a normal pawn speed.
T3 - 110% of a normal pawn speed.

I hope you'd like the suggestions! Looking foward for newer versions! :D
Are you a owner of a smartphone or mobile phone ? Arn't the most of them waterproofed ?
So why should a drone/robot not be waterproofed ?
Sure they need maintance to get sand,slime an other things out of them but thats why they head to the recharge station.
I bet you next suggestion will be, pawn can get wet too, increased chance for flu, not to speak about geting dirty which give an mood debuf.

Anyway, it's a great mod. Thanks for responding it, but i really think weather should have more effects, not only in Drones, but also pets, colonists.

Get out in the rain at temperature of 3°C outside, i'm pretty sure the person will get out with a flu or at least a cold.
Title: Re: [A15] Misc. Robots++
Post by: Ashardalon411 on November 15, 2016, 09:40:18 PM
Before all thing, A huge thanks to the misc. mods and your extension, fulfill the goals I set myself would have been impossible without you two as you can read below.

So about restricted area for robots,
I have already read about the theoric "manual" possibility of restriction (i didn't yet find how to do in my game...) but,
There is a layout of the interface possible to enable it ? robots can be a category like the animals in "restriction area", no ?

Have you planned to do this in the next maj of your mod ?

Seriously, be obliged to play all the time with "fiona farming" because your 60 haulers, 40/50 cleaners and your 20 T3builders go front 300 spartans with energy guns for haul the steel of the destroyed turrets just next the ennemies, cleaning the place of the carnage when it was not finished and repair condemned turrets is a funny absurdity on the same moment but replace them after, this is...
Boring. :-\

With the numbers higher in the text, you can imagine how my base is huge (+-1/4 of a big map and its just a beginning), this base can't work without your robots: same the MAI's isn't enough to do all the job required !
(:Except if this has been modified in A15, Rimworld limit the number of the pawns at 20+-)
And replace all of them +- in the same time (=> before the next raid) would require an amouth of stocked ressources who will certainly very lag and potentially crash the game. (in exemple in my game 1 steel value 16 because of the "steel leafs" used to create it)

My project is to do a very huge entirely autonomous base with fiona farming who will can, later, résist succesfully to the harcher cold climate, the highest raid difficulty given by rimworld, and can replace the lost workforce with a little armed army of MAI's in every situation.
But the first raid test was a failure for this reason mainly, and replace them have required +- 2 days;

So pls help me to succeed my challenge ! Pls fix this !  ;)
Title: Re: [A15] Misc. Robots++
Post by: faltonico on November 15, 2016, 10:48:09 PM
Quote from: Ashardalon411 on November 15, 2016, 09:40:18 PM

So about restricted area for robots,

Just create the area you want, then select the robot, select the little colored square named with the area it has at the moment, then select the area you want form the drop down list.
As simple as that ;)
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 15, 2016, 11:31:06 PM
Alright, for anyone else having similar issues I think I've mostly narrowed it down. Dunno if any of the other mods in my list cause problems, but Combat Realism definitely fucks it up. With just this and misc, misc robots and misc mai it works fine even though it throws errors in the menu screen. With combat realism it functions just like it did when i tried to play with everything. Kind of expected since CR's release is buggy as all hell.
Title: Re: [A15] Misc. Robots++
Post by: tonsrd on November 21, 2016, 10:59:08 PM
first post can you upload base mod to github. the mega link you  have doesn't work for me in  uk,

and not everyone uses steam link
Title: Re: [A15] Misc. Robots++
Post by: alaestor on November 23, 2016, 09:34:43 AM
Quote from: tonsrd on November 21, 2016, 10:59:08 PM
first post can you upload base mod to github. the mega link you  have doesn't work for me in  uk, and not everyone uses steam link
There is a file attached to the main thread post. However, I have also uploaded the 1.0.3 release to FileDropper.com
I've also updated download section with clickable link to the attached file, and to the new FileDropper mirror.

Quote from: ActionCow on November 15, 2016, 11:31:06 PM
Dunno if any of the other mods in my list cause problems, but Combat Realism definitely fucks it up. With combat realism it functions just like it did when i tried to play with everything. Kind of expected since CR's release is buggy as all hell.

Can anyone else confirm this? Is it specific to R++ or does it effect the parent Misc. Robots mod as well?
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 24, 2016, 12:27:03 AM
Quote from: alaestor on November 23, 2016, 09:34:43 AM
Quote from: tonsrd on November 21, 2016, 10:59:08 PM
first post can you upload base mod to github. the mega link you  have doesn't work for me in  uk, and not everyone uses steam link
There is a file attached to the main thread post. However, I have also uploaded the 1.0.3 release to FileDropper.com
I've also updated download section with clickable link to the attached file, and to the new FileDropper mirror.

Quote from: ActionCow on November 15, 2016, 11:31:06 PM
Dunno if any of the other mods in my list cause problems, but Combat Realism definitely fucks it up. With combat realism it functions just like it did when i tried to play with everything. Kind of expected since CR's release is buggy as all hell.

Can anyone else confirm this? Is it specific to R++ or does it effect the parent Misc. Robots mod as well?

Only this mod, normal misc robots works fine though MAI has issues if you try to get them to fight.
Even with this installed, haulers and cleaners work normally. Your crafters seem to work fine too, ER bots rescue but don't treat, and builders will only deliver materials, smooth floors and build/remove roofs. They won't build, deconstruct, or mine. I haven't tried kitchen bots but could try to test them too.
I'd attach a debug log if I knew how to copy it/get it as a file.
Title: Re: [A15] Misc. Robots++
Post by: alaestor on November 24, 2016, 01:34:49 AM
Quote from: ActionCow on November 24, 2016, 12:27:03 AM
Only this mod, normal misc robots works fine though MAI has issues if you try to get them to fight.
(...) Your crafters seem to work fine too, ER bots rescue but don't treat, and builders (...) won't build, deconstruct, or mine.

I've added CR to the incompatibility list. Haplo mentioned a work-around by changing bots into colonists allowing people to manually set their priorities, but that pretty much breaks the purpose of having robots so I won't be implementing a patch for this issue. Thanks for the information ActionCow.

Quote from: Haplo(?)
It is only incompatible with mods that automatically change their work priority.
But I'm unaware of any mod that does that. You can reset the robots manually, but you would need to manually change an entry in the AIRobots_Race.xml file. There is a disabled entry named <showAsColonist>. If you enable that, the robots will show up as a normal colonist and you can change their work setting.
Title: Re: [A15] Misc. Robots++
Post by: ActionCow on November 24, 2016, 11:45:12 PM
That only really makes sense if their priorities are automatically set to zero, but even then it's kind of weird since they'll do some jobs in one category but not others like the builder.
Title: Re: [A15] Misc. Robots++
Post by: 14m1337 on November 27, 2016, 12:42:56 PM
*cough*
a few minutes ago, two of my colonists had their marriage ceremony. even the bots came to the marriage spot to party (maybe the even partied hard :D ).
Is this working as intended ?
Title: Re: [A15] Misc. Robots++
Post by: Lerin on November 27, 2016, 02:03:49 PM
Dosen't matter ?
Robots are too one big family members :)
Title: Re: [A15] Misc. Robots++
Post by: Canute on November 27, 2016, 03:46:58 PM
Quote from: 14m1337 on November 27, 2016, 12:42:56 PM
*cough*
a few minutes ago, two of my colonists had their marriage ceremony. even the bots came to the marriage spot to party (maybe the even partied hard :D ).
Is this working as intended ?
Intended, no.
But not avoidable, pawns even chat with robots, the game handle them as visitors/pawns not as objects.
Why do you think the communication unit of robots is the 1. thing that break and can't be repaired ? :-)
Title: Re: [A15] Misc. Robots++
Post by: Thundercraft on December 04, 2016, 12:36:56 PM
I'm not sure how much impact this has on functionality or if this is trivial, but I'm getting a red error:

Hash collision between RPP_RechargeStation_Kitchen_Interm and  Plantmushroom: both have short hash 61243

I know that "RPP_RechargeStation_Kitchen_Interm" belongs to the Misc. Robot++ mod. (See "RPP_Buildings_RechargeStation.xml") And I know that "Plantmushroom" belongs to the  Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod. (See "Cultivated_Plants.xml") To my eyes, this looks like it may be a compatibility issue.

Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e

(Note: I also posted this to the Report Bugs Here (http://steamcommunity.com/workshop/filedetails/discussion/747645520/361798516946362011/) thread on Steam.)

Edit:
I noticed another hash collision with a different mod:

Hash collision between TrapIEDIncendiary and  RPP_Bot_Kitchen_Adv: both have short hash 48416

I know that "TrapIEDIncendiary" belongs to the Moveable Traps and IEDs (http://steamcommunity.com/sharedfiles/filedetails/?id=766075709) mod. (See "Buildings_MoveableTraps.xml") And I know that "RPP_Bot_Kitchen_Adv" belongs to the Misc. Robot++ mod (https://ludeon.com/forums/index.php?topic=26151.45). (See "RPP_Buildings_RechargeStation.xml")
Title: Re: [A15] Misc. Robots++
Post by: DepOpt on December 11, 2016, 01:37:33 PM
Quote from: Canute on November 27, 2016, 03:46:58 PM
Quote from: 14m1337 on November 27, 2016, 12:42:56 PM
*cough*
a few minutes ago, two of my colonists had their marriage ceremony. even the bots came to the marriage spot to party (maybe the even partied hard :D ).
Is this working as intended ?
Intended, no.
But not avoidable, pawns even chat with robots, the game handle them as visitors/pawns not as objects.
Why do you think the communication unit of robots is the 1. thing that break and can't be repaired ? :-)
Unintentional but cute.
Feature not a bug.
Title: Re: [A15] Misc. Robots++
Post by: Spdskatr on December 12, 2016, 03:40:01 AM
Quote from: Thundercraft on December 04, 2016, 12:36:56 PM
I noticed another hash collision with a different mod:

Hash collision between TrapIEDIncendiary and  RPP_Bot_Kitchen_Adv: both have short hash 48416

I know that "TrapIEDIncendiary" belongs to the Moveable Traps and IEDs (http://steamcommunity.com/sharedfiles/filedetails/?id=766075709) mod. (See "Buildings_MoveableTraps.xml") And I know that "RPP_Bot_Kitchen_Adv" belongs to the Misc. Robot++ mod (https://ludeon.com/forums/index.php?topic=26151.45). (See "RPP_Buildings_RechargeStation.xml")
I don't have the Moveable Traps and IEDs mod and it still happens. It either is a conflict with the mod Core(by Tynan :P) or another mod that changes the way an IED works. It has no apparent game instability issues.

Also, do you have an animal handling bot?
Title: Re: [A15] Misc. Robots++
Post by: alaestor on December 13, 2016, 01:58:46 PM
To confirm; the short hash collisions have no impact on functionality that I'm aware of (known since A15 release).
Unless something makes it a problem; it's probably best if I leave it alone. I'm not even too sure how I'd go about fixing that anyways. Despite being named a "hash" I don't think they're strictly 'uniquely generated' based on mod input, but rather seem to be assigned. Anything that would bother to utilize the hash would likely default to using the long/full hash (if one exists) rather than the short one.
So I don't predict there being any problems now or in the future. Simply ignore the 'error' (warning).

Quote from: Spdskatr on December 12, 2016, 03:40:01 AM
Also, do you have an animal handling bot?
No, and I don't think I'll be adding one. Seems more of a human venture anyways  ;D
Title: Re: [A15] Misc. Robots++
Post by: AquaTech on December 17, 2016, 12:19:29 PM
Hi, your mod look like really cool , but every time I install him all the objects of the game cost only 1 of steel  :'(
What should I do ?
Title: Re: [A15] Misc. Robots++
Post by: alaestor on January 07, 2017, 09:34:36 PM
I've changed the mod to A16 and made some minor changes to fix some errors that were created by the game update.
Previous versions can be found via the Mega.nz link in the main thread.

There is a hotfix by Haplo to his Robots mod that makes this all possible; however the parent mod isn't in official capacity yet, so use it at your own risk and expect things to change. Though from what I've tested, it seems to work fine.

Quote from: AquaTech on December 17, 2016, 12:19:29 PM
Hi, your mod look like really cool , but every time I install him all the objects of the game cost only 1 of steel  :'(
What should I do ?

I've never confirmed that bug. Please make sure you're using the correct mod and game versions, verify that your game install isn't corrupted, and that you have loaded the mods in the correct order (core, misc core, misc robots, robots++)
Title: Re: [A15] Misc. Robots++
Post by: azulusthra on January 07, 2017, 10:38:44 PM
Quote from: alaestor on January 07, 2017, 09:34:36 PM
I've changed the mod to A16 and made some minor changes to fix some errors that were created by the game update.
Previous versions can be found via the Mega.nz link in the main thread.

There is a hotfix by Haplo to his Robots mod that makes this all possible; however the parent mod isn't in official capacity yet, so use it at your own risk and expect things to change. Though from what I've tested, it seems to work fine.

Link for the hotfix ?
Can't seem to find any links for robots A16..
Title: Re: [A15] Misc. Robots++
Post by: Lennbolt7 on January 07, 2017, 10:55:40 PM
Quote from: azulusthra on January 07, 2017, 10:38:44 PM
Quote from: alaestor on January 07, 2017, 09:34:36 PM
I've changed the mod to A16 and made some minor changes to fix some errors that were created by the game update.
Previous versions can be found via the Mega.nz link in the main thread.

There is a hotfix by Haplo to his Robots mod that makes this all possible; however the parent mod isn't in official capacity yet, so use it at your own risk and expect things to change. Though from what I've tested, it seems to work fine.

Link for the hotfix ?
Can't seem to find any links for robots A16..
I believe Haplo has it uploaded on steam.
Title: Re: [A15] Misc. Robots++
Post by: alaestor on January 08, 2017, 12:39:57 AM
Quote from: Lennbolt7 on January 07, 2017, 10:55:40 PM
Quote from: azulusthra on January 07, 2017, 10:38:44 PM
Link for the hotfix ? Can't seem to find any links for robots A16..
I believe Haplo has it uploaded on steam.

I know for sure the steam version is A16 compatible and I tested it myself; however I don't think Haplo has uploaded it anywhere else. I'm hesitant to mirror it here as I don't have his permission and it's also a temp/short-term fix prior to a full release... But what the hell (http://www.filedropper.com/unofficialmirrora16miscrobotssteamhotfix). Consider that link extremely unofficial so stay tuned for a proper release by haplo.

Use that at your own risk (save & game corruption, hotfix-quality, etc)

and yes... I changed my mind half way through writing that.
Title: Re: [A16] Misc. Robots++
Post by: Senio on January 08, 2017, 01:38:11 AM
can dev a cleaning  bot?
thanks .
Title: Re: [A16] Misc. Robots++
Post by: AzharNoordin on January 08, 2017, 05:02:18 AM
Getting this error and having conclict with this mod https://ludeon.com/forums/index.php?topic=29098.0 (https://ludeon.com/forums/index.php?topic=29098.0) probably because of the med bots

XML error: <defaultCooldownTicks>80</defaultCooldownTicks> doesn't correspond to any field in type VerbProperties.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.XmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] Misc. Robots++
Post by: Goldini50 on January 08, 2017, 07:23:24 AM
Its not possible for me to craft any robot. Tested without any other mods ( just Core, Misc. Core, Misc.Robots) + new savegame - still the same Problem.
If one of my pawns try to complete a robot on the robots table I get this error log.

Is there any workaround/hotfix for this ?
Cheers,...

[attachment deleted by admin due to age]
Title: Re: [A16] Misc. Robots++
Post by: 14m1337 on January 08, 2017, 09:10:59 AM
I'm experiencing the same XML error as AzharNoordin before, but as I don't use the mod that he linked, I don't think it's a mod conflict.
XML error: <defaultCooldownTicks>80</defaultCooldownTicks> doesn't correspond to any field in type VerbProperties.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.XmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Title: Re: [A16] Misc. Robots++
Post by: Haplo on January 08, 2017, 09:18:40 AM
This is a missing a16 conversion.
DefaultCooldownTicks was changed to defaultCooldownTime. And it needs a time in seconds now.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 08, 2017, 02:17:37 PM
mv1.0.5 has been released, fixing the DefaultCooldownTicks error spam.

Quote from: Goldini50 on January 08, 2017, 07:23:24 AM
Its not possible for me to craft any robot. If one of my pawns try to complete a robot on the robots table I get this error log.

I just tested it. Try downloading the latest version of the mod (1.0.5) and try again. Double check you have the correct load order and game version.

Quote from: Haplo on January 08, 2017, 09:18:40 AM
This is a missing a16 conversion. DefaultCooldownTicks was changed to defaultCooldownTime. And it needs a time in seconds now.

heh... whoops. You maintain my mod better than I do.
Title: Re: [A16] Misc. Robots++
Post by: pktongrimworld on January 08, 2017, 03:17:34 PM
go team!
Title: Re: [A16] Misc. Robots++
Post by: blaxblade on January 08, 2017, 05:37:42 PM
I have some problems with some robots; with builder and cook.
Builder does not work, it goes around, occasionally work only at deep drill but has never built anything. Cook robot does absolutely nothing. I have download the last version on mediafire
Title: Re: [A16] Misc. Robots++
Post by: blaxblade on January 08, 2017, 06:04:55 PM
i found the problem, is combat realism; there is o there will be a fix, a patch o a solution for this?
please :) :) :)
Title: Re: [A16] Misc. Robots++
Post by: Goldini50 on January 09, 2017, 06:32:52 AM
Quote from: alaestor on January 08, 2017, 02:17:37 PM

I just tested it. Try downloading the latest version of the mod (1.0.5) and try again. Double check you have the correct load order and game version.

Reinstallation fixed my problem ,lol - thx ;)
Title: Re: [A16] Misc. Robots++
Post by: ChromeMax on January 09, 2017, 09:10:58 AM
I'm just grateful that the original robots mod was updated as well as this, but I have a few suggestions for you. Maybe set up a fourth tier for those who has many resources to spend and need faster and more efficient workforce than the third tier. Also, you should add the ability to install parts on robots that make them "Harder, Faster, Stronger Better" via surgery. Anyways, basically just wanted to thank you for updating this mod as well.
Title: Re: [A16] Misc. Robots++
Post by: AzharNoordin on January 09, 2017, 10:59:24 AM
Ummm...how do you activate the robots? i keep clicking activate robot but nothing happens....

Edit: NVM its conflict with Fulffy's Worktab
Title: Re: [A16] Misc. Robots++
Post by: blaxblade on January 09, 2017, 11:43:14 AM
Please, there is a fix? how can i solve?
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 09, 2017, 02:51:32 PM
Quote from: blaxblade on January 09, 2017, 11:43:14 AM
i found the problem its combat realism; will there be a patch or a solution for this?
TL;DR I have no fix. Combat Realism is on the incompatibility list.

I won't be releasing a compatibility patch for combat realism. If someone would like to, I'd link to it in the main thread. From my understanding it arises from messing with work priorities. I will not be making any fixes for mods that break due to modifying work priorities as I predict it's an endless circle of support-hell.

Quote from: ChromeMax on January 09, 2017, 09:10:58 AM
I'm just grateful that the original robots mod was updated as well as this, but I have a few suggestions for you. Maybe set up a fourth tier for those who has many resources to spend and need faster and more efficient workforce than the third tier. Also, you should add the ability to install parts on robots that make them "Harder, Faster, Stronger Better" via surgery. Anyways, basically just wanted to thank you for updating this mod as well.

My original idea was to have only 1 of each robot and them improve via research upgrades or installing modifications -- sadly that would require C# code that I'm just not going to write nor compile. So as a replacement for that concept, I just made 3 of each robot. #lazy. Now in the file where the types of robots are defined I also defined but commented out a T4 "Omni-Robot" that requires every other adv robot research as a prerequisite. It can do everything all the other bots can do and better (Except maybe haul? idk i never finished it).

The issue is robot pawns seem to be semi-real... from my testing that one time a long time ago that may be invalid now; they are constantly destroyed and re-created as different / fresh pawns. If that's the case then no physical modifications via surgery would stay around very long as the pawn would basically "respawn" and lose all modifications.

I never made a T4 nor included the Omni-Bot as I designed these to be rather balanced and not completely replace humans or get to a point where theyre OP (heh, aint that unrealistic... but works for gameplay purposes).

I may reconsider and release a separate expansion if there is enough interest. If there's a ton of interest then I'll add the Omni-Bot into the main mod.

Quote from: AzharNoordin on January 09, 2017, 10:59:24 AM
i keep clicking activate robot but nothing happens.... Edit: NVM its conflict with Fulffy's Worktab
yeah... that seems to be a new incompatibility... I will add it to the list if it doesnt get resolved by the time Misc. Robots is released in full capacity (currently its only a hotfix).
Title: Re: [A16] Misc. Robots++
Post by: Fluffy (l2032) on January 09, 2017, 03:20:06 PM
Problems with my work tab should be resolved in the latest update of the work tab.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 09, 2017, 03:29:05 PM
Quote from: Fluffy (l2032) on January 09, 2017, 03:20:06 PM
Problems with my work tab should be resolved in the latest update of the work tab.

Thx fluffy <3
P.s. fluffy face reveal (https://images-na.ssl-images-amazon.com/images/I/61kRWrBIieL._SY300_.jpg)?
P.p.s. <nerdgasm> omg holytrinity; now Haplo, Skullywag, and Fluffy have all commented in my thread.</nerdgasm>
Title: Re: [A16] Misc. Robots++
Post by: blaxblade on January 09, 2017, 04:21:54 PM
Quote from: alaestor on January 09, 2017, 02:51:32 PM
Quote from: blaxblade on January 09, 2017, 11:43:14 AM
i found the problem its combat realism; will there be a patch or a solution for this?
TL;DR I have no fix. Combat Realism is on the incompatibility list.

I won't be releasing a compatibility patch for combat realism. If someone would like to, I'd link to it in the main thread. From my understanding it arises from messing with work priorities. I will not be making any fixes for mods that break due to modifying work priorities as I predict it's an endless circle of support-hell.

Quote from: ChromeMax on January 09, 2017, 09:10:58 AM
I'm just grateful that the original robots mod was updated as well as this, but I have a few suggestions for you. Maybe set up a fourth tier for those who has many resources to spend and need faster and more efficient workforce than the third tier. Also, you should add the ability to install parts on robots that make them "Harder, Faster, Stronger Better" via surgery. Anyways, basically just wanted to thank you for updating this mod as well.

My original idea was to have only 1 of each robot and them improve via research upgrades or installing modifications -- sadly that would require C# code that I'm just not going to write nor compile. So as a replacement for that concept, I just made 3 of each robot. #lazy. Now in the file where the types of robots are defined I also defined but commented out a T4 "Omni-Robot" that requires every other adv robot research as a prerequisite. It can do everything all the other bots can do and better (Except maybe haul? idk i never finished it).

The issue is robot pawns seem to be semi-real... from my testing that one time a long time ago that may be invalid now; they are constantly destroyed and re-created as different / fresh pawns. If that's the case then no physical modifications via surgery would stay around very long as the pawn would basically "respawn" and lose all modifications.

I never made a T4 nor included the Omni-Bot as I designed these to be rather balanced and not completely replace humans or get to a point where theyre OP (heh, aint that unrealistic... but works for gameplay purposes).

I may reconsider and release a separate expansion if there is enough interest. If there's a ton of interest then I'll add the Omni-Bot into the main mod.

Quote from: AzharNoordin on January 09, 2017, 10:59:24 AM
i keep clicking activate robot but nothing happens.... Edit: NVM its conflict with Fulffy's Worktab
yeah... that seems to be a new incompatibility... I will add it to the list if it doesnt get resolved by the time Misc. Robots is released in full capacity (currently its only a hotfix).

I apologize for the insistence, the fact is that I find its modification, very beautiful.
I also understand you can not stand behind every incompatibility, so if I explain in what file is the incompatibility can also try alone though my skills are in completely different fields
This is the error message that appears as soon as the robot builder freezes

Def-linked translation error: Found no Verse.BodyPartDef named RightHandMechanicalRingFinger to match RightHandMechanicalRingFinger.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 09, 2017, 05:54:45 PM
Quote from: blaxblade on January 09, 2017, 04:21:54 PM
This is the error message that appears as soon as the robot builder freezes

Def-linked translation error: Found no Verse.BodyPartDef named RightHandMechanicalRingFinger to match RightHandMechanicalRingFinger.label
Verse.Log:Warning(String)

I managed to solve that by adding the new mechanical fingers found on mechanoids to the robot bodies; but now im getting this crap
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
(...)


Sorry man; I just don't see it happening xD
There would likely need to be a completely separate version for CR and frankly I'm just not capable nor willing to bother with that.
Title: Re: [A16] Misc. Robots++
Post by: dv on January 10, 2017, 12:36:38 AM
I just wanted to say thank you for working on this. I love my little robot hauler army. :-D
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 10, 2017, 12:42:40 AM
Quote from: dv on January 10, 2017, 12:36:38 AM
I just wanted to say thank you for working on this. I love my little robot hauler army. :-D

lol thank haplo! I didnt make the haulers... thx tho :D
Title: Re: [A16] Misc. Robots++
Post by: Stage on January 10, 2017, 01:30:33 AM
Hello!

Thanks for your great addition to Haplo's robots!

I am quite happy with the capabilities of your robots, and that we don't need lots of different robots for each task.
I am missing one capability however: animal handling. Would you mind adding this to the cook, or add a fourth robot, the farmer? This could be a specialized version of the cook, that can grow, handle animals and haul and is crafted with one T3 cook and Hauler bot + x robot parts.

Otherwise a great addition, I really love to play with your extension!
Keep up the good work.

Regards,
Stage
Title: Re: [A16] Misc. Robots++
Post by: rfctksSparkle on January 10, 2017, 02:07:50 AM
For some reason, when trying to load a existing game with this mod enabled,  I get this error. Misc Robots alone loads fine, but just not with this Robots++ mod.


Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.Check (RimWorld.Pawn_WorkSettings _this, Verse.DefMap`2 priorities, System.Reflection.FieldInfo fieldPawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [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__733()
Title: Re: [A16] Misc. Robots++
Post by: Fluffy (l2032) on January 10, 2017, 02:26:31 AM
you've added or removed workgivers to/from your game (or a mod update did). WorkTab doesn't like that. Disable worktab, load&save, re-enable worktab, et voila! (do restart RW after each step.)
Title: Re: [A16] Misc. Robots++
Post by: blaxblade on January 10, 2017, 06:54:35 AM
Quote from: alaestor on January 09, 2017, 05:54:45 PM
Quote from: blaxblade on January 09, 2017, 04:21:54 PM
This is the error message that appears as soon as the robot builder freezes

Def-linked translation error: Found no Verse.BodyPartDef named RightHandMechanicalRingFinger to match RightHandMechanicalRingFinger.label
Verse.Log:Warning(String)

I managed to solve that by adding the new mechanical fingers found on mechanoids to the robot bodies; but now im getting this crap
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
(...)


Sorry man; I just don't see it happening xD
There would likely need to be a completely separate version for CR and frankly I'm just not capable nor willing to bother with that.

I find it strange to be incompatible, since the two mod dealing with different aspects on paper. The problem is in work priorities? it is this that blocks some robots? such as robots working as smiths do not give any hassle
however, I was rude, congratulations for the mod I really like :)
Title: Re: [A16] Misc. Robots++
Post by: rfctksSparkle on January 10, 2017, 08:10:59 AM
Quote from: Fluffy (l2032) on January 10, 2017, 02:26:31 AM
you've added or removed workgivers to/from your game (or a mod update did). WorkTab doesn't like that. Disable worktab, load&save, re-enable worktab, et voila! (do restart RW after each step.)

Huh, you should probably put that in the OP on your WorkTab thread.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 10, 2017, 09:38:07 AM
Quote from: Fluffy (l2032) on January 10, 2017, 02:26:31 AM
you've added or removed workgivers to/from your game (or a mod update did). WorkTab doesn't like that.

RPP has a WorkGiverDef for the robotics table (DoBills_RPP_Robotics); is this an incompatibility?
(I would go test but its 9:42am here and I just spent the last 10 hours or so learning 4.01 strict HTML/CSS to replace a friends horrible website so... I'll just ask instead of investigating zzz)

Quote from: blaxblade on January 10, 2017, 06:54:35 AM
I find it strange to be incompatible, since the two mod dealing with different aspects on paper. The problem is in work priorities? it is this that blocks some robots? such as robots working as smiths do not give any hassle
however, I was rude, congratulations for the mod I really like :)
No problem; you weren't being rude xD thanks
The last error I had was with regards to the AI / thinking part of things. It adds stuff to the AI behavior of pawns and it also happened to affect robots. Mods like CR act a lot like overhulls; changing a lot of widely-used things. Because of that, it sometimes ends up getting applied to things that it shouldn't and there's really no way around it other than separately re-declaring the default behavior.

Quote from: Stage on January 10, 2017, 01:30:33 AM
I am missing one capability however: animal handling. Would you mind adding this to the cook, or add a fourth robot, the farmer? This could be a specialized version of the cook, that can grow, handle animals and haul and is crafted with one T3 cook and Hauler bot + x robot parts.

Otherwise a great addition, I really love to play with your extension!
Keep up the good work.

Thanks :D I'm glad you enjoy it. I've received this suggestion before. I declined it because it's a very human task. I've attempted to make the robots do very specific robot-like things. Being a warden, for example, is a social activity better handled by people than task-oriented robots. That's been my position in the past at least. Though, if there is enough demand I will likely add it.

On top of my previous reasons; I always wanted to keep the clutter to a minimum. There has always been a ton of research in R++ and I always hated the idea of adding more robots due to the increased researches. As it stands I feel there is currently too much research cluttering up the new research tab. It feels far worse than before. I've been debating on removing individual robotic research and only using the entry research and the three main tiers. If I do that, then I'll also feel more comfortable adding more robots.

So, if I choose to reduce the research (reducing the amount of; not time) AND there's enough demand - it's very likely I will begin to add more robots.
Title: Re: [A16] Misc. Robots++
Post by: coldcell on January 10, 2017, 03:01:27 PM
Thanks for the mod. I'm loving it.

I do have one question though.. Sometimes manhunter animals attack my robots before I can hunt them down, causing injuries to them. Is there any way to repair the robots? Also I notice in the Health tab, their stats such as moving, manipulation, etc are impaired because they got attacked. Does it actually affect them?

Thanks!
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 13, 2017, 03:21:13 AM
Quote from: coldcell on January 10, 2017, 03:01:27 PM
Thanks for the mod. I'm loving it.

I do have one question though.. Sometimes manhunter animals attack my robots before I can hunt them down, causing injuries to them. Is there any way to repair the robots? Also I notice in the Health tab, their stats such as moving, manipulation, etc are impaired because they got attacked. Does it actually affect them?
Glad you like it - but thank Haplo as it's only possible via his mod :D

There is no way to repair the bots, like one would repair MAIs for example. though, there are some reports of bots healing over time. In my testing bots are semi-persistant. Sometimes it will generate a completely new bot when activating a base station after loading a game - meaning it will be a completely different and hence healed robot. I'm not sure about manipulation, but I do believe moving & moving speed do affect the robot. Personally I'd love it if Haplo would confirm or deny these types of behavior. Perhaps he has addressed it somewhere and I just haven't seen it... Anyways; best of luck!
Title: Re: [A16] Misc. Robots++
Post by: Xevion on January 13, 2017, 10:37:28 PM
-snip-, confused on what I am really doing, if this mod is even activated properly and working
Title: Re: [A16] Misc. Robots++
Post by: Voxine on January 15, 2017, 06:04:05 AM
For some strange reason most of the time bots are just wandering around and don't do any work :<
Title: Re: [A16] Misc. Robots++
Post by: AzharNoordin on January 15, 2017, 08:49:41 AM
You know what all of us need....Firefighting robots  8)
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 15, 2017, 11:03:38 AM
Quote from: Xevion on January 13, 2017, 10:37:28 PM
-snip-, confused on what I am really doing, if this mod is even activated properly and working
Enable mods in the order stated in the OP (core, misc core, misc robots, misc robots++) and then check the research tab to find the robotic researches that are shown in the chart in the OP.

Quote from: Voxine on January 15, 2017, 06:04:05 AM
For some strange reason most of the time bots are just wandering around and don't do any work :<
I've gotten a few scattered reports of this but I haven't been able to confirm anything... Can you post your mod list, mod order, and error log? (I'd recommend using Hugslib to make that easier...)

Quote from: AzharNoordin on January 15, 2017, 08:49:41 AM
You know what all of us need....Firefighting robots  8)
The Emergency Response (ER) bot fights fires :D
...unless it broke during the update to A16...
Title: Re: [A16] Misc. Robots++
Post by: Lennbolt7 on January 19, 2017, 01:48:27 AM
Does anyone else have problems getting this to work in a colony that existed before installing this mod?
Title: Re: [A16] Misc. Robots++
Post by: Techgenius on January 19, 2017, 07:02:35 AM
Can't you just remove the "social" interactions of these bots? its really annoying reading them having conversations with colonists, why the fluff would you give artificial sentient intelligence to a damn cleaner bot? also, I'd like to suggest you allow us to repair destroyed robots, its terrible when they get destroyed and they just drop all their resources, why not haul the broken bot back and do repairs?
Title: Re: [A16] Misc. Robots++
Post by: Canute on January 19, 2017, 07:49:43 AM
No he can't robots are currently NPC's with Race robots.
Haplo is testing a new version with robots to mark them as animals.
Title: Re: [A16] Misc. Robots++
Post by: Tenshi~Akari on January 19, 2017, 08:49:33 AM
I thought it was possible to get rid of the talking as well... the Misc. Robots base hauler and cleaner bots have "shattered communication units" in their health tabs to keep them from talking. I thought the same was for this mod addon, but was kind of surprised when a crafter bot randomly had a conversation with one of my pawns. My concern is it's only a matter of time before someone gets slighted, snaps, fights the bot and gets an unwelcome surprise as a result of incapacitating it. (My whole Rim World experience has just been that random, it wouldn't surprise me if it comes to pass.)
Title: Re: [A16] Misc. Robots++
Post by: Canute on January 19, 2017, 10:49:35 AM
When a crafter bot is smart enough to create an art to a weapon or appearal, why he can't talk to their master for inspiration ?
Title: Re: [A16] Misc. Robots++
Post by: Tenshi~Akari on January 19, 2017, 10:35:22 PM
When said master has either Volatile/Psycopath/Bloodlust in their personality traits, I kinda fear for the bot's safety the moment the wrong thing is said... and, of course, the surrounding area they'd come in contact with. No good blowing holes in your mountain dugout when your folks are under some mental pressure with their bots, amirite? ;D

That being said, now that Misc. MAI has been updated to A16, it would kind of be nice to have a safer, non-verbal alternative to do my crafting/cooking/caring/building while I have MAI on lookout duty. That is, if it's possible to implement, either as an alternate download or however it would work.
Title: Re: [A16] Misc. Robots++
Post by: Haplo on January 20, 2017, 06:42:47 AM
The new robots will not talk so much anymore. Colonists just don't talk with animals (and they don't nuzzle with your robots either, hopefully) ;)
But they will only be released officially in a17 as it breaks the current robots. (Also the ThingDef needs to be changed slightly)
Title: Re: [A16] Misc. Robots++
Post by: Canute on January 20, 2017, 06:58:24 AM
Haplo nuzzle Hauler One and get bound with him.
Haplo is sad, because his Hauler One got explode into a big ball of fire.

:P
Title: Re: [A16] Misc. Robots++
Post by: Lennbolt7 on January 22, 2017, 07:36:10 PM
Is there any way to get this working in an existing colony? The research and bots don't show up for me. I know it's not just being pushed off the research tree screen because I'm using the old research menu. Also, there's no option to buy, craft, or debug spawn the new bots anywhere.
Title: Re: [A16] Misc. Robots++
Post by: Haplo on January 23, 2017, 03:16:58 AM
Try to debug spawn the corresponding Recharge Station. NOT the robots!
Are the (minified) recharge stations available?
Title: Re: [A16] Misc. Robots++
Post by: Lennbolt7 on January 23, 2017, 05:49:05 PM
I checked for the recharging bases too. The only ones I can find are for the regular cleaner and hauler. Absolutely nothing from misc++ shows up anywhere ingame. With the exception of the mod menu to activate it. Is there any way to get this working in an existing colony? I've got a real good one running right now, and I'd like to avoid starting over if possible.
Title: Re: [A16] Misc. Robots++
Post by: HanFox on January 24, 2017, 01:48:31 AM
@Lennbolt7, I added this to an existing colony yesterday and it worked fine.

Are you sure you actually unpacked the zip? Do you have a "Robots_PlusPlus_Misc_Robots_Xtension" folder with About, Defs, Textures and "Misc Robots Plus Plus.txt"?

If you installed it via the Steam Workshop try it manually instead.
Title: Re: [A16] Misc. Robots++
Post by: Lennbolt7 on January 24, 2017, 02:12:11 AM
Well as it turns out unpacking it wasn't enough. There's four more zips in the unpacked file that have the folder you describe. I'll put in the a16 version and post the results in an edit tomorrow.
Title: Re: [A16] Misc. Robots++
Post by: masterpain on January 24, 2017, 11:00:52 AM
Is there an easier way to prevent hauler bots from running in the middle of battle?  Like restrictions?
Title: Re: [A16] Misc. Robots++
Post by: Canute on January 24, 2017, 11:29:23 AM
No, auto. they don't want do this and i don't know a mod which change the flee range to 20/30 before they even come at range.
Equip your bot with some pers. shields (but drop the own energy field first) to protect against some bullets.
If you got equipment with speed bonus, give it to the hauler too.

But just ask yourself, what are you doing when you encounter a raid ?
- draft all pawns. seperate them by fighter and crater and move the crafter at safe area.
- assign animals to a safe indoor area if they arn't allready are.
- turn off all non fighter bots.

Maybe try "better pawn control" mod, then you just set the policy to raid (you need to define it first ofcourse) and all these things happen more or less with just 2 clicks.
Title: Re: [A16] Misc. Robots++
Post by: Lennbolt7 on January 24, 2017, 08:00:17 PM
It works now, thanks.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on January 29, 2017, 10:25:52 PM
Quote from: Lennbolt7 on January 24, 2017, 02:12:11 AM
Well as it turns out unpacking it wasn't enough. There's four more zips in the unpacked file that have the folder you describe. I'll put in the a16 version and post the results in an edit tomorrow.
Quote from: Lennbolt7 on January 24, 2017, 08:00:17 PM
It works now, thanks.

LOL sorry, I only read this periodically so I'm not active enough to reply to things in a timely fashion...
I think you downloaded the entire folder linked on mega.nz -- the link actually provides multiple .zip files (for various versions) and you're supposed to download the appropriate one. Conveniently (or rather inconveniently...) mega also includes a button to download the entire folder as an archive... It can be annoying when small confusions like this get in the way of stuff working like you'd expect. Sorry you had that mix-up.

Quote from: masterpain on January 24, 2017, 11:00:52 AM
Is there an easier way to prevent hauler bots from running in the middle of battle?  Like restrictions?
In the OP there's a quote and link to haplo talking about allowable areas. I think it may still be applicable.


Quote from: HanFox on January 24, 2017, 01:48:31 AM
[...]Do you have a "Robots_PlusPlus_Misc_Robots_Xtension" folder with About, Defs, Textures and "Misc Robots Plus Plus.txt"?[...]
Random note for the record and for those who are curious: the "Misc Robots Plus Plus.txt" file is optional and exists to aid in (windows) search index and (linux) grep results. Just contains keywords / variations on the title of the mod. More applicable for the steam release, as it will be filed in a folder structure like "./12351451/25636345/" and can be annoying to find.
Title: Re: [A16] Misc. Robots++
Post by: kroclebo on February 01, 2017, 09:37:56 AM
Hello, and thanks for this great mod. I have one question : how can we make the crafter bot able to craft medicine and such ? (At the drug lab, some recipe need medicine skills...
Thanks.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on February 01, 2017, 05:09:17 PM
Quote from: kroclebo on February 01, 2017, 09:37:56 AM
Hello, and thanks for this great mod. I have one question : how can we make the crafter bot able to craft medicine and such ? (At the drug lab, some recipe need medicine skills...  Thanks.

IF YOU'RE NOT A MODDER
dunno, I probably should have looked into that earlier, but I dont think i'll be changing it any time soon... sorry man

IF YOU'RE A MODDER
welp im lazy and dont know anything about current documentation or how one would set medical level without enabling the bot to do medicine.
in /Defs/ThingDefs/RPP_Races.xml you will find definitions for each tier and type of robot.

You'll see stuff like this;

<!-- Advanced -->
<ThingDef Class="AIRobot.ThingDef_AIRobot" ParentName="BaseAIRobot">
<defName>RPP_Bot_Crafter_Adv</defName>
<label>Crafter Bot</label>
<description>A Tier 3 Master-class unit capable of smithing, tailoring, and crafting.</description>

<!-- ... Bunch of stuff i cut out ... -->

<passionLevel>0</passionLevel>
<startingSkillLevel>13</startingSkillLevel>
<enhancedAI>false</enhancedAI>
<workTag>1032</workTag>
<workTypeDefs>
<li>Smithing</li>
<li>Tailoring</li>
<li>Crafting</li>
</workTypeDefs>
</ThingDef>


the thing to focus on for your question is to modify the <workTag> and maybe the <workTypeDefs> fields to allow it to make drugs and have a medical level. Old <workTag> information can be found here (https://ludeon.com/forums/index.php?topic=3612.1290), and they've probably added new ones for the drugs and whatnot. (Note that workTag's value appears to be using powers of 2 to set binary level flags). You will need to include drug-making worktype as an <li> under <workTypeDefs> as well to allow it to use the table and make drugs (if it doesn't already)...

I'm pretty out of the loop. I dont play much / at all, and I'm not too sure if there's a resource somewhere that documents the worktypedefs and worktags... I'll probably make drug making and the like a standard feature in future updates for the crafter bot either whenever I get around to it (likely after a game update) or if someone like you finds the appropriate information.
Title: Re: [A16] Misc. Robots++
Post by: Addhatic on February 02, 2017, 09:51:05 AM
Ok this is driving me nuts.
i tried making the ER bots capable of crafting medicine. at first just added on RPP_Races.xml <workTypeDefs>
<li>Doctor</li>
<li>Crafting</li>
<li>Firefighter</li>
</workTypeDefs>

But it didn't work. so i searched the forums and found you have to add worktag number, so after messing around a while the code became like this <workTag>5288</workTag>
<workTypeDefs>
<li>Doctor</li>
<li>Crafting</li>
<li>Firefighter</li>
</workTypeDefs>

Here i should mention that everything else is the same as before. but in game ER Bot shows that it is still icapable of crafting. and when i try to make the ER Bot to produce  medicine by right clicking the Drug table, shows skill too low. so what am i missing here ??
Is the bot hardcoded to be incapable of something ? then where is the Code ? i searched all the xml Files but didn't find any..

Plz Help. Thanks in advance.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on February 02, 2017, 12:18:36 PM
Quote from: Addhatic on February 02, 2017, 09:51:05 AM
But it didn't work. so i searched the forums and found you have to add worktag number, so after messing around a while the code became like this <workTag>5288</workTag>
<workTypeDefs>
<li>Doctor</li>
<li>Crafting</li>
<li>Firefighter</li>
</workTypeDefs>

Here i should mention that everything else is the same as before. but in game ER Bot shows that it is still icapable of crafting. and when i try to make the ER Bot to produce  medicine by right clicking the Drug table, shows skill too low. so what am i missing here ??
Is the bot hardcoded to be incapable of something ? then where is the Code ? i searched all the xml Files but didn't find any..

Plz Help. Thanks in advance.
So the workTags are boolean bit-field flags that set state for pawns; saying what they are allowed or not allowed to do... To figure out what information you need; we'll need to find documentation for the workTypeDefs and workTag fields (enums in some C# source code I think), or look at some stuff in /mods/core/ to see what definitions they're using to allow working at the drug table.

in "Mods\Core\Defs\WorkTypeDefs\WorkTypes.xml" the workTypeDefs are defined, and as such it appears the only relevant one for the drug table is probably <li>Crafting</li> which you've already added.

Now for the workTags (unless new ones have been added... I cant find where they're defined) Intellectual(2), ManualDumb(4), ManualSkilled(8), Crafting(1024) are the only tags that I think can be relevant for crafting drugs. If you're doing this on the ER bot you'll also need to add Firefighting(4096) which means the total is 2 +4 +8 +1,024 +4,096 = 5,134 <workTag>5134</workTag> if that works try with 5132 instead, as I suspect Intellectual(2) is unneeded.

Edit: everything I say is wrong...
(I wish this dang thing had some centralized documentation... Maybe it does and I'm just blind.)
Title: Re: [A16] Misc. Robots++
Post by: Addhatic on February 02, 2017, 01:00:04 PM
@alaestor
Tried your worktag number, Didn't work. see attachment for debug log.
I came up with 5288 after following this (taking from worktype.xml)

Firefighting+Doctor+Crafting
=(Firefighting+Scary)+(Caring)+(Crafting+ManualSkilled)
=4096+128+32+1024+8
=5288

Thanks for the reply.

[attachment deleted by admin due to age]
Title: Re: [A16] Misc. Robots++
Post by: alaestor on February 02, 2017, 01:11:46 PM
Quote from: Addhatic on February 02, 2017, 01:00:04 PM
I came up with 5288 after following this (taking from worktype.xml)

Firefighting+Doctor+Crafting=(Firefighting+Scary)+(Caring)+(Crafting+ManualSkilled)=4096+128+32+1024+8=5288

Errr "caring" is medical stuff? Lol I'm clearly lost as I don't remember what anything means any more...

If the workTag and workTypeDefs have all the things that would make sense, then I don't know what could be stopping it from crafting at the drug table.

For a screw-it attempt, try adding everything to the workTag just to make sure it doesnt need intellectual or dumb labor or something stupid.
Title: Re: [A16] Misc. Robots++
Post by: Dagoras on February 03, 2017, 11:36:08 AM
Hey alaestor,

i really like your robots, they make things much easier, but i have a question.

Since i prefer robots over that fleshy animals, i would like to have a caravan bot, i mean there is that basic hauler bot and i wondered why you cant use it in caravan`s ? I know they need to recharge, but my question is can you create a caravan bot or maybe atleast can show me how i could add that function to the basic hauler bots? would be awesome. Maybe add some kind of batteries that you need to produce out of plasteel and uranium that the caravan bots need instead of sleep/food.
Title: Re: [A16] Misc. Robots++
Post by: Grax on February 08, 2017, 11:51:43 AM
Hauler Bot tried to start doing a null job.
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
AIRobot.Building_AIRobotRechargeStation:Button_CallRobotForShutdown()
AIRobot.Building_AIRobotRechargeStation:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()



This making game LAGGGGGGGGGING.
Title: Re: [A16] Misc. Robots++
Post by: AngleWyrm on February 22, 2017, 12:29:57 PM
Suggestion
Make it so that robots can be assigned to an area, like colonists or animals. Either one would do.
Title: Re: [A16] Misc. Robots++
Post by: goldsworthy87 on February 22, 2017, 06:37:25 PM
Ive been trying to use this mod in addition to the MarsX mod.

The robots cannot go outside of the 'hab', when they do they begin "searching for breathable atmosphere".

Is there a way i can turn this off? or is it more likely something built into the MarsX mod?
Title: Re: [A16] Misc. Robots++
Post by: Nanao-kun on February 22, 2017, 09:59:38 PM
Quote from: AngleWyrm on February 22, 2017, 12:29:57 PM
Suggestion
Make it so that robots can be assigned to an area, like colonists or animals. Either one would do.

From the first post:

"you can area restrict the bots. Just not in the area menu, but in the robot info field. Click on the active area and select the restricted area he should use instead. I know, It's not perfect as you have to set every robot by itself, but at least it is doable this way :)"
Title: Re: [A16] Misc. Robots++
Post by: sirgzu on February 27, 2017, 03:38:13 PM
the compatibility issue should be fixed in the upcoming CE release (CR replacement)
Title: Re: [A16] Misc. Robots++
Post by: Le0geR on March 08, 2017, 12:16:02 PM
i made an German translation for ur mod u can use it as u wish ;)
https://dl.dropboxusercontent.com/u/93915954/Robots_PlusPlus_Misc_Robots_Xtension.zip (https://dl.dropboxusercontent.com/u/93915954/Robots_PlusPlus_Misc_Robots_Xtension.zip)
Title: Re: [A16] Misc. Robots++
Post by: Sixdd on May 20, 2017, 07:02:13 PM
I've been using your mod to great success lately but today I started a new world, the problem is I can't seem to get the Kitchen robots to harvest crops on their own when they are mature. I can manually order the plants to be harvested and then they do it but not otherwise.

Also I am making my own robots extension and wanted to know how you got the recharging graphics to pop up when the robots charge. Also also, when my robots recharge they don't go back to work when done charging, any idea how to fix this? I appreciate any help anyone can give.
Title: Re: [A16] Misc. Robots++
Post by: AngleWyrm on May 21, 2017, 05:04:32 AM
Quote from: Sixdd on May 20, 2017, 07:02:13 PM
I've been using your mod to great success lately but today I started a new world, the problem is I can't seem to get the Kitchen robots to harvest crops on their own when they are mature. I can manually order the plants to be harvested and then they do it but not otherwise.

Also I am making my own robots extension and wanted to know how you got the recharging graphics to pop up when the robots charge. Also also, when my robots recharge they don't go back to work when done charging, any idea how to fix this? I appreciate any help anyone can give.

The most effective way to get this kind of help is to put your project on github (https://github.com/). Then everyone with an interest can then immediately examine what occurs to them.
Title: Re: [A16] Misc. Robots++
Post by: alaestor on May 21, 2017, 05:15:25 AM
I'm sort of preparing for the next update. I'll be removing the individual robot research and instead just have a more expensive tier matrix research which will unlock all robots for that tier. This should help reduce the research clutter/spam. Also I'll probably be finalizing the OmniBot (T4) for release, though I'm going to need to figure out how to make it not so damn OP.

For the people who don't care: I'll also be streamlining the definitions with parent classes so the XML will be a bit more straight forward.

edit: also I'll be replacing the images and updating the main post, as the pictures went poof while I wasn't looking...

---

Quote from: Le0geR on March 08, 2017, 12:16:02 PM
i made an German translation for ur mod u can use it as u wish ;)
https://dl.dropboxusercontent.com/u/93915954/Robots_PlusPlus_Misc_Robots_Xtension.zip (https://dl.dropboxusercontent.com/u/93915954/Robots_PlusPlus_Misc_Robots_Xtension.zip)

If you put it on the steam workshop and maintain it, I'll link to it

Quote from: Sixdd on May 20, 2017, 07:02:13 PM
I've been using your mod to great success lately but today I started a new world, the problem is I can't seem to get the Kitchen robots to harvest crops on their own when they are mature. I can manually order the plants to be harvested and then they do it but not otherwise.

Also I am making my own robots extension and wanted to know how you got the recharging graphics to pop up when the robots charge. Also also, when my robots recharge they don't go back to work when done charging, any idea how to fix this? I appreciate any help anyone can give.

More often than not this is just an issue of mod load order. Make sure its Misc Core -> Misc Robots -> RPP. The higher towards the top of the list, the better. As for your own mods, just look up the "Misc Robots Xtension" as part of parent mod's forum post. I didn't do anything special. I don't read this very often so visit roleplay.FutureGadgetLab.net (http://roleplay.futuregadgetlab.net) to contact me.

Title: Re: [A16] Misc. Robots++
Post by: Patrick on May 21, 2017, 05:22:32 AM
Hey There I'm A Bit Dumb About The Materials I MEAN By That Is That Is There Anyone Knows The Required Materials For Making All Robots OR Its Just Me Who Is Lazy To Read S*$^ Thanks To Someone Who Replies! ;D ;D Greatly apriciate IT! Sorry For My Bad English  ;D ;D
Title: Re: [A16] Misc. Robots++
Post by: alaestor on May 21, 2017, 05:57:17 AM
Quote from: Patrick on May 21, 2017, 05:22:32 AM
Hey There I'm A Bit Dumb About The Materials I MEAN By That Is That Is There Anyone Knows The Required Materials For Making All Robots OR Its Just Me Who Is Lazy To Read S*$^ Thanks To Someone Who Replies! ;D ;D Greatly apriciate IT! Sorry For My Bad English  ;D ;D

Research = https://puu.sh/vWQ5Q/de6b022113.png
Materials = https://pastebin.com/XcZg6AHm

1) Research "Fundamentals" and build the "workbench".
2) Research "Basic Logic"
3) Research "Hauler Recipe"
4) Open the workbench you made earlier, and click "Bills" to build the Hauler robot :D

Materials listed in workbench
(small materials like Gold and Silver cost x20 the normal amount
Example: if it says 10 silver the game means 200 silver)
Title: Re: [A16] Misc. Robots++
Post by: Sixdd on May 22, 2017, 01:06:21 AM
@Alaestor I started with the misc robots extension but then added support for your workbench and added to your research tree as it made sense to me to be able to craft the bots rather than have to spend 20k silver for one :D

I'll have a look at putting my work on Github as @AngleWyrm suggested. The way I handled making Tier 4 robots more balanced was to separate their tasks into individual bots. So instead of a Kitchen bot handling crop growing and food making I just made a Chef bot for food and a Farmer bot for crops. Also I made each one require an AI Persona Core, that may be too much but I made my bots very capable and mostly balanced around a single colonist playstyle.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on May 28, 2017, 12:47:29 PM
A17 version officially supported!
Old versions can be found in the mega link.

R++ is now officially working with A17.

Look forward to further expansions within the next week or so! Current mod version is 1.5, but 2.0 will contain multiple tiers of hauler and cleaner robots along with Tier 4 (Advanced) Robots.

Robots just not OP enough for you? Still looking for that "Extra Something"?
R++ OmniBot is just on the horizon! Soon I'll be releasing a separate mod that includes a Tier 5 robot that's at the end of the R++ tech tree.
Title: Re: [A17] Misc. Robots++
Post by: pktongrimworld on May 28, 2017, 03:33:13 PM
*would the omni have like, a small pistol? :D

*guessing no
Title: Re: [A17] Misc. Robots++
Post by: alaestor on May 28, 2017, 05:37:32 PM
Quote from: pktongrimworld on May 28, 2017, 03:33:13 PM
*would the omni have like, a small pistol? :D

Actually, combat / guard bots were on my "to try" list but with the rate things are going; I may not even get a chance to work on T4/T5 bots. I may just be pessimistic due to being very tired at the moment and have put about 39 hours into this over the last 3ish days... But I'm not sure. Things appear to be escalating quickly beyond what I'm capable of handling (in terms of errors, my ignorance of the inner-workings, and the limitations of an XML-only "mod")

Title: Re: [A17] Misc. Robots++
Post by: pktongrimworld on May 28, 2017, 05:57:00 PM
^^; your efforts are appreciated.

I tried using the centipede code a while back, but yeah, lost all my files when I switched computers.
Title: Re: [A17] Misc. Robots++
Post by: becomeweaker on May 28, 2017, 08:50:56 PM
Can you upload a mirror download link? Mega doesn't let me download stuff.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on May 29, 2017, 03:00:54 AM
Quote from: becomeweaker on May 28, 2017, 08:50:56 PM
Can you upload a mirror download link? Mega doesn't let me download stuff.

I've added a files.fm (https://files.fm/u/d767653a) mirror to the latest version.
Title: Re: [A17] Misc. Robots++
Post by: dodviper on May 29, 2017, 04:05:25 PM
Hi!

Is this a compatibility issue or my fault? Can you check this log please?

https://gist.github.com/72ece435064d2acefcb1e8fc205240c2

I have a crafter bot II, it starts working on a wooden great bow, then it goes to charge itself, and this error comes up. It can't continue its job, but can start jobs. Also, the item says author: crafter bot (tier 2), thats correct.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on May 29, 2017, 07:22:40 PM
Quote from: dodviper on May 29, 2017, 04:05:25 PM
Is this a compatibility issue or my fault? Can you check this log please?

This report and log is similar to another I've seen. It's not your fault.
I'm afraid that this is likely beyond my ability to fix.
Title: Re: [A17] Misc. Robots++
Post by: Ashardalon411 on May 30, 2017, 05:34:13 PM
Hello ! Ty for your mod ! I think that i have the same issue, my 3e lvl crafting bot frozen into the state idle ("erre" in french) at every 67 remaining work at the tailor bench.
In hope you can fix it quickly, ;-)
Ashardalon
Title: Re: [A17] Misc. Robots++
Post by: dodviper on May 31, 2017, 05:27:07 AM
Mine too, i think it has nothing to do with charging, it happens without that too.
Title: Re: [A17] Misc. Robots++
Post by: Haplo on May 31, 2017, 07:08:05 AM
Did you update to Misc. Robots V1.7.3 already?
I think I've fixed this issue already... maybe... 8)
Title: Re: [A17] Misc. Robots++
Post by: dodviper on May 31, 2017, 12:41:20 PM
I've upgraded to 1.7.3 now, sadly its still happening
Title: Re: [A17] Misc. Robots++
Post by: Haplo on May 31, 2017, 05:14:12 PM
Please try this: activate the godmode and then select the station of the problematic robot. It should have a recreate robot debug button. Please recreate your robot once and try it again..
It is maybe not working because the effective part will only be added at the first creation of the robot..

Note: the new robot may throw an error that something is not initialized. This can be ignored as it will then init the problem. It has no ill effect other than the message but can't be fixed now..
Title: Re: [A17] Misc. Robots++
Post by: dodviper on May 31, 2017, 06:04:48 PM
Quote from: Haplo on May 31, 2017, 05:14:12 PM
Please try this: [...]

Thank you! Its working great with this workaround!  :)
Title: Re: [A17] Misc. Robots++
Post by: macbuk on June 01, 2017, 02:13:30 PM
(https://puu.sh/w7Phb/9af149c92d.png)

I'm getting this error every time I'm trying to activate or recreate a robot (hauler and cleaner IV), any soluion?

Edit: Just checked, happens with every single one added by this mod (the normal hauler and cleaner work just fine).
Edit2: Actually, every bot works EXCEPT haulers and cleaner (all of them), but they have a weird texture:
(https://puu.sh/w7PM4/05278f75ab.jpg)

Edit3: ACTUALLY, all the robots work as intetnded and have correct textures, EXCEPT lvl IV robots and all haulers and cleaners (except the ones from misc. robots). Were lvl IV robots not yet intended for gameplay? I found them on a robot trader.
Title: Re: [A17] Misc. Robots++
Post by: Poui on June 01, 2017, 02:48:37 PM
Did you nerf the speed of the hauler Robot ? I think we should also have an up-gradable hauler bot , the speed is increased and it's hauling capacity by 1.25x or 1.3x per tier , I suck at making things balanced but idk i hope i made a good suggestion .
Oh and i almost forgot , thanks a LOT for the mod i can't play Rimworld without it anymore  :'(
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 01, 2017, 08:03:35 PM
R++ has been updated to mv2.0

T4 robots have now been implemented, along with higher tiers of the Hauler and Cleaner robots.
Check out the changelog in the main post for more details.

Quote from: macbuk on June 01, 2017, 02:13:30 PM
Edit3: ACTUALLY, all the robots work as intetnded and have correct textures, EXCEPT lvl IV robots and all haulers and cleaners (except the ones from misc. robots). Were lvl IV robots not yet intended for gameplay? I found them on a robot trader.

The fact they appeared in tradeships was an oversight on my part. I only wanted the unfinished robots to be accessed via the debug menu. I apologize for this mixup.

Quote from: Poui on June 01, 2017, 02:48:37 PM
Did you nerf the speed of the hauler Robot ? I think we should also have an up-gradable hauler bot , the speed is increased and it's hauling capacity by 1.25x or 1.3x per tier , I suck at making things balanced but idk i hope i made a good suggestion .
Oh and i almost forgot , thanks a LOT for the mod i can't play Rimworld without it anymore  :'(


They have had their movement speed buffed in the latest 2.0.0 patch. Sadly, I haven't figured out how to increase carry capacity with XML definitions alone (though, I haven't put much effort into figuring it out).
Title: Re: [A17] Misc. Robots++
Post by: dodviper on June 01, 2017, 08:07:43 PM
Thank you, we love this mod  :)
Title: Re: [A17] Misc. Robots++
Post by: Exoray on June 02, 2017, 10:29:56 AM
T4 Hauling Bot doesn't go back to work after charging up. It has to be activated again and again



After more testing its only Hauler Bot T2 T3 T4 that don't restart working after coming back to the base for a charge all the others work as far as I tested

ER Bot does not fight fire only thing it accomplishes is standing by the flame till it gets set on fire
Title: Re: [A17] Misc. Robots++
Post by: dodviper on June 02, 2017, 12:18:23 PM
The advanced robotic matrix recipe is wrong, it produces 1 intermediate instead of the advanced matrix.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 03, 2017, 09:43:33 AM
Quote from: dodviper on June 02, 2017, 12:18:23 PM
The advanced robotic matrix recipe is wrong, it produces 1 intermediate instead of the advanced matrix.

This will be fixed in the next patch

Quote from: Exoray on June 02, 2017, 10:29:56 AM
T4 Hauling Bot doesn't go back to work after charging up. It has to be activated again and again
After more testing its only Hauler Bot T2 T3 T4 that don't restart working after coming back to the base for a charge all the others work as far as I tested

ER Bot does not fight fire only thing it accomplishes is standing by the flame till it gets set on fire
I'm trying to fix the Haulers right now - but this is the first report I've gotten about the ER bot not fighting fires... I'll investigate that when I get haulers working properly.
Title: Re: [A17] Misc. Robots++
Post by: silentlord on June 03, 2017, 10:14:11 AM
hello alaestor.... im having the exact same issues with haulers T2, T3 and T4.  also i can confirm the ER T1 doesn't fight fires. not tried the other ER tiers as haven't researched them yet in my current play through.

edit: Forgot to add. the T3 and T4 haulers also only work till 50% rest and then head back to charge station. dunno if this was what was intended or not. didn't check the T1 and T2 as didn't keep them long enough :P
Title: Re: [A17] Misc. Robots++
Post by: EldrickTobin on June 03, 2017, 10:39:22 AM
To add to the bug pile... Hauler II-IV ... same report as everyone else. Sitting in charger.

Different report on the ER Bot. They can't FEED patients/prisoners/animals.

Colonist rescued, Escape Pod crash victim, Sammy. could be treated, but not fed by the ER Bot (which requires manipulation according to the core raws)

Emergency Responce Bot (Tier 3) tried to find food to bring to Sammy but Emergency Responce Bot (Tier 3) is incapable of Manipulation.
Verse.Log:Error(String)
RimWorld.FoodUtility:BestFoodSourceOnMap(Pawn, Pawn, Boolean, FoodPreferability, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean)
RimWorld.FoodUtility:TryFindBestFoodSourceFor(Pawn, Pawn, Boolean, Thing&, ThingDef&, Boolean, Boolean, Boolean, Boolean, Boolean)
RimWorld.WorkGiver_FeedPatient:HasJobOnThing(Pawn, Thing, Boolean)
AIRobot.<>c__DisplayClass1_1:<TryGiveJob>b__0(Thing)
Verse.<RegionwiseBFSWorker>c__AnonStorey5FF:<>m__C02(Region)
Verse.BFSWorker:BreadthFirstTraverseWork(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
AIRobot.X2_JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Colonist rescued, malnourished rat. (Just didn't want it dying in my colony)

Emergency Responce Bot (Tier 3) tried to find food to bring to Rat53864 but Emergency Responce Bot (Tier 3) is incapable of Manipulation.
Verse.Log:Error(String)
RimWorld.FoodUtility:BestFoodSourceOnMap(Pawn, Pawn, Boolean, FoodPreferability, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean)
RimWorld.FoodUtility:TryFindBestFoodSourceFor(Pawn, Pawn, Boolean, Thing&, ThingDef&, Boolean, Boolean, Boolean, Boolean, Boolean)
RimWorld.WorkGiver_FeedPatient:HasJobOnThing(Pawn, Thing, Boolean)
AIRobot.<>c__DisplayClass1_1:<TryGiveJob>b__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey5FE:<>m__C00(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
AIRobot.X2_JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have about 6 ER Bot III's... because I haven't made the IV's yet. Hope this data helped in any way.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 03, 2017, 11:09:07 AM
R++ has been updated to mv2.0.1
This should fix the hauler recharge bug and the T4 matrix issue.
(the hauler bug fix was going to break saves, but i've implemented a dirty hack to make it work :D )

Check out the changelog in the main post for more details.

---

Quote from: silentlord on June 03, 2017, 10:14:11 AM
hello alaestor.... im having the exact same issues with haulers [...] also i can confirm the ER T1 doesn't fight fires. [...] The T3 and T4 haulers also only work till 50% rest and then head back to charge station.
You can open up the Needs tab and see that Robots will work until the Rest (energy) meter goes bellow the little tick marks and then will return to base station. This should be consistent will all robots. Should be about 30% or something...

Quote from: EldrickTobin on June 03, 2017, 10:39:22 AM
To add to the bug pile... Hauler II-IV ... same report as everyone else. Sitting in charger.
Different report on the ER Bot. They can't FEED patients/prisoners/animals.
Colonist rescued, Escape Pod crash victim, Sammy. could be treated, but not fed by the ER Bot (which requires manipulation according to the core raws)
[...]
I have about 6 ER Bot III's... because I haven't made the IV's yet. Hope this data helped in any way.
Please try updating Misc. Robots (the parent mod by Haplo) to the latest version
Title: Re: [A17] Misc. Robots++
Post by: Exoray on June 03, 2017, 11:50:21 AM
T4 Hauler Bot is working great so far no issues

Also having the feeding error with the T4 ER Bot

T4 ER Bot Throws this error when attempting to fight fires

ER Bot (Tier 4) tried to beat fire Fire596787 but has no beat fire verb.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.Pawn_NativeVerbs:TryBeatFire(Fire)
RimWorld.<MakeNewToils>c__Iterator14:<>m__44()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Amazing Mod good job
Title: Re: [A17] Misc. Robots++
Post by: EldrickTobin on June 03, 2017, 11:53:22 AM
Quote from: alaestor on June 03, 2017, 11:09:07 AM
*snippage*
Quote from: EldrickTobin on June 03, 2017, 10:39:22 AM
Different report on the ER Bot. They can't FEED patients/prisoners/animals.
Colonist rescued, Escape Pod crash victim, Sammy. could be treated, but not fed by the ER Bot
*snip*
I have about 6 ER Bot III's... because I haven't made the IV's yet. Hope this data helped in any way.
Please try updating Misc. Robots (the parent mod by Haplo) to the latest version

Ahh? *compares steam and forum dls* According to directory compare (UltraCompare) I'm running the latest version of Misc. Robots.

Which means... something else is breaking something. Huzzah -.-

Anyway, thanks for the quick work on the hauler issue. I get to go make sure no other mod is messing around (old dll or something? @.@)
Title: Re: [A17] Misc. Robots++
Post by: Exoray on June 03, 2017, 12:49:41 PM
Im not sure but im having the same problem with ER bots not feeding, using latest versions of both mods
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 03, 2017, 02:15:35 PM
R++ has been updated to mv2.0.2
This should fix all the ER errors (feeding (again) and firefighting)
Check out the changelog in the main post for more details.

--
sorry for the update spam... Every time I fix something people report new bugs xD
Title: Re: [A17] Misc. Robots++
Post by: gaultesian on June 03, 2017, 02:50:48 PM
Your update reports are anything but spam  ;).

Keep up the great work Aleastor!
Title: Re: [A17] Misc. Robots++
Post by: Exoray on June 03, 2017, 03:25:45 PM
Quote from: gaultesian on June 03, 2017, 02:50:48 PM
Your update reports are anything but spam  ;).

Keep up the great work Aleastor!

Totally agree, updates = fixes, Spam away lol

Amazing mod I don't think I could play without it now 
Title: Re: [A17] Misc. Robots++ / [A17] R++ OmniBot
Post by: alaestor on June 03, 2017, 04:57:04 PM
I've included an optional robot; the Tier 5 OmniBot :D

Figured it was a bit too OP to include in the normal mod so...
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: silentlord on June 03, 2017, 05:17:11 PM
omnibot looks freaky. i like. can't wait to get.

if it can doing anything, is there work-tab for it? so you could exempt certain jobs.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 03, 2017, 06:34:08 PM
Quote from: silentlord on June 03, 2017, 05:17:11 PM
if it can doing anything, is there work-tab for it? so you could exempt certain jobs.

it can only do what all the other bots can do, but combined into one. But no, there's no work-tab for it. I have no idea how such a thing could be done without a big overhull of the parent mod and C# code.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: silentlord on June 03, 2017, 07:13:44 PM
arh shame. still love the model, looks badass.

but i prefer having them split up into various job'trees. still keeping it though as gotta have atleast one robot-foreman/overload! :P
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: gaultesian on June 04, 2017, 06:37:23 AM
Love the mod, and I have tried out all of the builder bots now (I to V) via dev mode, and they seem to consistently create either shoddy or awful products.  Is this me (I am building them before the tech is researched, or I am providing them with the setup of the game via Edb)?  I love the designs and the usefulness of the bots, but I am wondering if something is amiss.

Cheers,
Gaultesian
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 04, 2017, 08:51:01 AM
Quote from: gaultesian on June 04, 2017, 06:37:23 AM
Love the mod, and I have tried out all of the builder bots now (I to V) via dev mode, and they seem to consistently create either shoddy or awful products.  Is this me (I am building them before the tech is researched, or I am providing them with the setup of the game via Edb)?  I love the designs and the usefulness of the bots, but I am wondering if something is amiss.

I'm aware of this bug. They also fail quite frequently, regardless of skill level, and are quite slow.
I'm at a loss on this one. Not sure how to fix that or even what the cause is.

It may have something to do with the parent mod and how bots are now modified animals, or it could be something I've overlooked entirely. Really not sure.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: gaultesian on June 04, 2017, 09:06:44 AM
It makes life...interesting:  bots are useful, but they are not AI-smart....I would suspect this would be more realistic in my mind.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Canute on June 04, 2017, 10:54:12 AM
Quote from: gaultesian on June 04, 2017, 09:06:44 AM
It makes life...interesting:  bots are useful, but they are not AI-smart....I would suspect this would be more realistic in my mind.
Yes and no.
A bot should follow a blueprint much better then a pawn could do and create a perfect product much easyier then a pawn.
But a bot would lack at doing something else, ne just would create a perfect (awful) copy of an art.

But from balance reason, the strenght of the bots should be doing things without quality.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 05, 2017, 02:11:26 PM
R++ has been updated to mv2.0.3
This should fix the builder bot being horrible at building
Check out the changelog in the main post for more details.

old post:
---
Frankly I've been trying to ignore most reports over the last day or so because I'm just trying to watch SG1 and relax (and not push an update every hour)...

But someone brought something to my attention ...
(https://puu.sh/wbLTy/7a3fa0ef9b.png)
(https://puu.sh/wbMcM/2c914a1624.png)
(https://i.makeagif.com/media/5-23-2014/A1_kcC.gif)

Fix coming soon -.-
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: gaultesian on June 05, 2017, 04:12:46 PM
Excellent!  Release the hounds (omni bots!)!!!!
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 05, 2017, 08:17:51 PM
So; I need some feedback. Please take a moment to read.

In A14 or A15 i wanted to introduce the OmniBot and a few people said they wouldn't want it in the main mod due to how strong it is, so I kept it commented out and didn't upload the textures. Now that it's released, I've encountered a problem... People are requesting a compatibility patch for Quarry so that builder bots can work the quarry. It's easy enough to implement, but the problem is twofold;

1) If I make a functional-compatibility patch for one mod then ofcourse it's to be expected for others (depending on difficulty)

2) If I keep OmniBot separate from R++ then I would need to upload a compatibility patch for both R++ and OmniBot, meaning double the work and maintenance.


So, my question is; should I merge the OmniBot into R++? Doing so will make it much easier to make simple compatibility patches. I will likely not do so if they remain separate...
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Cabdono on June 05, 2017, 08:42:31 PM
Quote from: alaestor on June 05, 2017, 08:17:51 PM
So; I need some feedback. Please take a moment to read.

In A14 or A15 i wanted to introduce the OmniBot and a few people said they wouldn't want it in the main mod due to how strong it is, so I kept it commented out and didn't upload the textures. Now that it's released, I've encountered a problem... People are requesting a compatibility patch for Quarry so that builder bots can work the quarry. It's easy enough to implement, but the problem is twofold;

1) If I make a functional-compatibility patch for one mod then ofcourse it's to be expected for others (depending on difficulty)

2) If I keep OmniBot separate from R++ then I would need to upload a compatibility patch for both R++ and OmniBot, meaning double the work and maintenance.


So, my question is; should I merge the OmniBot into R++? Doing so will make it much easier to make simple compatibility patches. I will likely not do so if they remain separate...

If people get the merged mod and complain or think it's op, then they shouldn't use it, it's not like they need you to limit them so they can't abuse it, etc. So imo you should go with whatever is easier to maintain  and manage for you.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: AngleWyrm on June 05, 2017, 08:53:23 PM

(https://s-media-cache-ak0.pinimg.com/736x/46/cf/4a/46cf4ae7c3097871c15d052dcfd8a6e4.jpg)So it looks like the principle complaint against a merge is "Omnibots OP!1!!!" A possible solution to that little...problem is to make a mod options toggle to disable Omnibot content. Feel free to label it "Omnibots OP!1!!!"

If it seems there are adjustments that could be made that appeal to only a portion of the gaming population, or that there may be different audience types across a spectrum, externalize such settings to xml so they can be patched to address individual taste.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: GrumpyProgrammer on June 05, 2017, 09:18:03 PM
Quote from: alaestor on June 05, 2017, 08:17:51 PM
So, my question is; should I merge the OmniBot into R++? Doing so will make it much easier to make simple compatibility patches. I will likely not do so if they remain separate...

If it would make things easier on you to merge them, then I say do it. Those who do not want OmniBot can simply ignore it. Alternatively, you could add a mod settings field that just disables the OmniBot research for those who don't want it.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 05, 2017, 10:53:45 PM
I won't be doing anything about it for the next couple days and will continue to inquire for feedback. So far it seems that the vocal opinions have changed from when I originally proposed the OmniBot. I'll look into the mod config options at a later time. I'm leaning towards merging them and beginning compatibility-layer support for various mods (including Quarry). Even if I don't go the mod-config route, I believe OmniBot is balanced in line with the rest of the mod (Omni is quite expensive and time-consuming to produce). I may just adopt an "if you don't like it, don't research it" policy.

Thanks for the feedback and opinions so far.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: gaultesian on June 06, 2017, 05:14:30 AM
Keep the omnibot in the mod.  This has nothing to do with us (users), but for you (developer).  As we roll from A17 and onwards to A18 and beyond, you will have to continue to update this mod (assuming you continue on with the mod as a going concern).  Your ease of use, and your time and effort outweighs our use of your mod.

And besides, like all things in the game, if you don't like, it you don't have to build it.  I use Rimsenal, and all the other Rimsenal mods, but I find some of the larger weapons op.....I simply do not either build them, or better yet, I don't research them.  Keeps my game nice and happy, while I still get the use of the other Rimsenal weapons and gear.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Exoray on June 06, 2017, 07:08:19 AM
If I'm being completely honest I would say do what's easier for you.
At the end of the day it is your mod and you can choose to do what you like.
You will never please everyone (Unless you made a ton of different versions)
As said before if people think Omni Bot is too OP then just don't use that Bot its just that simple.
A option to disable it is just more time and code even if it is a simple addition, No one is forcing you to use any/all content in any mod you download.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: z1ppeh on June 06, 2017, 07:34:54 AM
How do we get rid of robot corpses now?  I can't find a way to cremate or break them down and they don't class as a mech either?
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 06, 2017, 09:41:51 AM
Quote from: z1ppeh on June 06, 2017, 07:34:54 AM
How do we get rid of robot corpses now?  I can't find a way to cremate or break them down and they don't class as a mech either?

This is behavior in the parent mod that hasn't been implemented yet. I've seen people saying you can sell them to traders, but other than that they kind of just take up space.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Ashardalon411 on June 06, 2017, 03:40:36 PM
I'm totally agree with Anglewyrm, Seriously Alaestor, merge it Asap ! Coding need a lot of time and patience, don't waste your short timelife in a totaly waste of time ! we already have the security of the research for that. If really its a problem, make a mod option, but merge it ! ;-)

other subject: I have experienced an fps Issue due to your idle bots, its appear with clarity with 10/15 bots idle or more, and not when they are running after stuff. the solution its to desactivate them manually when they are idle but if you can optimisate them for they go at their base to re charge when they are idle after ( maybe after 3 seconds of try catch some task) it can be SOOOO nice !

(i'm french mother speaker so if you need help for trad your mod in french i could help you if you want ;) )
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 06, 2017, 04:29:42 PM
Quote from: Ashardalon411 on June 06, 2017, 03:40:36 PM
[...] I have experienced an fps Issue due to your idle bots, its appear with clarity with 10/15 bots idle or more, and not when they are running after stuff. the solution its to desactivate them manually when they are idle but if you can optimisate them for they go at their base to re charge when they are idle after ( maybe after 3 seconds of try catch some task) it can be SOOOO nice !

Thanks for the feedback.
That is an issue with the parent mod (Misc. Robots), and has existed since previous versions
(someone mentioned it in A16, I think. Most reports were about idle haulers)
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Ashardalon411 on June 06, 2017, 05:24:37 PM
your mod is loaded after so,...
Does your mod can overrride some data of misc robot for do this optimization ?
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: 6135 on June 06, 2017, 05:40:44 PM
I know I am probably repeating myself but I've been experiencing Stutters related to hauler bots and especially crafters, all other have been a non issue for me. To the point that I actually disable all my crafters when I see that there isn't a need for a lot of things to be made. Another solution was to give them a task to creat something forever and then sell it XD.

Edit1: What can i do with disabled robots that need repairs?
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 06, 2017, 05:55:53 PM
Quote from: 6135 on June 06, 2017, 05:40:44 PM
I know I am probably repeating myself but I've been experiencing Stutters related to hauler bots and especially crafters, all other have been a non issue for me. To the point that I actually disable all my crafters when I see that there isn't a need for a lot of things to be made. Another solution was to give them a task to creat something forever and then sell it XD.

Edit1: What can i do with disabled robots that need repairs?

Haplo hasn't yet implemented butchering / repairing disabled robots. I think it's planned, but not here yet.
The stuttering is probably due to the C# code in the parent mod, or some issues with the thinktree. Either way there's not much I can do on that front.

Quote from: Ashardalon411 on June 06, 2017, 05:24:37 PM
your mod is loaded after so,... Does your mod can overrride some data of misc robot for do this optimization ?
Yes, possibly; but that's still parent mod behavior. I'm not sure, but I think it will likely have to do with the C# code or the thinktree for robots (which I won't be touching).
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Ashardalon411 on June 06, 2017, 06:30:09 PM
Ty, i know how you hate to touch to the "C#" language but if you can do this fix, it can be wonderfull ! If we need to touch the parent mod directly, we will go report this bug to their author again and again until they ha done this fix:
Its not one mod who this bug affect, its the misc robot and all their extensions !
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 06, 2017, 08:16:42 PM
Quote from: Ashardalon411 on June 06, 2017, 06:30:09 PM
Ty, i know how you hate to touch to the "C#" language but if you can do this fix, it can be wonderfull ! If we need to touch the parent mod directly, we will go report this bug to their author again and again until they ha done this fix:
Its not one mod who this bug affect, its the misc robot and all their extensions !

I'll message Haplo and open a dialog on this. Personally, I haven't been playing rimworld so I haven't seen this issue myself. But I'll see what he has to say about it (if he even knows about it).
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Canute on June 07, 2017, 02:29:18 AM
Quote from: alaestor on June 06, 2017, 08:16:42 PM
I'll message Haplo and open a dialog on this. Personally, I haven't been playing rimworld so I haven't seen this issue myself. But I'll see what he has to say about it (if he even knows about it).
Shame on you !! A modder without playing the game.
Can someone create a Modder-Bot to free up the time for alaestor ? :-)
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 07, 2017, 11:36:27 AM
Haplo is aware of the Idle issue. Apparently, it also happens with colonists in the default game (but I mean, who has idle colonists, right?)

He says he could make it return to the station when Idle, but it wouldn't be able to activate itself without causing the same issue, as the issue is believed to arise from repeated checking for work, which is what the deactivated bot would need to do in order to activate itself. Ofcourse, having robots turn themselves off to prevent the Idle issue would work; but it would require manual activation (and both of us can already see the "robots turning themselves off" bug report spam / rage on the horizon if that was to be implemented)

So, it looks like the Idle bug will remain Idle. Just try to only activate robots when you need them and there's work for them to do. I guess.

Quote from: Canute on June 07, 2017, 02:29:18 AM
Shame on you !! A modder without playing the game.
Can someone create a Modder-Bot to free up the time for alaestor ? :-)

Yeah I haven't actually played rimworld since like A14 maybe early A15.
As for a modder bot.... AI is coming :D https://youtu.be/pywF6ZzsghI
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 08, 2017, 01:58:21 PM
R++ has been updated to mv2.0.4
OmniBot has been merged.

Please remove [Misc. Robots++ OmniBot] if you were using it.
It is now part of the R++ mod.

Check out the changelog in the main post for more details.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Ashardalon411 on June 08, 2017, 02:01:20 PM
Niceu ! Lets go ! i have some update work ;-)
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: Neren on June 09, 2017, 08:59:33 AM
I'm not sure whether it's bug of this extension or the parent mod. In previous version of the parent mod there was a bug that robots don't go for recharge when needed. In the last version of misc robots it was fixed, but today my builder bots don't go for recharge again (cleaners and haulers are fine). Looks like somehow builder bots have lower priority for recharge because they go for recharge if there is nothing to do and they need rest.
Title: Re: [A17] Misc. Robots++ / OmniBot
Post by: alaestor on June 10, 2017, 12:07:58 PM
Quote from: Neren on June 09, 2017, 08:59:33 AM
I'm not sure whether it's bug of this extension or the parent mod. In previous version of the parent mod there was a bug that robots don't go for recharge when needed. In the last version of misc robots it was fixed, but today my builder bots don't go for recharge again (cleaners and haulers are fine). Looks like somehow builder bots have lower priority for recharge because they go for recharge if there is nothing to do and they need rest.

Haplo fixed this issue. You need to save the game and reload and it should work properly. For good measure you may also want to reset the bot via devmode and selecting the base station.
Title: Re: [A17] Misc. Robots++
Post by: Mr_Man on June 14, 2017, 04:00:09 PM
Is there a way to auto-toggle bots once they've finished recharging?
Title: Re: [A17] Misc. Robots++
Post by: AngleWyrm on June 14, 2017, 04:42:03 PM
Quote from: Mr_Man on June 14, 2017, 04:00:09 PM
Is there a way to auto-toggle bots once they've finished recharging?
Also have this issue of bots not continuing work after recharging.

I took a couple tier-2 haulers and a tier-1 cleaner on embark. The cleaner recharges, complete with animated fuel guage, and then goes on to do it's thing when refuelled. But the tier-2 haulers don't do that. They don't display an animated recharging gauge, and just park forever.

Built a tier-1 ER bot later on, and it behaves like the cleaner bot, just as one might expect. It shows the recharging fuel gauge, and when it's done charging it goes on about its business.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 14, 2017, 05:28:35 PM
Uploaded mv2.0.5 which is a minor recipe bug fix (forgot to change an old A16 value...)


Quote from: AngleWyrm on June 14, 2017, 04:42:03 PM
Quote from: Mr_Man on June 14, 2017, 04:00:09 PM
Is there a way to auto-toggle bots once they've finished recharging?
Also have this issue of bots not continuing work after recharging.

I took a couple tier-2 haulers and a tier-1 cleaner on embark. The cleaner recharges, complete with animated fuel guage, and then goes on to do it's thing when refuelled. But the tier-2 haulers don't do that. They don't display an animated recharging gauge, and just park forever.

Built a tier-1 ER bot later on, and it behaves like the cleaner bot, just as one might expect. It shows the recharging fuel gauge, and when it's done charging it goes on about its business.

Please update your Misc. Robots and R++ versions to the latest.
Title: Re: [A17] Misc. Robots++
Post by: Mr_Man on June 14, 2017, 10:43:40 PM
Quote from: alaestor on June 14, 2017, 05:28:35 PM
Please update your Misc. Robots and R++ versions to the latest.

Just did and the same thing occurs. I will start a new save and revert.
Title: Re: [A17] Misc. Robots++
Post by: AngleWyrm on June 15, 2017, 02:38:52 AM
Quote from: alaestor on June 14, 2017, 05:28:35 PM
Uploaded mv2.0.5 which is a minor recipe bug fix (forgot to change an old A16 value...)

Please update your Misc. Robots and R++ versions to the latest.

Happy to report that with R++ version mv2.0.5 and Misc. Robots v0176 all of the robots I tested presented recharge gauges and went back to work when full.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 15, 2017, 08:25:53 AM
Quote from: AngleWyrm on June 15, 2017, 02:38:52 AM
Quote from: alaestor on June 14, 2017, 05:28:35 PM
Uploaded mv2.0.5 which is a minor recipe bug fix (forgot to change an old A16 value...)

Please update your Misc. Robots and R++ versions to the latest.

Happy to report that with R++ version mv2.0.5 and Misc. Robots v0176 all of the robots I tested presented recharge gauges and went back to work when full.


Ah... That means it's one of "those" problems...
Double check your load order, keep the Misc. mods close together and near the top of the list.
...
http://i.imgur.com/S0DOD26.gif
Title: Re: [A17] Misc. Robots++
Post by: AngleWyrm on June 15, 2017, 12:46:29 PM
Those problems can be reduced to a minimum by using github.

With github, the dev uploads changes whenever they get to a stopping place in their work. Then when the accumulation of changes meets their idea of what would make a good release (usually stability, features and bug fixes) they tag the current progress as a release and carry on with making more updates.

Anyone wishing to use the mod can be presented with the releases page, and the beta-testers looking for bleeding edge developments and bug-hunting opportunities can download the latest commit.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 15, 2017, 11:12:07 PM
Quote from: AngleWyrm on June 15, 2017, 12:46:29 PM
Those problems can be reduced to a minimum by using github.

Yes I'm well aware of git and github. (personally I use gitlab for my real programming stuff)

But "Those" problems I was referring to is spontaneous breaking of the misc. mods with no errors, rhyme, or reason, when placed in low in the mod list. It's been a consistent issue where I just need to remind people to keep big mod groups together and near the top. Not really official advice because its rarely needed and not a requirement but it tends to save a lot of headaches trying to debug when seemingly nothing is wrong.
Title: Re: [A17] Misc. Robots++
Post by: Ashardalon411 on June 16, 2017, 05:07:18 AM
So, after testing with only omnibot (100 at start for see) , i don't really like it, not because supposedly they are op, but only because they do a lot of FPS drop !
More than all bot i have see !  :o
With one omni bot its ok (he block the game for 0,1 sec every time when he switch his work but its playable), but after 4 bots my fps are halved and i can see things like prisonneers who be sundently able to teleport outside the box and comme back 2 sec later into for example.
At 10 its 0,5 FPS, whisper...
I need to completly stop them when i need to make a work composed of a lot of small works, like plantations or make a wood flooring because my pawns are more quick (in terms of gaming times irl) than them for do this kind of job ! An attic for things which have 20 in constructions and plantations...

With pawns, the sames actions are fluids, how its possible ?

How its possible to optimisate it ?

They have a to do list of one job, right ?
Quote from: suggestionAnd if we can do a system of 10 emplacements of to do list on the bots and a general to do list of lot more, for each type of bots initialised when the first station is installed ?
The general to do list inventories pertinents jobs potentials without reserve them, and when his list are at 5/10 free the bot will add some jobs from the general list (who are deleted from the general) and reserved the first and the second job from their bot's list.

If a robot is destroyed, his list is resend to the general list

how do you think that ?

Edit: it appear that when the robots are on working and after you save and reload, it comes back at the normal... http://i.imgur.com/S0DOD26.gif
...for comeback this lags after 5 minutes. Grrr !
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 16, 2017, 07:30:10 AM
Quote from: Ashardalon411 on June 16, 2017, 05:07:18 AM
So, after testing with only omnibot (100 at start for see) , i don't really like it, not because supposedly they are op, but only because they do a lot of FPS drop !

The lag is for balance reasons.



...joke.


It has to do with the Haul priority (and I suspect it's amplified by the movement speed of the robot?) I'm thinking of removing the ability to haul from OmniBot until there's a work around / fix for it.

Note that this is default rimworld behavior. Even colonists cause this if left idle for too long with the Haul priority enabled.


EDIT: if others are experiencing lag issues, you can fix it by removing the hauler worktype from OmniBot manually (https://ludeon.com/forums/index.php?topic=26151.msg344127#msg344127)
Title: Re: [A17] Misc. Robots++
Post by: Ashardalon411 on June 16, 2017, 07:54:09 AM
The balance trolled me lol !  ;D

Ok, so why don't make your own work search behavior ?
Its anderstandable from Tynan who never think it be possible to have 5 or more hauler who look at every 1/5 sec for work and don't have optimise at this point.
Copy paste this behavior from the core for separate them from the pawns behavior and look for optimisation, maybe with my suggestions (who where inspired from my lessons on the i5 processor architecture for the record)
Title: Re: [A17] Misc. Robots++
Post by: Canute on June 16, 2017, 09:05:02 AM
You forget one thing, the robots are since A17 animals, and animals arn't designed to haul that much.
Haplo and Walking Problem expand the behavior of these animals to fit the new roles as robots,slaves or minions.
Ofcourse there will be new problems with them. And i don't think you want the ultimate Omnibot MAI add to your colony ? :-)
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on June 17, 2017, 02:19:36 PM
Thanks @Alaestor .. it's been a while since I read the whole first post ... Will Smith just made my day :)
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 17, 2017, 10:00:23 PM
Quote from: Ashardalon411 on June 16, 2017, 07:54:09 AM
Ok, so why don't make your own work search behavior ?
[...]
Copy paste this behavior from the core for separate them from the pawns behavior and look for optimisation, maybe with my suggestions (who where inspired from my lessons on the i5 processor architecture for the record)

Well, for one I think it's more tightly ingrained into rimworld than that and I doubt it would be easy to just give robots their own separate handling code (i don't think they would be based on colonists / dead colonists / animals / grass or whatever Haplo bases them on next, if that was the case).

For two, I hesitate to even call R++ a "mod" because it's just definitions. I don't have a single line of code in R++. It's all just data that's handled and managed by Haplo's C# code and rimworld/unity itself. As such; that type of tinkering goes beyond what R++ is, and would be better left to the parent mod / Haplo,  or Rimworld / Tynan.

Manual Fix
For now I'd recommend editing this yourself since it's clearly a bigger issue on weaker machines. go to ...\RimWorld\Mods\Robots_PlusPlus_Misc_Robots_Xtension\Defs\ThingDefs. Open "RPP_Races.xml" and scroll all the way to the bottom where you'll see RPP_Bot_Omni_V. Then you can remove line 427 that says <li><workTypeDef>Hauling</workTypeDef><priority>2</priority></li>

That (hopefully) will solve the issue for you.

Quote from: SpaceDorf on June 17, 2017, 02:19:36 PM
Thanks @Alaestor .. it's been a while since I read the whole first post ... Will Smith just made my day :)

Thanks man xD glad you liked it. I just made it this morning so that I can copy/paste the link to people who submit really weird bugs involving known-good features.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on June 18, 2017, 07:54:25 AM
So now for the stupid question :

I have a dead robot, how can I repair it ? ( A Trader Bought - KitchenIII, I have just researched Basic Robotics )
Title: Re: [A17] Misc. Robots++
Post by: Canute on June 18, 2017, 09:21:06 AM
Repairing isn't possible yet, haplo is working on this soon or later.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on June 18, 2017, 09:31:13 AM
To bad, I thought it might be, because of the description of the dead robot.
But having an Empty Station is already a Step further than everything exploding :)

Thanks for the answer.
Title: Re: [A17] Misc. Robots++
Post by: Ashardalon411 on June 19, 2017, 05:41:52 AM
I have find a tricky way to repair them ! PHY ! exchange the station whith this mod and give them back to you.
Its reset the station state.
Of course, you will need a trusted partner to give you this kind of service...
(maybe with promised ressources after he have resend ;) )

I will try this fix, but my pc is'nt a breadroaster, far as this, (I7, 8Gb in others), but effectively if the omnibot stop to call the hauling fonction same when they will do another job it will be a deliverance !

IMPORTANT EDIT:
Before:
https://youtu.be/F83le44V5So?t=20
manual repair is running.....
count:
10, 9, 8, 7, 6, 5, 4, 3, 2, 1...
https://youtu.be/lvfDqgQ-jVc?t=34
It WORKKKKKKKS !

Next step ? Hyperspace  8)

(Thanks a million Alaestor, i have 25 fps constant now !)
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on June 19, 2017, 01:12:19 PM
Before I use any strange Hacks I could use Dev-Mode .. but I rather take the loss, than getting used to cheating.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 19, 2017, 04:25:22 PM
Quote from: SpaceDorf on June 19, 2017, 01:12:19 PM
Before I use any strange Hacks I could use Dev-Mode .. but I rather take the loss, than getting used to cheating.

I've set it up so the cost of repair is 15 Plasteel and 1 Robotics Component. It just won't actually do anything until Haplo implements the repair functionality. If you're really that concerned about using dev mode, I'd recommend balancing your use via using the "destroy" tool and getting rid of the same amount of items it would cost to repair :D
Title: Re: [A17] Misc. Robots++
Post by: Canute on June 19, 2017, 05:00:52 PM
hmm alestor,
robots are animals now, can't you just create operation like "a dog said" for robots.
When this is possible, why not overthink your upgrade strategy. To install tier 2-4 lets/arms to the robots to enhance thier speed and manipulation. Better CPU for better skills.
Ok, you would need prolly medcin to modify the robots except you find a way to change that.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on June 19, 2017, 05:01:16 PM
Stop trying to seduce me :)

It's not about fairness or cost.
For me it is about gaining something through other means than gameplay.
It doesn't matter if it's Vanilla or Modded, it is gameplay.
Reloading after a TCW ( total colony wipeout ) is a game feature.
Hell, a bug that enables me to build magma cannons, is a game feature, bring it on.
I can still screw up and kill everyone.

But using the Dev Console, patching savegames or disfiguring mods is something else.

I am weird like that ..

======

Quote from: Canute on June 19, 2017, 05:00:52 PM
robots are animals now, can't you just create operation like "a dog said" for robots.

Dead animals are still dead animals .. I don't think "a dog said"- has an operation to fix this.
Title: Re: [A17] Misc. Robots++
Post by: Wafflerim on June 21, 2017, 10:15:31 AM
Hello ;D I'd like to ask how does one change the requirements for crafting robots? Iirc, the cleaner bot didn't require plasteel and you didn't need a special workshop to construct him.
Title: Re: [A17] Misc. Robots++
Post by: wwWraith on June 21, 2017, 11:21:20 AM
Wafflerim, you can edit RimWorld\Mods\Robots_PlusPlus_Misc_Robots_Xtension\Defs\RecipeDefs\RPP_Recipe_RoboticsWorkbench.xml or (better way) make yourself a patch as described in https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782

And I'd like to ask how to make robots not to make animal filth :) I think there was some tag for it, but can't find it anywhere now...
Title: Re: [A17] Misc. Robots++
Post by: Warforyou on June 21, 2017, 04:45:16 PM
I have a problem as my robots dont seem to do anything. They just wander and then die. I have Misc. Core, Misc Robots, Misc robots++ and Base mod loaded in the appropriate order. What may be the case?
Title: Re: [A17] Misc. Robots++
Post by: Ashardalon411 on June 21, 2017, 04:53:22 PM
make you sure you use the last version on all of them, maybe ?
Title: Re: [A17] Misc. Robots++
Post by: Warforyou on June 21, 2017, 05:03:44 PM
Quote from: Ashardalon411 on June 21, 2017, 04:53:22 PM
make you sure you use the last version on all of them, maybe ?

I double checked that just to be sure and redownloaded all this mods. Nothing seems to have changed though.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on June 22, 2017, 11:43:23 AM
@Warforyou by "Base mod" I'll assume you're talking about Base Robots ... if your talking about Misc. Core then just ignore me - i have no idea.

Base Robots compatibility isn't officially supported... It's rather hit and miss. Try loading base robots before misc robots, I've heard good things happen but I cant guarantee it.

Quotes from steam comments:
Quote from: OrlandoKev
Base Mod has to be loaded before the other robot mods else causes issues

Quote from: Arcane_Chill (Author of Base Robots)
That's unexpected, but good news! Other people said they were having issues with having Base Robots and Misc. Robots installed at the same time, so I've just been saying choose one or the other to avoid issues.

Title: Re: [A17] Misc. Robots++
Post by: Canute on July 09, 2017, 03:22:40 AM
I have a little problem with the kitchen bot.
Butchering animals works fine, but when he don't manage it to butcher human/aliens.
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.Exception: Smarter_Food_Selection: Exception when fetching. (getter=Squirt eater=Squirt)
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.HediffSet.PartOrAnyAncestorHasDirectlyAddedParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.GetCoverageOfNotMissingNaturalParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.GetBodyPartNutrition (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodScoreUtils.FoodScoreFor (WM.SmarterFoodSelection.Policy policy, Verse.Pawn eater, Verse.Pawn getter, Verse.Thing food, Boolean noDistanceFactor, Boolean quickScore) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListFromThingList (IEnumerable`1 list, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, Boolean doScoreSort) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListForPawn (Verse.Map map, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, System.Collections.Generic.List`1& foodList, Boolean canUseInventory, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor.Internal (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse, WM.SmarterFoodSelection.Policy forcedPolicy) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor._Postfix (System.Boolean& __state, System.Boolean& __result, Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.PartOrAnyAncestorHasDirectlyAddedParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.GetCoverageOfNotMissingNaturalParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.GetBodyPartNutrition (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodScoreUtils.FoodScoreFor (WM.SmarterFoodSelection.Policy policy, Verse.Pawn eater, Verse.Pawn getter, Verse.Thing food, Boolean noDistanceFactor, Boolean quickScore) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListFromThingList (IEnumerable`1 list, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, Boolean doScoreSort) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListForPawn (Verse.Map map, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, System.Collections.Generic.List`1& foodList, Boolean canUseInventory, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor.Internal (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse, WM.SmarterFoodSelection.Policy forcedPolicy) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor._Postfix (System.Boolean& __state, System.Boolean& __result, Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0  ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.HediffSet.PartOrAnyAncestorHasDirectlyAddedParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.GetCoverageOfNotMissingNaturalParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at RimWorld.FoodUtility.GetBodyPartNutrition (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodScoreUtils.FoodScoreFor (WM.SmarterFoodSelection.Policy policy, Verse.Pawn eater, Verse.Pawn getter, Verse.Thing food, Boolean noDistanceFactor, Boolean quickScore) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListFromThingList (IEnumerable`1 list, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, Boolean doScoreSort) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtils.MakeRatedFoodListForPawn (Verse.Map map, Verse.Pawn eater, Verse.Pawn getter, WM.SmarterFoodSelection.Policy policy, System.Collections.Generic.List`1& foodList, Boolean canUseInventory, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor.Internal (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse, WM.SmarterFoodSelection.Policy forcedPolicy) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor._Postfix (System.Boolean& __state, System.Boolean& __result, Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor._Postfix (bool&,bool&,Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool) <0x0016c>
at (wrapper dynamic-method) RimWorld.FoodUtility.TryFindBestFoodSourceFor_Patch2 (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool) <0x0049d>
at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn) <0x00117>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00078>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00381>

Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Hospitality.ThinkNode_FilterGuestRooms:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Title: Re: [A17] Misc. Robots++
Post by: leeadriancatfox on July 11, 2017, 10:21:15 AM
Did I miss something or I cannot dismantle disabled bots... there just there... dead.
Title: Re: [A17] Misc. Robots++
Post by: Canute on July 11, 2017, 10:55:39 AM
No you didn't miss anything.
Currently you can't repair/dismantle robots.
You can use the dev. tool destroy to remove the corpse and sell/deconstr. the station.

Title: Re: [A17] Misc. Robots++
Post by: Danielgomez on July 12, 2017, 06:55:40 AM
Quote from: alaestor on September 16, 2016, 12:08:58 AM
Misc. Robots++
(https://files.catbox.moe/w4rakj.png)

Robots? Y u no Robots++ also!?
More Robots!!! More Better!!!

Contains multiple tiers of a couple multi-talented robots to serve your colony. It also adds research, materials, and a new Robotics workbench for crafting the Misc. Robots and Robots++.  Made using the "Misc. Robots Xtension" provided by Haplo.
Big shout-out to Haplo for the awesome misc mods, eh!

Robots++ Contains The Following Bots
These four bots combine multiple abilities to perform common colony tasks

  • Kitchen Bot
    A unit capable of cooking, as well as sowing and cutting plants.
    A useful robot both in the kitchen, and on the farm.

  • Crafter Bot
    A unit capable of smithing, tailoring, and crafting.
    The perfect slaves for an automated assembly line!

  • Builder Bot
    A Builder unit capable of constructing, deconstructing, repairing, and mining.
    It will also cut plants that are in the way, but may not be used for farming.

  • ER Bot
    An Emergency Response unit capable of treating patients and fighting fires.
    Don't be scared of the needle; it wont hurt (much).

  • OmniBot
    The OmniBot is at the end of the techtree
    and requires you to research all of the other robots first.
    The OmniBot can do the jobs of all the other robots.
(https://files.catbox.moe/uam8q2.png)

Research, Crafting, and Tiers
You will need to do the required robotic research in order to build a specific robot (tech-tree research chart bellow). Each tier of robot is slightly faster and less flammable than the previous. Higher tier robots require that tier of logic, along with the previous tier of that robot. For example; the Basic Crafter robot requires Basic logic research, and the Simple Crafter research. Each tier of robot has it's own robotic matrix which is crafted from robotic components and various resources. Each robotic matrix requires the matrix in the previous tier.

It's important to note that it's quite cheaper to craft robots and their materials than to buy them from the Robotic and Exotic traders. So much so that you can craft and sell them to turn a profit!

As for restricting the free movement of robots;
Quote from: Haplo on October 09, 2016, 05:10:58 AM
you can area restrict the bots. Just not in the area menu, but in the robot info field. Click on the active area and select the restricted area he should use instead. I know, It's not perfect as you have to set every robot by itself, but at least it is doable this way :)

There are five tiers of robots:
  Tier 1 Simple robots have Amateur skills (4),
  Tier 2 Basic robots have Professional skills (8),
  Tier 3 Intermediate robots have Master skills (13),
  Tier 4 Advanced robots have System-Class Master skills (16),
  Tier 5 Anti-Logic robots like the OmniBot have GodLike skills (20).

Each tier has a faster movement speed and more fire resistance than the previous.

(https://files.catbox.moe/3zpvcz.png)

R++ Mod Conflicts (you're good to go!)
No known conflicts

R++ Mod Dependencies
Robots++ requires [Misc. Core] and [Misc. Robots] and must be loaded in that order.
Download from the Miscellaneous Mods thread (https://ludeon.com/forums/index.php?topic=3612.0) by Haplo.

Translations
Translations are included. If you would like to translate for R++,
please use the /Languages/English/ folder as a template.
When you've finished, message me (preferably via discord (http://roleplay.futuregadgetlab.net)) and I'll include it in the mod.

R++ Downloads
Latest Mod Version is 2.0.5 made for Game Version 0.17.1557
For compatibility reasons, there will also be archives of older versions available for download via Mega.nz
Download: Mega.nz (https://mega.nz/#F!F1tkHbrK!WuTISeMtf_dPpVTwaQrW8g), files.fm (https://files.fm/u/d767653a), or the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=747645520)

Mod Load Order
[Core] >> [Misc. Core] >> [Misc. Robots] >> [Misc. Robots++]
[Misc. Core] doesn't need to be at the very top - but the closer to [Core] you make it, the fewer problems you'll have. It's advised to only keep large collections of mods, like the Misc. Mods, close together and near the top. Single-file mods and other mods should be loaded after them. (Not a rule set in stone, but it can fix a lot of headaches)
(https://files.catbox.moe/lkn0s9.jpg)

R++ Change Log
Can be found in this Pastebin (http://pastebin.com/tJF4e92V) or the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/changelog/747645520)

License, Mod Details, Suggestions, and Bug Reports
Specific values with regards to balance and bot specs can be found in this Pastebin (http://pastebin.com/JAeTk0z7) which is a small console program I wrote to make it easier to calculate the values.

I would prefer if people were to submit suggestions (http://steamcommunity.com/sharedfiles/filedetails/?id=747645520) and bug reports (http://steamcommunity.com/sharedfiles/filedetails/?id=747645520) in the Steam Workshop discussion, though I understand that this isn't always possible. I will likely be slow to respond to posts in this thread. If something is urgent; feel free to join my discord (http://roleplay.futuregadgetlab.net) or E-Mail me (which can be found in the changelog paste bin).

For license information, see Miscellaneous Mods thread (https://ludeon.com/forums/index.php?topic=3612.0) by Haplo.

int misc_core(int misc_robots){ return misc_robots++; } // lawl :D
Title: Re: [A17] Misc. Robots++
Post by: MRizqonT on July 13, 2017, 02:21:23 AM
I Think this robots can easily take over a whole colony without any colonist  ;D
Title: Re: [A17] Misc. Robots++
Post by: EpicFox on July 13, 2017, 11:55:22 AM
Nice addition to the original Robots mod.

I do have a strange situation though...

I can select every tier of every kind of robot from the "misc" category in the "architect" tab while I haven't researched anything yet.
And even more awkward is that they all cost 75 x Iron Ore, 15 Stein Alloy and 15 x Component.
Doesn't seem right to me...

I'm running Hardcore SK + some more. Might be the reason for it.
Not receiving any errors on starting game nor load game.
Haven't build one yet but will give additional info if some errors do come up in the meanwhile.
I can easily alter the price for production but don't know how to alter it so it becomes available as research etc.
Title: Re: [A17] Misc. Robots++
Post by: Canute on July 13, 2017, 12:31:31 PM
EpicFox,
you should mention this at the HCSK thread. All the mods at this modpack are modified to be compactible to each other.
The original author can't help you with that.
Title: Re: [A17] Misc. Robots++
Post by: alaestor on July 20, 2017, 11:53:44 PM
mv2.0.6 has been released. This update adds the following localizations.

简体中文     (Chinese Simplified)       by duduluu
繁體中文     (Chinese Traditional)      by Alane
Title: Re: [A17] Misc. Robots++
Post by: neozargos on July 21, 2017, 05:17:18 PM
Is a very good mod but I think the effect of the droids is too high, I personally would leave it to 3 to 5 levels and not give more than 10 points in the skills, let npc be the stars of the game

The robots would give them more speed of movement, hit points and speed in their work, of course each tier of robot has more costs of creation
Title: Re: [A17] Misc. Robots++
Post by: alaestor on July 21, 2017, 09:06:50 PM
Quote from: neozargos on July 21, 2017, 05:17:18 PM
Is a very good mod but I think the effect of the droids is too high, I personally would leave it to 3 to 5 levels and not give more than 10 points in the skills, let npc be the stars of the game

The robots would give them more speed of movement, hit points and speed in their work, of course each tier of robot has more costs of creation

The higher tiers are quite expensive. Having a fleet of them to do everything is quite impractical. I've had people tell me that theyve played for very long periods of time and only managed to get one or two T4 robots. I agree that humans should not be out-right replaced by robots, which is why I held off on adding the OmniBot for so long (it was commented out in the A14 release all the way until now).

I think they're limited enough to the point where they dont remove the need for colonsts. You still need to fight, and ward, and research, and trade. Even if you enter devmode and spawn a ton of OmniBots :D
Title: Re: [A17] Misc. Robots++
Post by: Expresso on July 22, 2017, 05:51:37 PM
Подскажите, в чем может быть проблема? При постройке стульев роботами, по- окончанию изготовления стул просто исчезает?

Tell me what could be the problem? When building chairs by robots, at the end of making the chair just disappears?
Title: Re: [A17] Misc. Robots++
Post by: alaestor on July 23, 2017, 01:46:25 AM
Quote from: Expresso on July 22, 2017, 05:51:37 PM
Подскажите, в чем может быть проблема? При постройке стульев роботами, по- окончанию изготовления стул просто исчезает?

Tell me what could be the problem? When building chairs by robots, at the end of making the chair just disappears?

Check your load order. Also, it could be a failure of art. Robots can't make or own art, and it can cause some small issues when crafting furniture. I'm not sure how I could go about fixing this. I will have to test something later.
Title: Re: [A17] Misc. Robots++
Post by: Expresso on July 23, 2017, 05:14:26 AM
Quote from: alaestor on July 23, 2017, 01:46:25 AM
Quote from: Expresso on July 22, 2017, 05:51:37 PM
Подскажите, в чем может быть проблема? При постройке стульев роботами, по- окончанию изготовления стул просто исчезает?

Tell me what could be the problem? When building chairs by robots, at the end of making the chair just disappears?

Check your load order. Also, it could be a failure of art. Robots can't make or own art, and it can cause some small issues when crafting furniture. I'm not sure how I could go about fixing this. I will have to test something later.

В том то и дело, что кровати, столы создают нормально, а вот со стульями беда. Последовательность загрузки модов правильная. Не первый раз пользуюсь.
In fact of the matter is that the beds, tables create normally, but with the chairs the trouble. The sequence of loading the mods is correct. Not the first time I use it.

PS. После изысканий был обнаружен конфликт мода с модом https://ludeon.com/forums/index.php?topic=24718
Что собственно и приводит к исчезновению предметов, после постройки, изготовления.

After the research, a conflict was discovered with the mod https://ludeon.com/forums/index.php?topic=24718
What actually leads to the disappearance of objects, after construction, fabrication.

[attachment deleted by admin due to age]
Title: Re: [A17] Misc. Robots++
Post by: bolbies on July 25, 2017, 03:04:17 PM
I started getting this error. It makes the ER bots drop the medicine every time they treat a wound.

JobDriver threw exception in initAction. Pawn=ER Bot (Tier 4), Job=TendPatient A=Thing_Human3552084 B=Thing_HerbalMedicine3660237, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00015>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x004b6>
at RimWorld.Toils_Tend/<FinalizeTend>c__AnonStorey260.<>m__53 () <0x000e4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Misc. Robots++
Post by: Omnicast on July 25, 2017, 08:05:38 PM
Hi there Alaestor! I was wondering if you can add in some quick charging stations? Maybe something similar to a Telsa Supercharger? Have a few tiers of charging stations gated behind expensive research.

How about a 2x2 Drone/Bot Bay? It can store and charge up to eight drones using only half the space. Basically it has a second floor or something. Or underground? Maybe higher tiered versions can store more.

But it has to have some sorta draw back. Maybe it can only unload one drone at a time? Better versions have extra drone entrances/exits?

How about a battery Hotswap station? The station builds up charges over time (charging batteries)
and when a drone interacts with it the battery is instantly fully charged? Think of all the power tools with hot-swappable batteries. Just google "swappable batteries" plenty of ideas revolving around this concept already. Or just look at your power tools!

Ultimate version of these three techs would be combined or something. A Drone/Bot Bay that takes up 2x2 or 3x3 space and carries a ton of drones/bots hotswaps the battery and regens charges faster. Also has 4 entrance/exit elevators either in the corners of the square or the D-pad/cross grids. Filling the battery (regenerating charges) drains energy until all charges are full. Maybe storing and unloading drones/bots uses energy too.

So basically I'm suggesting 3 new techs to waste time on and a few new toys to supplement the drones/bots. Anyways loving this addition so far thanks for the mod!

Could you also make it so that drones/bots return to the charging bay when there is no workable jobs? If it has nothing to do instead of wandering it goes and charges up.
Title: Re: [A17] Misc. Robots++
Post by: Expresso on July 26, 2017, 01:38:30 PM
It seems like the problem with the disappearing, when building objects, is associated with the modes that control the skills of the characters (for example, preventing the skills from deteriorating)
Title: Re: [A17] Misc. Robots++
Post by: kidney killer on August 02, 2017, 12:02:30 PM
i just have misc. robots for cleaning and hauling.
just got my first roomba and its not cleaning. It is moving around the room but none of the dirtiness gets cleaned. I even moved the roomba from the kitchen to the rec room but I get same result.
PS, animals areas are away from those rooms.

How come its not cleaning ???
Title: Re: [A17] Misc. Robots++
Post by: Canute on August 02, 2017, 01:25:34 PM
I don't know whats a roomba are.
Cleaner base station give an Cleaner bot after activation.

And do you use mod's that change some animal behavior ?
Title: Re: [A17] Misc. Robots++
Post by: kidney killer on August 02, 2017, 01:51:00 PM
Roomba is a cleaning robot that is for sale on this earth(sol), is round and looks like cleaning robot in rimworld.
i dont have any animal mods, just made animal area 1 and set it outside those rooms, animals never go in. Does the room have to be locked? i still have pawns coming and using the room...
its been like 3 days and I see no cleaning activity even as its(the cleaning robot) moving around the room, i hover with the beauty tool and it dosent change....
Title: Re: [A17] Misc. Robots++
Post by: Seven on August 02, 2017, 04:35:13 PM
Some comments about crafters. When colonists start a bill, the bill and the item is assigned to them and blocked so that others can't start it until the item is completed, and also no one else can complete the item. For bots, the item is assigned to them, but the bill is not, so a colonist or another bot can start a new item. This can waste resources by starting redundant items, or by forcing you to cancel unfinished items (not to mention the annoyance of having multiple unfinished items around). The problem also grows with additional workstations and bots, since they can trade places and start new items, until you basically have one unfinished item per bill, per bot when you only want 1 item per bill.

You can get around this somewhat by using area restrictions (which I do), but it's a bit awkward and inefficient to micromanage it that much. Since bots of the same tier also share a name, it's complicated to tell which bot owns which item, so you could possibly end up having to restrict a bot to one specific workstation to manage it.

So I have two questions here. The first is if it'd be possible to assign bots to bills the same way colonists are. This would prevent the problem above from happening, at least more so than in vanilla when colonists find something else to do instead of completing the item. The second, in order to allow more efficient use of bots, is if it's possible to in addition to the above, have bots (at least of the same tier) be able to work on the same bill/item as if they were the owner. This would let any bot complete any item started by another bot, and they'd basically just be able to pick an unfinished bill and either start a new item or continue an old one.
Title: Re: [A17] Misc. Robots++
Post by: Canute on August 02, 2017, 05:39:47 PM
Quote from: kidney killer on August 02, 2017, 01:51:00 PM
i dont have any animal mods, just made animal area 1 and set it outside those rooms, animals never go in. Does the room have to be locked? i still have pawns coming and using the room...
its been like 3 days and I see no cleaning activity even as its(the cleaning robot) moving around the room, i hover with the beauty tool and it dosent change....
Once the activate the station, the robot comes out and head to the next dirt at his allowed zone.
The room don't need to be locked, and don't need to be inside.
Did you create a home zone ? Because only homezones get be cleaned.

I think you have [Misc. Core] and [Misc. Robots] installed too, or you would have alot of error msg. i would think.


Title: Re: [A17] Misc. Robots++
Post by: kidney killer on August 02, 2017, 07:42:36 PM
its in my home zone the center of it. The robot comes out of his station moves around the room, dosent leave it...just bounces around the room cleaning nothing....
Title: Re: [A17] Misc. Robots++
Post by: kidney killer on August 02, 2017, 07:44:05 PM
I have misc. core and misc. robots, i dont think i get error msgs... would getting robots ++ fix the non- cleaning? i just think building more advanced robots defeats the vanilla feeling...
Title: Re: [A17] Misc. Robots++
Post by: Canute on August 03, 2017, 02:13:23 AM
Ohh you don't got Misc. robots++, then you are at the wrong thread anyway, but anyway.

Something is broken at your side.
Delete the 2 mods from your disc, and unzip/copy them again into mods.
Maybe move the 2 mods to the end of your modlist.

Do you got Psychology mod ? I think it cause some trouble too, special with older versions of Psychology.

If this all don't help, create an error log, with the Share logs button and post it at the other thread, so haplo the author can take a look.
Title: Re: [A17] Misc. Robots++
Post by: Canute on August 04, 2017, 05:44:12 AM
alaestor,
it is possible for you to add a timed activation shedule for robots or does it is a job for haplo ?
Because a kitchen robots just assigned for gardening jobs don't need to be active during night since plants rest at night too.
He could recharge at night, when the sunlamps goes off and don't need to wander around. And got waked up when the sunlamps starts to work.

Something similar for ER, not by time, he got wake up when someone enter a medical marked bed at his allowed zone.

Builder bots could be timed too, so they mainly get active at night when the pawn-builder is resting.
Title: Re: [A17] Misc. Robots++
Post by: Daros on August 04, 2017, 02:30:16 PM
Personally, I consider this mod to be 100% essential as it helps managing a larger colony so, so much.

However, given that robots are rather sci-fi, they don't fit into tribal or medieval setting. What are the chances there would ever be a version more tribal or medieval friendly? (RimSlaves, while similar and more thematically appropriate for medieval times, doesn't really hold a candle to this mod, imo).

Thank you for all your hard work! (Really, this is one of the best mods!)
Title: Re: [A17] Misc. Robots++
Post by: kidney killer on August 04, 2017, 03:09:36 PM
i did as you suggested, erased and unziped back the misc. core and misc. robots respectively
same thing is happening, moved the robot to my lab. its dirty , it rolls over the dirt but dosent clean it. I hover wit the beauty tool on it, should change from -16ish to tile value but it dosent....
i have glittertech, expanded prostetics and organ enh, misc. core, misc robots and allow dead mans apparel...
Title: Re: [A17] Misc. Robots++
Post by: Ledaren on August 05, 2017, 07:32:28 AM
Hello. What should I do with disabled robots? I can't deconstruct it, smelt, or disassemble the broken unit. It's a hauling bot tier 1 that got shot down by an escapee.
Title: Re: [A17] Misc. Robots++
Post by: Canute on August 05, 2017, 09:40:24 AM
Currently you just could sell them, one of the trader buy them but you just get below 1 silver.
Better you just use the dev. command Destroy to remove them.

At some later version they will add a repair or dissamble function.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on August 05, 2017, 10:55:54 AM
you can deconstruct the base for some ressources .. but I don't know if you are better of selling the base for silver.

speaking of disassambling .. they appear as mechanoid corpses, should it not be enough to create a mechanoid butcher recipe ?
Title: Re: [A17] Misc. Robots++
Post by: Ledaren on August 06, 2017, 08:46:05 AM
No, the machining table didn't recoqnize those disabled bots as material for disassemble recipe. Will use Dev mode for now
Title: Re: [A17] Misc. Robots++
Post by: Chaos17 on August 06, 2017, 10:10:24 AM
I was looking for a mod like this, will try it asap.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on August 06, 2017, 10:22:01 AM
Quote from: Ledaren on August 06, 2017, 08:46:05 AM
No, the machining table didn't recoqnize those disabled bots as material for disassemble recipe. Will use Dev mode for now
yes .. that's what I said .. someone .. possibly the author of this mod .. needs to create a butchering recipe for the corpses of the robots.
While the corpses exist in the game and are recognized as an item, there is nothing else you can do with them.
Buuuuut .. thinking one step further .. if it was that easy either haplo or alaestor would have allready done that ..

Title: Re: [A17] Misc. Robots++
Post by: Canute on August 06, 2017, 01:51:12 PM
The problem are, they arn't corpse, they are disabled.
If they would be corpse you could disassemble them at the mashining table.
But what then, you still have the base station without robot.
And you can sell the base station for the same amout like a regular one.

Destroy the disabled robots, sell the station and craft a new one. Thats my current solution.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on August 06, 2017, 02:09:45 PM
crap, and I deconstructed the bases ..
Title: Re: [A17] Misc. Robots++
Post by: alaestor on August 15, 2017, 03:14:46 AM
Sorry for not being more active here. I'm going to be talking to Haplo and others about finding a better solution for robots in rimworld, as the current state of things with so many independent mods is rather messy.

Temporary independent / unofficial fixes

Artful Robots
fixes construction errors and art-related problems
https://ludeon.com/forums/index.php?topic=35089.0

Butcher Mood & prisoner feed fixes (steam only?)
fixes the butchering humans and feeding issues
http://steamcommunity.com/workshop/filedetails/?id=955427965
Title: Re: [A17] Misc. Robots++
Post by: Techgenius on August 23, 2017, 08:26:50 AM
I like this mod, but sadly its too simplistic. I really wish we had the droids again.. no one seems keen on their restoration :(
Title: Re: [A17] Misc. Robots++
Post by: Nameless on August 23, 2017, 10:11:32 AM
Omni bot is pretty annoying:

I have several crafter at lv 20. I want them to make smith things.
Omni bot came about and start jobs, then went off to do something else after they run out of battery and go to recharge.
Then they never go back to continue their job and left the unfinished jobs on the ground, therefore wasting materials.

This is actually true for all bots, but you can at least somewhat prevent the lower lvl bot from working on stuffs if you have high enough skill level crafters.

Is it possible to force them to continue a job somehow?
Title: Re: [A17] Misc. Robots++
Post by: Positronium on September 09, 2017, 08:12:54 AM
What happens to the injuries any of the bots sustain? (That tends to happen to my bots a lot, kept forgetting to recall them during attacks) Do they heal up while recharging? And when is that "repair robots" feature coming? And gg good mod
Title: Re: [A17] Misc. Robots++
Post by: Canute on September 09, 2017, 10:10:17 AM
No currently no heal/repair of bots.
I suggest you enable the develop mode, use the heal 10 injury function an the robots a few times until it is healed.
Destroyed/disabled bots remove with the destroy function and sell or deconstruct the empty base station.

Currently i like more to use Minions then robots, even when minons can't doctor,cook,craft,construct.
Title: Re: [A17] Misc. Robots++
Post by: Positronium on September 10, 2017, 01:07:07 AM
Quote from: Canute on September 09, 2017, 10:10:17 AM
No currently no heal/repair of bots.
I suggest you enable the develop mode, use the heal 10 injury function an the robots a few times until it is healed.
Destroyed/disabled bots remove with the destroy function and sell or deconstruct the empty base station.

Currently i like more to use Minions then robots, even when minons can't doctor,cook,craft,construct.
Ok I see... Bummer :'(
Title: Re: [A17] Misc. Robots++
Post by: CEPMatos on September 10, 2017, 03:55:52 PM
(https://image.prntscr.com/image/j_QXoNvzRaaIuWHDPAwuFg.png)

Did everything I could to fix it and I just can't. It's not working for me!
Title: Re: [A17] Misc. Robots++
Post by: Canute on September 10, 2017, 04:23:42 PM
CEPMatos,
if someone didn't upload a new version the last days, and i don't think this happen, there is something wrong at your side.
The mod order looks ok.
Try to remove all the mods, run rimworld and look if it still works well.
Then add mod one by one, and look if you got errors after you add a mod.

Title: Re: [A17] Misc. Robots++
Post by: CEPMatos on September 10, 2017, 08:22:41 PM
Canute, thanks for the help.

I thought there was a problem in this error message because I was previously using the wrong version of the mod; when I downloaded the right version and the same message appeared -- a message that will always appear when you try to spawn robots with dev instead of the robot base -- I thought it was bugged. :P
Title: Re: [A17] Misc. Robots++
Post by: bolbies on September 12, 2017, 12:15:15 AM
I use this and the Psychology mod, and for some reason my ER bots drop their medicine every time they use one and have to keep picking it back up. This is the error it gives me. Any ideas on how to fix it?

JobDriver threw exception in initAction. Pawn=ER Bot (Tier 4), Job=TendPatient A=Thing_Human3552084 B=Thing_HerbalMedicine3660237, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00015>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x004b6>
at RimWorld.Toils_Tend/<FinalizeTend>c__AnonStorey260.<>m__53 () <0x000e4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002d9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Misc. Robots++
Post by: kazuya40 on September 15, 2017, 04:20:11 AM
Hello, so I encountered a bug -for now it's on kitchen robot-,
I've kitchen bot tier 4, but they won't cook the lavish or survival food, and just wandering around.
It's happened after I installed the lightning rod, heatmap, remoteexplosives, and powerswitch (sorry I just realized it after few quadrom since installed the latest mods, that's why I dunno which one caused it), and the bug still occurred even after I disabled those mods.  :-\

Anyway, the only method I know to fix it is by recall it (not deactivate it), and they can continue their job properly.
Sorry in advance if this problem has been explained before, I tried to read all the pages and didn't find any hints (or maybe i missed something?) :)
Thank you.
Title: Re: [A17] Misc. Robots++
Post by: Positronium on September 24, 2017, 04:06:52 AM
Robots... Permanent injuries? Well dev mode is ???? because it isn't allowing me to restore shattered some limbs (No right leg, but can dev mode left leg which is absolutely fine?!)
Title: Re: [A17] Misc. Robots++
Post by: Liquidhalo231 on September 30, 2017, 01:55:49 PM
Quote from: Nameless on August 23, 2017, 10:11:32 AM
Omni bot is pretty annoying:

I have several crafter at lv 20. I want them to make smith things.
Omni bot came about and start jobs, then went off to do something else after they run out of battery and go to recharge.
Then they never go back to continue their job and left the unfinished jobs on the ground, therefore wasting materials.

This is actually true for all bots, but you can at least somewhat prevent the lower lvl bot from working on stuffs if you have high enough skill level crafters.

Is it possible to force them to continue a job somehow?
First Post, made an account due to this being an annoyance now, my crafters and Omnibots are horrible for leaving stuff unfinished and never returning to them, I actually had to build a place to store them all now.
(https://puu.sh/xMIBC/746bb4dd5a.png)(https://puu.sh/xMIEn/2dbd884b12.png)
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on September 30, 2017, 02:42:40 PM
There is a simple solution for that. :

Create a Workstation with the power armor job on repeat and an ingredient radius of 1.
Then store the unfinished armors next to the workbench, eventually they get finished.
Title: Re: [A17] Misc. Robots++
Post by: Liquidhalo231 on October 01, 2017, 10:50:05 AM
Quote from: SpaceDorf on September 30, 2017, 02:42:40 PM
There is a simple solution for that. :

Create a Workstation with the power armor job on repeat and an ingredient radius of 1.
Then store the unfinished armors next to the workbench, eventually they get finished.

There's a clever solution, thank you kind sir *tips hat* now I can hopefully empty the stock rooms of junk.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on October 01, 2017, 11:03:38 AM
Recommended Reading :
Worth their pages in Gold

Post a cool tip you know about (https://ludeon.com/forums/index.php?topic=30435.0)
Share your Trick (https://ludeon.com/forums/index.php?topic=35761.0)
Title: Re: [A17] Misc. Robots++
Post by: Liquidhalo231 on October 01, 2017, 04:01:12 PM
Quote from: SpaceDorf on September 30, 2017, 02:42:40 PM
There is a simple solution for that. :

Create a Workstation with the power armor job on repeat and an ingredient radius of 1.
Then store the unfinished armors next to the workbench, eventually they get finished.

After a few hours of testing, I can confirm that they do in fact continue, but it's too slow, it can take them 2-3 ingame years to finish anything, omnibots are the worst for this too, they start a big project, for example: make omnibot, then do 20 work units and leave it for a few months because they found something more fun to do, like cleaning.
Title: Re: [A17] Misc. Robots++
Post by: SpaceDorf on October 02, 2017, 06:31:18 AM
Quote from: Liquidhalo231 on October 01, 2017, 04:01:12 PM
After a few hours of testing, I can confirm that they do in fact continue, but it's too slow, it can take them 2-3 ingame years to finish anything, omnibots are the worst for this too, they start a big project, for example: make omnibot, then do 20 work units and leave it for a few months because they found something more fun to do, like cleaning.

Wall the fuckers in then until the finish their job.

But I have no idea how to stop them from starting those jobs except from having no omni-bots.
One of the gui-mods allows you to assign a single pawn to a bill, but that is also just a band-aid to the actual problem.
And I admit I never used bots that did jobs I rather had my pawns working on. ( which boils down to crafting )
But before important surgeries I disabled the medical bots.
Title: Re: [A17] Misc. Robots++
Post by: Canute on October 02, 2017, 09:08:40 AM
You forget one thing, these robots are still animals, you can't force them to do anything.
This is why i think it is currently a bad idea to use the omnibots.
MAI's are better omnibots.
Title: Re: [A17] Misc. Robots++
Post by: Nameless on October 02, 2017, 10:42:15 AM
Yup I simply don't use them at all nor bother researching it.
Title: Re: [A17] Misc. Robots++
Post by: wedekit on October 05, 2017, 01:17:43 AM
Just wanted to say I'm a big fan of this mod! I'm probably reaching the end of my first colony playthrough and I've spent most of it with a handy dandy cleaner bot.

I actually didn't craft, just straight up bought it. You mention that it's cheaper to craft your own, but the research costs are steep. Considering they don't level up their skills, I don't see then point in making a crafting or cooking bot (and probably even construction) that's only simple or basic. At one point I bought an intermediate robot part thinking I was clever and could skip the research and go straight for the haul bot III research... but no, you remembered to add the tech requirement per tier. ;) Good job.

I was curious about if they benefit from tool cabinet adjacency bonuses? I really don't know how to tell, and my pawns have hard worker traits and whatnot so hard to compare that way. But even my intermediate and advanced bots craft super slow. However, I guess the whole point is that they can do some of the more tedious tasks while your pawns with the corresponding jobs can focus on more important things... For example, I usually station my crafter bot at the smelter and component table and zone them away from the smithing tables.

I didn't mind that they were classified as animals, and was happy I could make zones for them so I could control their behavior a bit more. However, trying to find them to adjust their zoning can be a real pain. Any way you could implement something like the animal tab? Or just include them in the animal tab? Their zones already show up on the animal tab anyways...

Finally, I had a question about how or why bots become disabled. I had one attacked by an aggressive mob once and it was destoryed, so that made sense. But I've had a couple die in front of the station they were working at and basically couldn't do anything about it. Hopefully the repair function will be up and running soon!
Title: Re: [A17] Misc. Robots++
Post by: fatm3l on November 16, 2017, 09:14:43 AM
Why the kitchen bot cremating corpses? Are all the bots can do cremate too? It was my first bot and i saw it cremating corpses
Title: Re: [A17] Misc. Robots++
Post by: MusicManiac on November 16, 2017, 08:02:19 PM
I keep loosing bots for some reason. There are no fights going on or nothing, just after some time i check by bot station and see "Bot is destroyed". wth? Can someone explain, how to prevent this? Station is powered 24/7.
Title: Re: [A17] Misc. Robots++
Post by: Positronium on November 16, 2017, 11:13:14 PM
Quote from: MusicManiac on November 16, 2017, 08:02:19 PM
I keep loosing bots for some reason. There are no fights going on or nothing, just after some time i check by bot station and see "Bot is destroyed". wth? Can someone explain, how to prevent this? Station is powered 24/7.

You can turn on debug mode and restore the bots from there, it happens to me way too frequently...
Title: Re: [A17] Misc. Robots++
Post by: Canute on November 17, 2017, 03:49:30 AM
Quote from: MusicManiac on November 16, 2017, 08:02:19 PM
I keep loosing bots for some reason. There are no fights going on or nothing, just after some time i check by bot station and see "Bot is destroyed". wth? Can someone explain, how to prevent this? Station is powered 24/7.

Mosttimes this happen because you have predator animals at your map.
And when a predator hunt/attack your robot you don't get any warning (except you got a mod which add this warning) and you might just notice a currently slow down at the gamespeed but then it is allready to late.


Title: Re: [A17] Misc. Robots++
Post by: Nameless on November 17, 2017, 09:47:18 AM
Or you have them on while there is a raid or manhunter going on.

Bots have no area restriction so they can wander all the way out your base and get destroyed by just about anything. Which is pretty annoying imo.
Title: Re: [B18] Misc. Robots++
Post by: alaestor on November 27, 2017, 06:23:28 AM
Updated for B18. I really didn't test much...

Reverse compatibility is broken due to some XML changes I made. As usual; old versions will be available on the download sites.
Title: Re: [B18] Misc. Robots++
Post by: fatm3l on November 27, 2017, 10:05:45 AM
How did you update this mod without misc. Core being updated
Title: Re: [B18] Misc. Robots++
Post by: alaestor on November 27, 2017, 10:25:31 AM
Quote from: fatm3l on November 27, 2017, 10:05:45 AM
How did you update this mod without misc. Core being updated

Ah. I never checked the forums... But on steam it's up to B18.
Heh... Whoops ^.^' guess I'm early.
Title: Re: [B18] Misc. Robots++
Post by: fatm3l on November 27, 2017, 10:35:57 AM
Hehe. But thanks for early update.
Title: Re: [B18] Misc. Robots++
Post by: CannibarRechter on November 27, 2017, 11:37:44 AM
If you look at Haplo's thread, he did update Misc Core and Misc Robots (https://ludeon.com/forums/index.php?topic=3612.msg35113#msg35113).
Title: Re: [B18] Misc. Robots++
Post by: Haplo on November 27, 2017, 11:42:52 AM
Yes, because I saw your discussion here...  :-[   <--- forgetful
Title: Re: [B18] Misc. Robots++
Post by: Canute on November 27, 2017, 12:15:01 PM
*snief* we forum people are mod-user 2.class now, even Haplo favor steam now :-(
Title: Re: [B18] Misc. Robots++
Post by: kaliakin on November 27, 2017, 12:20:38 PM
The mod doesn't work for me.
Yes I do have recently updated Misc. Core and Misc. Robots for A18.
I also redownloaded Misc. Robots ++ since the thread was updated today.

Core and Robots load, Robots++ doesnt.

Yes, I ofc load them in the correct order and I also tried it without having any other mods
Title: Re: [B18] Misc. Robots++
Post by: Kalre on November 27, 2017, 01:21:55 PM
It is possible now to repair the robots ?
Title: Re: [B18] Misc. Robots++
Post by: Haplo on November 27, 2017, 03:16:16 PM
No, I'm sorry, but I haven't fixed the bug in the repair job yet.
I'll work on it once all mods are updated to B18.
Title: Re: [B18] Misc. Robots++
Post by: SpaceDorf on November 27, 2017, 04:12:17 PM
Thank you both.

100 boars can't replace a single cleaning bot :-D

or Minions and Slaves  ;D
Title: Re: [B18] Misc. Robots++
Post by: Lex Silvas on November 27, 2017, 04:56:09 PM
Thank u very much for update this mod. Been waiting for it!!!
Title: Re: [B18] Misc. Robots++
Post by: alaestor on November 27, 2017, 08:54:59 PM
Quote from: kaliakin on November 27, 2017, 12:20:38 PM
The mod doesn't work for me. I also redownloaded Misc. Robots ++ since the thread was updated today. Core and Robots load, Robots++ doesnt.

Please enable debug and see what errors youre getting when you try to enable it. Throw it in a pastebin and link it here.
Better yet; if you can, contact me via my public Discord (http://public.futuregadgetlab.net).
Title: Re: [B18] Misc. Robots++
Post by: Carlos2241 on December 07, 2017, 11:26:08 AM
It seems to OP for me,But the mod is a good idea.
Title: Re: [B18] Misc. Robots++
Post by: alaestor on December 11, 2017, 02:54:57 PM
Updated to mv2.1.1 - minor bug fixes (https://pastebin.com/tJF4e92V).
(I'm surprised no one noticed the OmniBot research was broken & unneeded until now...)

Haplo's looking into some of the bigger bugs when he gets some free time.
Until then I've got come recommended work-arounds.

I know these aren't ideal, but if you start experiencing problems they may help.
Title: Re: [B18] Misc. Robots++
Post by: frenchiveruti on December 15, 2017, 08:34:59 AM
Hey alaestor, I've seen that Haplo released a new functionality to the base bots that makes them return to the charge pad if they're inactive in order to prevent lag issues, do your bots do the same?
Or maybe they get back to the charge pad area, but not the pad itself-
Title: Re: [B18] Misc. Robots++
Post by: randy on December 15, 2017, 10:52:19 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StoreUtility.TryFindBestBetterStoreCellFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, Boolean needAccurateResult) [0x00000] in <filename unknown>:0
  at Verse.AI.HaulAIUtility.HaulToStorageJob (Verse.Pawn p, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_HaulGeneral.JobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work+<>c__DisplayClass1_1.<TryIssueJobPackage>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at AIRobot.X2_JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
AIRobot.X2_JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Misc. Robots++
Post by: alaestor on December 16, 2017, 01:05:14 AM
Quote from: frenchiveruti on December 15, 2017, 08:34:59 AM
Hey alaestor, I've seen that Haplo released a new functionality to the base bots that makes them return to the charge pad if they're inactive in order to prevent lag issues, do your bots do the same? Or maybe they get back to the charge pad area, but not the pad itself-

My 'mod' is just a bunch of XML definitions. I define no new behavior. Everything of how robots act (with exceptions of skill levels, what work they can do, etc) is entirely controlled by the parent mod.

From my reading; they would return to the area (room?), not the pad itself.

Quote from: randy on December 15, 2017, 10:52:19 PM
Hauler Bot (Tier 4) threw exception in WorkGiver HaulGeneral: System.NullReferenceException: Object reference not set to an instance of an object

Noooo idea.... At a glance id say it seems like something specific to your game instance, perhaps an error in the save file / world... Or a mod conflict? Can you replicate this consistently? if so, how?
Title: Re: [B18] Misc. Robots++
Post by: randy on December 16, 2017, 02:58:04 AM
somethings trying to be hauled and it breaks everything colonists go idle and wall of errors appear
Title: Re: [B18] Misc. Robots++
Post by: randy on December 16, 2017, 04:45:39 AM
looks like the hauler bots broken
https://pastebin.com/YbdzHT10
Title: Re: [B18] Misc. Robots++
Post by: wwWraith on December 16, 2017, 06:07:07 AM
randy, I think your problem is not with robots or other haulers but with something that they are trying to haul. That object might been changed or vanished - I can remember probably the same error with Too Many Leathers mod when it changed the leather's type on loading the saved game while an order to haul it still contained the ID of the "old" leather.
Title: Re: [B18] Misc. Robots++
Post by: Canute on December 16, 2017, 06:21:53 AM
randy,
at last some more infos would be useful.
Does this only happen once, then you can ignore it.
Happen it only to Tier4 hauler bot, or with other bot/pawn too.

Modlist or maybe "share log" button if you got hugslib installed.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on December 16, 2017, 07:11:32 AM
Somehow the texture files got swapped around for my crafting bots. When looking at the different files, RPP_Bot_back and RPP_Bot_destroy got changed (so only when the bot is facing the north direction it looks damaged). Also, the "Station" files are sometimes swapped as well. I'm wanting to correct these files for a few other mods too that are "backwards" when rotating an object as compared to the direction everything else rotates. For example, if you go to build a new vanilla bed or chair, the first position is the "back" position, for a bed that means the headrest is at the top. Then when pressing E the object will rotate 90 degrees clockwise, so the headrest is to the right. However some mods have E rotating the object counter-clockwise, and this bothers me. To correct this, I would need to horizontally flip the "side" image, correct?

I understand that all of this is only cosmetic, but fixing it would greatly satisfy my OCD  :P
Title: Re: [B18] Misc. Robots++
Post by: randy on December 16, 2017, 05:10:09 PM
Duplicate def-linked translation key: RPP_Bot_Builder_IV.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:HasError(FileInfo, String)
Verse.DefInjectionPackage:TryAddInjection(FileInfo, String, String)
Verse.DefInjectionPackage:AddDataFromFile(FileInfo)
Verse.LoadedLanguage:LoadFromFile_DefInject(FileInfo, Type)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

all the robots load twice when starting the game
Title: Re: [B18] Misc. Robots++
Post by: randy on December 16, 2017, 05:12:22 PM
Def-linked translation error: Found no Verse.ThingDef named RPP_RechargeStation_Hauler_IV to match RPP_RechargeStation_Hauler_IV.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Misc. Robots++
Post by: randy on December 17, 2017, 01:12:55 AM
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GatheringsUtility.ShouldGuestKeepAttendingGathering (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.PartyUtility.ShouldPawnKeepPartying (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.LordJob_Joinable_Party.VoluntaryJoinPriorityFor (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.JoinVoluntarilyJoinableLord (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_JoinVoluntarilyJoinableLord.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

happens during a party
Title: Re: [B18] Misc. Robots++
Post by: frenchiveruti on December 21, 2017, 10:46:29 AM
I'm having a bug with the Crafter Tier 3 and the Machining Table. It's like the machining table doesn't assign the current crafter as the robot and it just makes "a double" unfinished item, one assigned to the robot, and another to a random pawn that decided it was a good idea to start working on the same thing as the robot, essentially wasting double the resources on it.
And also the bot never finishes the armor/crafting thing because the bill, gets reserver by a pawn, and then goes to 0 running it useless.
Title: Re: [B18] Misc. Robots++
Post by: randy on December 21, 2017, 05:21:24 PM
JobDriver threw exception in initAction. Pawn=Kitchen Bot (Tier 4), Job=DoBill (Job_23111775) A=Thing_TableButcher4399436 B=Thing_Human_Corpse5470646 C=(87, 0, 308), Exception: System.NullReferenceException: Object reference not set to an instance of an object
at AlienRace.HarmonyPatches/<>c__DisplayClass73_0.<ButcherProductsPrefix>b__0 () <0x0025a>
at AlienRace.HarmonyPatches.ButcherProductsPrefix (Verse.Pawn,single,System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.Corpse) <0x00069>
at (wrapper dynamic-method) Verse.Corpse.ButcherProducts_Patch1 (object,Verse.Pawn,single) <0x0002b>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x0043b>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00095>
at System.Collections.Generic.List`1<Verse.Thing>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00089>
at System.Linq.Enumerable.ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00040>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x001a0>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Misc. Robots++
Post by: randy on December 21, 2017, 05:22:14 PM
Pawn ER Bot (Tier 4) threw exception while executing toil's finish action (0), curJob=washPatient (Job_23111957) A=Thing_Human3267724: System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.SanitationUtil.CleanContamination (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.JobDriver_washPatient.<MakeNewToils>b__1_3 () [0x00000] in <filename unknown>:0
  at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.Toil:Cleanup()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Misc. Robots++
Post by: randy on December 21, 2017, 05:36:38 PM
kitchen bot throws this error when trying to butcher pawns from a raid and gets stuck in a loop butchering one body forever

JobDriver threw exception in initAction. Pawn=Kitchen Bot (Tier 4), Job=DoBill (Job_23127357) A=Thing_TableButcher4399364 B=Thing_Human_Corpse5484272 C=(87, 0, 305), Exception: System.NullReferenceException: Object reference not set to an instance of an object
at AlienRace.HarmonyPatches/<>c__DisplayClass73_0.<ButcherProductsPrefix>b__0 () <0x0025a>
at AlienRace.HarmonyPatches.ButcherProductsPrefix (Verse.Pawn,single,System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.Corpse) <0x00069>
at (wrapper dynamic-method) Verse.Corpse.ButcherProducts_Patch1 (object,Verse.Pawn,single) <0x0002b>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x0043b>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00095>
at System.Collections.Generic.List`1<Verse.Thing>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00089>
at System.Linq.Enumerable.ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00040>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x001a0>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Misc. Robots++
Post by: Canute on December 22, 2017, 09:12:58 AM
randy,
1. you can try to modify existing post, and just add the new thing at the end.
2. you can use the insert code feature, to have a scrollable part for these error reports
3. there was shortly an update of Misc. robots did you allready update it ?

4. these issue with butchering with the kitchen robots allready was at A17 (A16?) (just as info for alaestor).
Title: Re: [B18] Misc. Robots++
Post by: randy on December 23, 2017, 05:45:30 AM
@Canute
i do believe i found the problem but i am doing some tests to make sure. These errors were on A18 
Title: Re: [B18] Misc. Robots++
Post by: Pichu0102 on January 03, 2018, 11:41:07 AM
Manhunters seem to be attacking kitchen bots out gardening. They won't attack the original hauler and cleaning bots though. If there something in the defs I can edit?
Title: Re: [B18] Misc. Robots++
Post by: Canute on January 03, 2018, 12:03:54 PM
Manhunter allways hurt/attack colony animals. Not allways but they do.
And bot's are just a special kind of colony animals.
Title: Re: [B18] Misc. Robots++
Post by: Unkn0wn on January 03, 2018, 03:55:11 PM
I need some help with the robots, as everytime i make 2+ tier robots they just disappear when my colonists finish making them. I have no idea why is this happening :/
Title: Re: [B18] Misc. Robots++
Post by: Canute on January 04, 2018, 04:33:39 AM
Quote from: Unkn0wn on January 03, 2018, 03:55:11 PM
I need some help with the robots, as everytime i make 2+ tier robots they just disappear when my colonists finish making them. I have no idea why is this happening :/
Did you try to change the bill to let the finished object drop on ground ?
There is/was a bug to let crafted items vanish when there are is no stockpile to hold the stuff.

Unless you found the issue for this, you can use the Developer tools and spawn the base station you did crafted and vanished.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on January 06, 2018, 05:07:00 PM
Do you think it would be possible to implement a "Robots" tab like they had in Base Robots? (https://i.imgur.com/fzfOmQy.jpg)? I posted on Haplo's thread as well, but figured I could ask you the same. :)
Title: Re: [B18] Misc. Robots++
Post by: Canute on January 06, 2018, 05:21:42 PM
Hey Harry_Dicks,
since you are a user of this mod, can't you just create a Robots tab like from base robots ? :-)
When i look at the AnimalTab mod, that need assemblies/.dll and that is beyond the knowledge of alaestor.
You should ask the author of these Base Robots, if he can't modify his mod for this robots.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on January 06, 2018, 05:36:55 PM
Quote from: Canute on January 06, 2018, 05:21:42 PM
Hey Harry_Dicks,
since you are a user of this mod, can't you just create a Robots tab like from base robots ? :-)
When i look at the AnimalTab mod, that need assemblies/.dll and that is beyond the knowledge of alaestor.
You should ask the author of these Base Robots, if he can't modify his mod for this robots.

If it is anything beyond xml editing, that is beyond me. I have absolutely zero education on programming, computer science, etc. Although I did download ILSpy last night, and have been poking around in some assemblies, but I have literally no idea what I'm doing :P If I had to figure this out on my own I think it might take me quite a bit. I think I need a program to "compile" .dll assemblies? Haha like I said I'm at a total loss, but if anyone wants to point me in the right direction, I might poke around a bit in it to see what I could do. I did figure out the xml stuff myself, and that wasn't too bad at all. Right now I'm trying to figure out how to change a custom <thingClass> from a mod, and I did find it in the freaking huge dll, but I'm not too sure what to do next.
Title: Re: [B18] Misc. Robots++
Post by: Canute on January 07, 2018, 05:09:05 AM
You see, and alestor the maker of this mod is just a XML modder too.
Haplo might could do the job, but he is pretty busy with his reallife (i think).
But if you realy like to take a deeper step into moding take a look at
https://ludeon.com/forums/index.php?topic=33219.0
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on January 07, 2018, 09:07:11 AM
Quote from: Canute on January 07, 2018, 05:09:05 AM
You see, and alestor the maker of this mod is just a XML modder too.
Haplo might could do the job, but he is pretty busy with his reallife (i think).
But if you realy like to take a deeper step into moding take a look at
https://ludeon.com/forums/index.php?topic=33219.0

That is just the resource I needed to get me to my next step. Thank you, Canute!
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 03, 2018, 01:36:13 AM
I'm noticing that occasionally robots appear as (disabled). They have no corresponding base station when I tell them to all recall. I can only get rid of the disabled robot by using debug-destroy?

Is this something you've seen before? I'd love to be able to repair it but it wouldn't even have someplace to go. Do they age and become disabled naturally? According to the disable robot it is at 92%, not sure how that happened since I thought they just got injuries.
Title: Re: [B18] Misc. Robots++
Post by: Haplo on February 03, 2018, 12:31:09 PM
Disabled robots can be repaired:
- Select a colonist and right click the disabled robot.
- The float menu will show you if you're missing resources
- Otherwise you can repair the robot.
--> Needs crafter lvl 5, 25 Steel and 2 Components.. I think :)

For the robots tab:
- Should now also be available 8)
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 03, 2018, 01:22:18 PM
That sounds good. Maybe it's because of another mod, I have another one that modifies repairing to not trigger unless below a threshold.

I've seen this happen three times. Once it was destroyed and the base station survived, and the base station reported it was destroyed. Once a bot was disabled and there was a matching base station. When I clicked "repair bot" it dragged it back to the repair station but didn't actually do anything. Once the bot appeared in my stockpile without a matching base station, and clicking repair did nothing (not even bring a pawn to the location when forced to do the task).

I guess I'll chalk it up to other mod incompatibility.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on February 03, 2018, 01:24:35 PM
Quote from: neltnerb on February 03, 2018, 01:22:18 PM
I have another one that modifies repairing to not trigger unless below a threshold.

Are you talking about Fluffy's Breakdowns? If so, I thought that applied to buildings breaking down. Does bot maintenance work similar to buildings? I figured it was more like a hediff kinda thing. I may also have no idea what I'm talking about :)
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 10, 2018, 10:04:18 AM
Hi! I have a XML question. I'd like to modify my local copy of the mod to increase the work speed of the robots as they go up in level. Right now, for instance, omnibot flies around super fast and is god level in everything... but performs tasks at the same speed as lower level robots.

But I am having a hard time finding where to add this kind of thing. The RPP_Races.xml doesn't seem to have anything stating a work speed, and I can't find on the web a... list of all the valid defs I can use. Where do you find this stuff? I suspect if I find the right tag I can just add it to RPP_Races.xml up at the top where you define MoveSpeed in the statBases block.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on February 10, 2018, 12:03:37 PM
Makes me wonder if you can have something like +Mining Speed and/or +Mining Yield on a robot, because they are defined as animals as far as I can tell. Maybe animals can't have these sorts of modifiers? But I'm not sure why not, since they can mine and stuff anyway. Probably just gonna have to snoop around, maybe try the "Find in Files" function with Notepad++ and just search the entire mod folder should help you get started.
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 10, 2018, 01:34:00 PM
It's pretty hard to find something that way if you don't know what the name is. I'm also suspecting strongly that if there is a def for work speed it's not set anywhere in the mod. I'm just unclear where ya'll even find the def names to start with. I assume core has something like "WorkSpeed" but I have no idea where to look up what defs match which attributes.

I think simplest would be to just up the workspeed for every robot, which will impact all tasks performed without changing move speed. Good thought on the yield though too, that also makes sense to me. I'm more interested in crafting bots crafting faster, and the idea that an omnibot isn't at least "industrious" (+35% work speed I think?) strikes me as a place for improvement.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on February 10, 2018, 03:38:29 PM
You could start by looking at an actual thingDef for whatever robot you are wanting to modify, and then follow the path up through the parent names until you get to basePawn or whatever it is, and you should see these modifiers somewhere along the way. If you don't then I suppose there's a chance they don't exist for animals, but I'm thinking they do. Of course, I could also be entirely wrong about all of this ;)
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 10, 2018, 08:23:38 PM
How does one do this? I have the debug menus, but I can't figure out how to get that kind of debug information for a selected pawn. Sorry for the basic questions!
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on February 10, 2018, 08:57:23 PM
Go to the actual mod folder through your operating system, not in the game. Find the mod you want to change, open the folder for it, then open the Defs folder. From there, try to figure out what sub folder you need to find in the Defs. You could just go through them all, or like I said, use Notepad++ "Find in Files" feature to find something called a <thingDef> for what you want to change. Say you want to change crafter level 2's stats on something. So use Notepad++ to find the thingDef for your crafter tier 2 bot. There you will look at every single stat there is available for crafter tier2 bot. If you don't see the stats you want to modify, then you look at the parent node. You can find the parent node for this thingdef usually in the same xml file. If it isn't in there, use your trusty "find in files" to see what xml this parent node is in. Once you find the next parent node, you can search all of the stats that this parent node modifies.

Once you understand xml inheritance, you can usually trace what you want to modifiy backwards through it's parent nodes until you find the stat you want to modify. I'm sure that I'm probably making this harder to understand that it needs to be, but if you can understand what all of the xml files are doing, then it shouldn't be too difficult to diagnose a problem like this, I would hope. :)
Title: Re: [B18] Misc. Robots++
Post by: neltnerb on February 10, 2018, 10:03:29 PM
Okay, so here is what I found.

Stats_Pawns_WorkGeneral.xml has a <StatDef> called WorkSpeedGlobal with a base value of 1.

I also found in Traits_Spectrum.xml that the trait "Industrious" calls:

<statOffsets>
<WorkSpeedGlobal>0.35</WorkSpeedGlobal>
</statOffsets>

I tried simply adding those three lines to the robot definition, but it complains then when I load the game that:

"XML error: <statOffsets><WorkSpeedGlobal>10</WorkSpeedGlobal></statOffset> doesn't correspond to any field in type X2_ThingDef_AIRobot."

I then found the X2_ThingDef_AIRobot def at the top of RPP_Races.xml and just tried to add <WorkSpeedGlobal>1</WorkSpeedGlobal> in the <statBases> section.

Unfortunately the error is still there. Does anything in that chain ring a bell as wrong? This is all new to me so I'm just guessing, I don't know much about XML.
Title: Re: [B18] Misc. Robots++
Post by: Harry_Dicks on February 11, 2018, 12:52:18 AM
Quote from: neltnerb on February 10, 2018, 10:03:29 PM
Unfortunately the error is still there. Does anything in that chain ring a bell as wrong? This is all new to me so I'm just guessing, I don't know much about XML.

It sounds to me like you're definitely on the right trail and have made excellent progress. Honestly, I don't know the answer or I would tell you, but I would also rather see you use the tools you have available to you to be able to figure this out yourself. You're almost there, keep going, you can figure this out! Either way, come back if you are super stumped and I'm sure someone here can help you.

EDIT: It seems like what you are looking for will be in the <statOffsets> inside of whichever lifestage you want to modify, and I think the following strings might work. You can maybe try this, but no guarantees ;)

<MiningSpeed>+.5</MiningSpeed>
<MiningYield>+.5</MiningYield>
Title: Re: [B18] Misc. Robots++
Post by: sai05 on February 19, 2018, 11:27:49 PM
Helo how to fix this ?

Crafter Bot (Tier 3) started 10 jobs in one tick. newJob=Mend (Job_27383124) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882 jobGiver=AIRobot.X2_JobGiver_Work jobList=(Mend (Job_27383104) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383106) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383108) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383110) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383112) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383114) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383116) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383118) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383120) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383122) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882) (Mend (Job_27383124) A=Thing_TableMending2210838 B=Thing_Gun_ChainShotgun3833882)  lastJobGiver=AIRobot.X2_JobGiver_Work

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)



and ER Robot Bug

JobDriver threw exception in initAction. Pawn=ER Bot (Tier 5), Job=TendPatient (Job_31960740) A=Thing_Human2883338 B=Thing_Medicine4775695, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00015>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x004e9>
at RimWorld.Toils_Tend/<FinalizeTend>c__AnonStorey1.<>m__0 () <0x000e4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

JobDriver threw exception in initAction. Pawn=ER Bot (Tier 5), Job=TendPatient (Job_31960926) A=Thing_Human222054 B=Thing_Medicine4775746, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought (Verse.Pawn,Verse.Pawn) <0x00015>
at (wrapper dynamic-method) RimWorld.TendUtility.DoTend_Patch1 (Verse.Pawn,Verse.Pawn,RimWorld.Medicine) <0x004e9>
at RimWorld.Toils_Tend/<FinalizeTend>c__AnonStorey1.<>m__0 () <0x000e4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=AIRobot.X2_JobGiver_Work, curJob.def=TendPatient, curDriver=RimWorld.JobDriver_TendPatient

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

https://ludeon.com/forums/index.php?topic=39136.0


and can we fix disable Robot ?
Title: Re: [B18] Misc. Robots++
Post by: FadingFog on March 11, 2018, 01:31:34 PM
Hello, i've translated your mod to Russian - http://www.mediafire.com/file/dyb5hrgq9n5oj1s/Russian_robots++.rar
Title: Re: [B18] Misc. Robots++
Post by: Scottvrakis on April 08, 2018, 01:41:22 PM
I, too, have a problem related to this mod. The trace is fairly small, but it's still gibberish to me:

"Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.X2_JobGiver_RechargeEnergy.GetPriority (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"
Title: Re: [B18] Misc. Robots++
Post by: Haplo on April 08, 2018, 03:10:45 PM
How did you get a nullref error in a priority sorter that was created especially for the robots?
I've updated the code for this to hopefully prevent stuff like that, but still.. how did you do that?
As far as I've seen it, this could only happen if the robot has no recharge base, or the base is destroyed maybe.
You should just destroy the robot + station and debug spawn a new recharge station..
Title: Re: [B18] Misc. Robots++
Post by: Scottvrakis on April 09, 2018, 03:56:45 PM
Quote from: Haplo on April 08, 2018, 03:10:45 PM
How did you get a nullref error in a priority sorter that was created especially for the robots?
I've updated the code for this to hopefully prevent stuff like that, but still.. how did you do that?
As far as I've seen it, this could only happen if the robot has no recharge base, or the base is destroyed maybe.
You should just destroy the robot + station and debug spawn a new recharge station..

Yeah I guess at some point the base made 2 bots because I had only 1 base down and 2 hauler bots were running around the base. I killed one of them with the console and it's been all good since, but now I've been getting various other errors. Likely unrelated to Robots++ and more related to Rimsenal and spawning raids.
Title: Re: [B18] Misc. Robots++
Post by: kingind on April 23, 2018, 12:23:37 AM
Just installed this mod and I love it. Only issue I'm having atm is that when people are in the hospital I've created my er and omni bots will go out of their way to feed them kibble. Is there any way to prevent that? I've already set the er bots to an area, but seeing as the omni is...well a jack of all trades I don't want to limit it to one area...any help?
Title: Re: [B18] Misc. Robots++
Post by: Devlah on May 04, 2018, 08:17:34 AM
Quote from: kingind on April 23, 2018, 12:23:37 AM
Just installed this mod and I love it. Only issue I'm having atm is that when people are in the hospital I've created my er and omni bots will go out of their way to feed them kibble. Is there any way to prevent that? I've already set the er bots to an area, but seeing as the omni is...well a jack of all trades I don't want to limit it to one area...any help?

I too am concerned with this.  I have two ER bots with their stations located in the Hospital, but they keep feeding patients raw food, even though I have a Fridge filled with Lavish meals in each hospital room.  Additionally, I have noticed that all bots can only be restricted to Unrestricted, Home & Animal Area 1, where "Animal Area 1" could technically be anything, but no other areas are listed.

Meanwhile, I have crafters, ER bots, Kitchen bots, etc. Wandering all over the map at random getting attacked by animals and raiders, etc.  when they have no business being anywhere other than working, or at their charging stations.

I'm sure this has been suggested in the past, but I'd like to revisit the concept of:
1.)  Have a setting or default behavior where Robots remain at their charging stations until a Job is self assigned.
2.)  Allow for more area restriction assignments beyond the first two.

I suspect that if I could restrict my ER bots to my hospital, and use the inverse function on the Omni-Bots, I could almost guarantee that my patients will be fed properly, as I have a sneaking suspicion that whenever any pawn self-assigns a "tend patient" task, they grab whichever food is closest to them at that moment, and if they happen to be near raw food at that moment, then that's what they grab.  By restricting the bots to designated areas, we can prevent problematic wandering, and potentially force the ER bots in this scenario to grab the nearest food (in my case Lavish Meals) instead of bringing raw potatoes from the kitchen.
Title: Re: [B18] Misc. Robots++
Post by: ru22kie on May 04, 2018, 05:45:10 PM
hi guys I'm loving this mod and just having a small problem of the robot menu has disappeared and has not come back was wondering if anyone has had the same or may have a fix
much obliged


[attachment deleted due to age]
Title: Re: [B18] Misc. Robots++
Post by: Canute on May 05, 2018, 03:11:14 AM
The robot's menu comes from Misc.Robots,  this mod just add more types of robots.

Try to move the whole package
Misc. Core, Misc. Robots, Misc. Robots++  at the end of your modlist and check if that helps.

If not, an error log would be helpful (CTRL-F12).
Title: Re: [B18] Misc. Robots++
Post by: ru22kie on May 05, 2018, 05:10:13 AM
Ive tried moving the mod still no change
this is the log report
RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Rimatomics is up and running.
Verse.Log:Message(String)
Rimatomics.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Fronter Developments Shields :: Loaded
Verse.Log:Message(String)
FrontierDevelopments.Shields.Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

RimFridge: Adding Harmony Postfix to GameComponentUtility.StartedNewGame
Verse.Log:Message(String)
RimFridge.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

RimFridge: Adding Harmony Postfix to GameComponentUtility.LoadedGame
Verse.Log:Message(String)
RimFridge.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

RimFridge: Adding Harmony Prefix to CompTemperatureRuinable.DoTicks - Will return false if within a RimFridge
Verse.Log:Message(String)
RimFridge.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

PickUpAndHaul v0.18.1.9 welcomes you to RimWorld with pointless logspam.
Verse.Log:Message(String)
PickUpAndHaul.HarmonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[HugsLib] v4.1.1 initialized Children, artfulRobots
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Loading game from file Mandalorians colony with mods Core, 818773962, 1225716710, 1296958152, 735106432, 1180721235, 1251360680, 1220397176, 1218412475, 1279012058, 1225610022, 1300947757, 1235518428, 725747149, 725956940, 1127530465, 722085442, 1325099741, 1342150438, 1299680533, 1210535987, 870089952, 1325315317, 798158924, 857164561, 755224256, 704181221, 724602224, 747645520, and 1109070805
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[AIRobot.X2_AIRobot].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at AIRobot.X2_Building_AIRobotRechargeStation.get_GetRobot () [0x00000] in <filename unknown>:0
  at AIRobot.X2_MainTabWindow_Robots.get_Pawns () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.RecachePawns () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.RecacheIfDirty () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.get_Size () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.get_RequestedTabSize () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow.get_InitialSize () [0x00000] in <filename unknown>:0
  at Verse.Window.SetInitialSizeAndPosition () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow.SetInitialSizeAndPosition () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.SetDirty () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.PostOpen () [0x00000] in <filename unknown>:0
  at AIRobot.X2_MainTabWindow_Robots.PostOpen () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainButtonDef newTab, Boolean playSound) [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker.DoButton (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonsRoot.DoButtons () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Exception filling window for AIRobot.X2_MainTabWindow_Robots: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[AIRobot.X2_AIRobot].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at AIRobot.X2_Building_AIRobotRechargeStation.get_GetRobot () [0x00000] in <filename unknown>:0
  at AIRobot.X2_MainTabWindow_Robots.get_Pawns () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.RecachePawns () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.RecacheIfDirty () [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.get_Size () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.get_RequestedTabSize () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow.get_InitialSize () [0x00000] in <filename unknown>:0
  at Verse.Window.SetInitialSizeAndPosition () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow.SetInitialSizeAndPosition () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.SetDirty () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.PostOpen () [0x00000] in <filename unknown>:0
  at AIRobot.X2_MainTabWindow_Robots.PostOpen () [0x00000] in <filename unknown>:0
  at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainButtonDef newTab, Boolean playSound) [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonWorker.DoButton (Rect rect) [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonsRoot.DoButtons () [0x00000] in <filename unknown>:0
  at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Exception filling window for AIRobot.X2_MainTabWindow_Robots: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [B18] Misc. Robots++
Post by: Haplo on May 05, 2018, 05:04:21 PM
This is actually a bug in Misc. Robots.
It is already fixed, but not uploaded outside of github yet, as I'm currently unable to update Steam.
Please download it from this collection:
https://github.com/HaploX1/RimWorld-Miscellaneous_Mods
Title: Re: [B18] Misc. Robots++
Post by: kornpat_2002 on May 19, 2018, 09:32:40 AM
Robot tab gone wild, It didn't show me anything and cause a error, not sure if this cause by Robot++ or the base mod one

Exception filling window for AIRobot.X2_MainTabWindow_Robots: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [B18] Misc. Robots++
Post by: Canute on May 19, 2018, 12:27:26 PM
The Tab itself comes from the base mod.
But since noone else report an error, i think it is more a mod conflict with something else.
You sure you have the latest version of Misc.Robots ?
Title: Re: [B18] Misc. Robots++
Post by: kornpat_2002 on May 19, 2018, 10:56:12 PM
Quote from: Canute on May 19, 2018, 12:27:26 PM
The Tab itself comes from the base mod.
But since noone else report an error, i think it is more a mod conflict with something else.
You sure you have the latest version of Misc.Robots ?

Just reinstall the game and the mod, and it worked =w=
Title: Re: [B18] Misc. Robots++
Post by: kiwikiller on May 28, 2018, 01:16:27 PM
Quote from: Unkn0wn on January 03, 2018, 03:55:11 PM
I need some help with the robots, as everytime i make 2+ tier robots they just disappear when my colonists finish making them. I have no idea why is this happening :/

Hi,

Did somebody find an answer to this question? Because I have the same problem, but it only do it with the craft robot... Cleaner and hauler are working perfectly
Title: Re: [B18] Misc. Robots++
Post by: kiwikiller on May 29, 2018, 04:31:30 AM
When I try in developer mod to add a crafter station I have this error:
Argument cannot be null
parameter name : type
Title: Re: [B18] Misc. Robots++
Post by: Canute on May 29, 2018, 06:05:31 AM
I just test it myself and can't find any problems.
But just a test scenario with these 3 mods.
i build a Crafter 2 robot station, and placed a station with dev. tools. (Station is allways minified and need to be placed by a pawn).

So i think it is another mod who cause your trouble.
Try to move the 3 mods at the end of your modlist, and if this don't help maybe post an error log (CTRL-F12) or the output_log.txt .
Title: Re: [B18] Misc. Robots++
Post by: kiwikiller on May 30, 2018, 08:18:02 AM
I moved the mods a bit lower in the list and it now work perfectly ;) Thanks
Title: Re: [B18] Misc. Robots++
Post by: filippe999 on June 06, 2018, 10:47:54 PM
Sometimes, if you have more than one crafter bot they may sit on the same tile trying to use the same workstation but since the table only works with one pawn, nothing happens, they just stand there.
Also all the omnibot ever does is haul.
Title: Re: [B18] Misc. Robots++
Post by: Meowtastic on June 09, 2018, 08:24:18 AM
I am getting a bug where the bots wander to the bottom left of the map and linger there, after loading a save. It works perfect before the first load.

System - Intel i7 870 2.93Ghz, Nvidia 750 ti 2Gb, 8Gb ram

Output log:
https://git.io/vh2lZ

Mod list:
https://imgur.com/xerNeXg
Title: Re: [B18] Misc. Robots++
Post by: Canute on June 09, 2018, 09:26:45 AM
The error log don't show any errors.
Could you try and move all Misc. mod's at the end of the mod list, and check if that help maybe.
Title: Re: [B18] Misc. Robots++
Post by: Meowtastic on June 09, 2018, 10:15:16 AM
Quote from: Canute on June 09, 2018, 09:26:45 AM
The error log don't show any errors.
Could you try and move all Misc. mod's at the end of the mod list, and check if that help maybe.

That helped with all the robots from moving to the bottom left corner and wandering, they will work when they have a task. Now when the robots have no task they will wander to the bottom right corner of the map, sometimes. its not a consistent bug, the robots know where the recharge is at but wander at the edge of the map rather then near their recharge pad.

New Mod list:
https://imgur.com/kfe9O0a
Title: Re: [B18] Misc. Robots++
Post by: Canute on June 09, 2018, 10:27:35 AM
Until someone find an answer for your problem, i just would restrict all non-hauler to the home area.
Title: Re: [B18] Misc. Robots++
Post by: Meowtastic on June 09, 2018, 10:43:48 AM
Quote from: Canute on June 09, 2018, 10:27:35 AM
Until someone find an answer for your problem, i just would restrict all non-hauler to the home area.

Ok, i will. The list of mods used to be a lot longer. I've taken out everything that i thought might be the issue as well as mods that i didn't think would conflict. I've gotten my mods to a point where i would hate to lose anymore. I hope someone can help me with this. I love this mod and want to use it! Thanks!
Title: Re: [B18] Misc. Robots++
Post by: SetArk on July 03, 2018, 09:47:56 AM
So, about the Hauler Bots.
I've upgraded already to the advanced level, and, i've looked on his stats and it seens that he has the same carry capacity from the Simple ones.
Does the only changes that they do have, is the addition of resistances and movespeed?

On that note, i would assume the same for the cleaners too? They don't Clean faster, things like brick debris (That normally take some extra time to clean)

Last thing.
i'ven't got to the Omni yet, but, there is any command on it to point an prime directive? Like "Act as an Miner" or something like that, maybe na "Worker" tab on him?
Title: Re: [B18] Misc. Robots++
Post by: themadgunman on July 15, 2018, 07:39:01 AM
1.0 fork that i did cuz i robots never get in social fights with each other ;)
https://www.dropbox.com/s/r8ar3djecgfvmku/RobotPlusPlus1.0.rar?dl=0 (https://www.dropbox.com/s/r8ar3djecgfvmku/RobotPlusPlus1.0.rar?dl=0)
Title: Re: [B19] Misc. Robots++
Post by: alaestor on August 29, 2018, 02:05:38 AM
Updated to B19 (mv2.2.0).
Minor changes in log. Old versions still available.
Title: Re: [B19] Misc. Robots++
Post by: alaestor on September 01, 2018, 08:40:25 PM
Now also updated Tier 5 addon to B19.

I plan to merge it into R++ 1.0 release with proper textures, a simplified crafting & research system, and rebalanced resource/silver cost. (Hopefully will increase hauling capability as well)
Title: Re: [B19] Misc. Robots++
Post by: rawrfisher on September 01, 2018, 08:53:13 PM
Sounds good
Title: Re: [B19] Misc. Robots++
Post by: Vane on September 05, 2018, 11:52:24 AM
Thanks for updating this to B19, Now we just gotta wait for Misc Core to be updated
Title: Re: [B19] Misc. Robots++
Post by: rawrfisher on September 05, 2018, 02:07:18 PM
Quote from: Vane on September 05, 2018, 11:52:24 AM
Thanks for updating this to B19, Now we just gotta wait for Misc Core to be updated

Misc core has been updated well before this mod was.
Title: Re: [B19] Misc. Robots++
Post by: Vane on September 06, 2018, 05:41:24 AM
Quote from: rawrfisher on September 05, 2018, 02:07:18 PM
Quote from: Vane on September 05, 2018, 11:52:24 AM
Thanks for updating this to B19, Now we just gotta wait for Misc Core to be updated

Misc core has been updated well before this mod was.

I can only seem to find B18 on the forums?
Title: Re: [B19] Misc. Robots++
Post by: Canute on September 06, 2018, 09:08:54 AM
Vane,
look closer. Both download links include all version from A17 to B19.
Title: Re: [B19] Misc. Robots++
Post by: alaestor on September 14, 2018, 01:29:44 PM
Updated (mv2.2.1) - added some long-awaited & much requested features. Increasing with tier, bots now: recharge faster, work faster, and carry more. No compatibility changes (as for most same-game-version updates) so feel free to update with your existing saves.
Title: Re: [B19] Misc. Robots++
Post by: Urubaen on September 20, 2018, 05:11:34 PM
Hi, I see on my debug log that i have at every load the same 3 errors and they seems to come from your mod, there is apparently no effect in the game but an error is an error ;)

X2_Building_AIRobot_RechargeStation -- Unknown error while loading:
Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Building.ExposeData () [0x00000] in <filename unknown>:0
  at AIRobot.X2_Building_AIRobotRechargeStation.ExposeData () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
AIRobot.X2_Building_AIRobotRechargeStation:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.ThingOwner`1:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(ThingOwner&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ThingOwner&, String, Object[])
RimWorld.MinifiedThing:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.ThingOwner`1:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(ThingOwner&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(ThingOwner&, String, Object[])
RimWorld.Planet.TradeRequestComp:PostExposeData()
RimWorld.Planet.WorldObject:ExposeData()
RimWorld.Planet.SettlementBase:ExposeData()
RimWorld.Planet.Settlement:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.Planet.WorldObjectsHolder:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(WorldObjectsHolder&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(WorldObjectsHolder&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.WorldGenerator:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame_Patch1(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Exception registering AIRobot.X2_Building_AIRobotRechargeStation AIRobot.X2_Building_AIRobotRechargeStation in loaded object directory with unique load ID [excepted]: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.get_ThingID () [0x00000] in <filename unknown>:0
  at Verse.Thing.GetUniqueLoadID () [0x00000] in <filename unknown>:0
  at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedObjectDirectory:RegisterLoaded(ILoadReferenceable)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame_Patch1(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

X2_Building_AIRobot_RechargeStation -- Unknown error while loading:
Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Building.ExposeData () [0x00000] in <filename unknown>:0
  at AIRobot.X2_Building_AIRobotRechargeStation.ExposeData () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
AIRobot.X2_Building_AIRobotRechargeStation:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame_Patch1(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B19] Misc. Robots++
Post by: Roelstra on October 10, 2018, 01:27:30 PM
The robots are no longer appearing in Prepare Carefully for me.  I've got two saves where I've added them and they work fine in game, however, I tried to start a new game yesterday and they were no longer available when selecting equipment.

No errors get thrown and the load order is correct.

Edit:  Nevermind.  I'm stupid.  They're in the furniture section, not the resources section.  I'm going to go to my corner now, pretend I'm not here.
Title: Re: [B19] Misc. Robots++
Post by: just_a_random on October 11, 2018, 02:14:16 PM
hi, the last 2 ingame days my kitchen bot has some kind of trouble whe butchering humans(havent tested with animals didn't hunt recently), previously it worked just fine
JobDriver threw exception in initAction for pawn Kitchen Bot 2 driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4414951) A=Thing_TableButcher629928 B=Thing_Corpse_Human1332754 C=(167, 0, 160)) lastJobGiver=AIRobot.X2_JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at AlienRace.HarmonyPatches/<>c__DisplayClass80_0.<ButcherProductsPrefix>b__0 () <0x002f9>
at AlienRace.HarmonyPatches.ButcherProductsPrefix (Verse.Pawn,single,System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.Corpse) <0x000ab>
at (wrapper dynamic-method) Verse.Corpse.ButcherProducts_Patch1 (object,Verse.Pawn,single) <0x00053>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x00875>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Thing>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00070>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x002d4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B19] Misc. Robots++
Post by: dezgard on October 13, 2018, 05:00:17 PM
Bots seem to go really slow to a spot on the map with nothing there and once they reach it they go back to working normally
Title: Re: [B19] Misc. Robots++
Post by: TheAzn123 on October 15, 2018, 12:23:21 AM
I've never had this problem before until now. The mod conflicts with the android mod causing the bots to take on the needs of androids causing it to die due to it running out of 'energy' the androids needs.
Title: Re: [B19] Misc. Robots++
Post by: makotech222 on October 18, 2018, 10:33:09 AM
Seems to be broken on 1.0. Requesting an update!
Title: Re: [1.0] Misc. Robots++
Post by: alaestor on October 19, 2018, 06:23:35 AM
R++ mv3.0.0 for the v1.0 Release of rimworld is officially out!

What's new with mv3.0.0?
-Tier 5 robots have been added.
-Higher tiers recharge faster (actually working this time!)
-Overhaul of the researching and crafting systems (simplified)

Older (alpha & beta) versions can be found in the downloads.
Looking for translators and someone willing to lend some C# skills...

=====

Quote from: TheAzn123 on October 15, 2018, 12:23:21 AM
I've never had this problem before until now. The mod conflicts with the android mod causing the bots to take on the needs of androids causing it to die due to it running out of 'energy' the androids needs.
try with 1.0 what androids mod? Misc. MAI?

Quote from: just_a_random on October 11, 2018, 02:14:16 PM
hi, the last 2 ingame days my kitchen bot has some kind of trouble whe butchering humans(havent tested with animals didn't hunt recently), previously it worked just fine
Yeah, this problem has existed since Alpha lol. There was a fix made in C# by someone for an older version. It has to do with the bot trying to have emotions over butchering a body. Silly robot... There's a similar issue with crafting bots where the item expects there to be an author of the item, but since it's a bot instead of a colonist, it errors. Similarly, there was another C# fix for this... but all outdated.

Hopefully someone with some C# knowledge would like to contribute a library with the appropriate fixes for me to include xD
Title: Re: [1.0] Misc. Robots++
Post by: TheAzn123 on October 20, 2018, 04:38:36 AM
I don't know if you're allowed to post links or not but
https://ludeon.com/forums/index.php?topic=35663.0
'Androids - The ultimate manpower solution'
It adds a new need called energy, and it adds it to the robots. The problem is that they can't replenish the need for energy and when it hits 0, the droid dies.
Title: Re: [1.0] Misc. Robots++
Post by: alaestor on October 22, 2018, 01:50:07 AM
Pushed mv3.0.2, which tweaks a few things and adds native support for Quarrying. Also, Misc. Core is no longer a requirement of Misc. Robots, therefor R++ doesn't require it either. I've updated the about text and OP accordingly.

---

Quote from: TheAzn123 on October 20, 2018, 04:38:36 AM
I don't know if you're allowed to post links or not but
https://ludeon.com/forums/index.php?topic=35663.0
'Androids - The ultimate manpower solution'
It adds a new need called energy, and it adds it to the robots. The problem is that they can't replenish the need for energy and when it hits 0, the droid dies.

Uh, does that effect the standard Misc. Robots as well? Must be due to them being based off of mechanioids. Not much I can do about that I don't think. Sorry xD
Title: Re: [1.0] Misc. Robots++
Post by: Haplo on October 22, 2018, 02:55:32 PM
Quote from: TheAzn123 on October 20, 2018, 04:38:36 AM
I don't know if you're allowed to post links or not but
https://ludeon.com/forums/index.php?topic=35663.0
'Androids - The ultimate manpower solution'
It adds a new need called energy, and it adds it to the robots. The problem is that they can't replenish the need for energy and when it hits 0, the droid dies.

I've tried it out, but can't seem to find the bug. The robots (with R++) don't seem to get the need 'Energy' for me.. :(
Can you please elaborate a bit: Can you tell me where you have the android- and its core mod in relation to the Robots mods?
Do they have the energy need from the start when you start them the first time out of the base station?
Title: Re: [1.0] Misc. Robots++
Post by: TheAzn123 on October 24, 2018, 10:42:22 PM
I have roughly 80 mods. The Misc Robots ++ and its part are eight spaces away from core and the androids mod is five spaces away from the Misc Robots++. In between Core and Misc Robots is Hugslib, Jecstools, Rimworld of magic, Humanoid Alien Races 2.0, Mod Switch, EDB prepare carefully. IN between Misc Robots ++ and Androids is hospitality, Rah's bionics and surgery expansion, Advanced jaw for Rah's bionics, and [CP] Detailed body textures II.

The Robots have the need for energy at the start: both after researching androids and before. It appears that every pawn has the energy need, including animals, but it does not decrease. The version is B19
Title: Re: [1.0] Misc. Robots++
Post by: lifeisrisky on October 27, 2018, 10:23:49 AM
2 things.
#1 I have started a new game with only the Core, Misc and Misc++ loaded. When I create a Omni bot it will only haul stuff even if there is building / crafting, etc. that needs to be done. If there is no hauling he will just wander around.

#2 The Robots tab is blank and I can not assign robots to a particular area.
Title: Re: [1.0] Misc. Robots++
Post by: 893 on October 28, 2018, 07:00:27 AM
AI Male and Female not Work :( say this

Error while creating AIPawnE.
Could not load type 'CommonMisc.Radar' from assembly 'AIPawn'.
Title: Re: [1.0] Misc. Robots++
Post by: Haplo on October 28, 2018, 03:10:31 PM
1st: That is from Misc. MAI not from Misc. Robots
2nd: Please load Miscellaneous Core before MAI and it will work.
Title: Re: [1.0] Misc. Robots++
Post by: 893 on October 30, 2018, 07:26:23 AM
Thank you Haplo,but i put the core on top and down the misc robot and robot ++,but nothing to do.

Every time i build a Mai the error writing appears :(
Title: Re: [1.0] Misc. Robots++
Post by: Canute on October 30, 2018, 07:31:38 AM
893,
to made it more clear for us could you post your modlist.
If you hugslib installed just use the share logs button or press CTRL-F12 and post the link.
Or attach the modconfig.xml found at the config folder.
Title: Re: [1.0] Misc. Robots++
Post by: 893 on October 30, 2018, 09:34:58 AM
<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<buildNumber>2059</buildNumber>


-<activeMods>

<li>Core</li>

<li>HugsLib</li>

<li>JecsTools-master</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_Incidents</li>

<li>Miscellaneous_MAI</li>

<li>Miscellaneous_MapGenerator</li>

<li>Miscellaneous_BeeAndHoney</li>

<li>Miscellaneous_WeaponRepair</li>

<li>Miscellaneous_TurretBase</li>

<li>Miscellaneous_TrainingFacility</li>

<li>Miscellaneous_MapGenerator_FactionBase</li>

<li>Rimatomics</li>

<li>AllowTool</li>

<li>RF - Advanced Bridges</li>

<li>RF - Archipelagos</li>

<li>RF - Fertile Fields</li>

<li>RF - Packed Lunches</li>

<li>RF - Permafrost</li>

<li>RF - Tribal Pawn Names</li>

<li>RF - Tribal Raiders</li>

<li>RF - Rational Romance</li>

<li>RF - Rainbeau Flambe - Storyteller</li>

<li>RF - Pawns are Capable!</li>

<li>RF - Fishing</li>

<li>RF - Etched Stone Walls</li>

<li>RF - Editable Backstories</li>

<li>RF - Concrete</li>

<li>RF - Wild Cultivation</li>

<li>RIMkea_1.0</li>

<li>T-ExpandedCloth</li>

<li>T-ExpandedCrops</li>

<li>T-MiscStuff</li>

<li>T-MoreBedsCloth</li>

<li>T-MoreBedsVanilla</li>

<li>T-RawCropThoughts</li>

<li>T-MoreFloors</li>

<li>ED-EnhancedOptions</li>

<li>FashionRIMsta_1.0</li>

<li>HandAndFootwear</li>

<li>FactionControl</li>

<li>AdjustableTradeShips</li>

<li>More Lamps</li>

<li>MoreTraitSlots</li>

<li>PathAvoid</li>

<li>TradingSpot</li>

<li>WeaponStorage</li>

<li>Weapon Attachments</li>

<li>[v1.0] JernfalkStandaloneHorses</li>

<li>RimworldTerrainZoneSelect-master</li>

<li>RimworldSwimming-master</li>

<li>RimworldDisasterTornado-master</li>

<li>RimworldDireRaids-master</li>

<li>RimworldThanksForTheFish-master</li>

<li>Palisade</li>

<li>InfiniteStorage</li>

<li>Infinite Mortar Range</li>

<li>ImpassableMapMaker</li>

<li>Flamethrower</li>

<li>Grenade Launcher</li>

<li>Apparello</li>

<li>Cupros-Drinks</li>

<li>DefensiveMachineGunTurretPack-1.3.0</li>

<li>HeatMap-master</li>

<li>Wall Light</li>

<li>LabelsOnFloor</li>

<li>Locks</li>

<li>MapReroll</li>

<li>Moody</li>

<li>MoreRandomSeeds</li>

<li>MorePlanning</li>

<li>MoreHarvestDesignators-1.0</li>

<li>Fuel Economy - Release</li>

<li>GearUpAndGo - Release</li>

<li>HolyWasher-master</li>

<li>Quantum Cooling</li>

<li>ExpandedProsthetics&OrganEngineering</li>

<li>ExpandedWoodworking</li>

<li>DefensivePositions</li>

<li>Definitely More Cannons</li>

<li>ThickArmor - Release</li>

<li>TD Enhancement Pack - Release</li>

<li>UseBedrolls - Release</li>

<li>Uneasy Floor</li>

<li>Treated Cloth</li>

<li>SparklingWorlds Full Mod</li>

<li>SmartMedicine - Release</li>

<li>SkilledStonecutting</li>

<li>Share The Load - Release</li>

<li>Science Never Stops</li>

<li>[v1.0] Jernfalk's Paper Currency</li>

<li>Mining Priority - Release</li>

<li>NoAnnoyances</li>

<li>Noku Mushrooms_1.0</li>

<li>RemoteTech</li>

<li>RoomSense</li>

<li>Room Food - Release</li>

<li>TechAdvancing</li>

<li>BoomMod</li>

<li>What Is My Purpose - Release</li>

<li>The Price Is Right - Release</li>

<li>TableDiner-1.32</li>

<li>Spoons_Hair_Mod_1.0</li>

<li>SafelyHiddenAway - Release</li>

<li>Replace Stuff - Release</li>

<li>BetterPawnControl</li>

<li>Embrasures</li>

<li>Five Second Rule - Release</li>

<li>Meals On Wheels - Release</li>

<li>FoodRestrictions</li>

<li>DoorsExpanded</li>

<li>Toxic Fallout Protection Suit</li>

<li>ToggleHarvest</li>

<li>Nandonalts-Camping-Stuff-0.6.0</li>

<li>WhatTheHack-1.0.2</li>

<li>Medieval Times (v. 1.974.B19)</li>

<li>Hospitality</li>

<li>ProjectArmoury_20th_10</li>

<li>USCM Core</li>

<li>USCM Xenomorphs Faction</li>

<li>USCM Turret</li>

<li>USCM Colonial Marines Corps Faction</li>

<li>Simple Sidearms</li>

<li>ShipsHaveInsides</li>

<li>Vegetable Garden</li>

<li>More Furniture</li>

<li>Increased Stack</li>

<li>EdBPrepareCarefully</li>

<li>Rimsenal</li>

<li>Rimsenal - Federation</li>

<li>Rimsenal - Feral</li>

<li>Rimsenal - Security pack</li>

<li>Rimsenal - Storyteller pack</li>

<li>RimQuest</li>

<li>VGP_Trees_Flowers</li>

<li>VGP_Tools</li>

<li>VGP_Soylent Production</li>

<li>VGP_Resources</li>

<li>VGP_More Veggies</li>

<li>VGP_Medicine</li>

<li>VGP_Garden_Gourmet</li>

<li>VGP_Garden_Drinks</li>

<li>VGP_Fabric</li>

<li>VGP_Canning</li>

<li>VGP CoffeeTeaDrugs</li>

<li>TraderDismissal</li>

<li>More Faction Interaction</li>

<li>FoodAlert</li>

<li>PickUpAndHaul</li>

<li>4M-Mehni-s-Misc-Modifications</li>

<li>Ancient_Structures-1.2a</li>

<li>RedistHeat</li>

<li>SYR_Blueberries</li>

<li>RimWorld-RedistHeat-master</li>

<li>SYR_CoffeeAndTea</li>

<li>SYR_SetUpCamp</li>

<li>SYR_ProstheticIcons</li>

<li>SYR_Neuter</li>

<li>SYR_MetallicBatteries</li>

<li>SYR_LightRadius</li>

<li>SYR_Individuality</li>

<li>SYR_HarvestYieldPatch</li>

<li>SYR_GlowingHealroot</li>

<li>SYR_StoneRebalance</li>

<li>SYR_DoorMats</li>

<li>SYR_BulletCasings</li>

<li>[1.0]Talons</li>

<li>Miscellaneous_Robots</li>

<li>Misc. Robots++</li>

<li>RuntimeGC</li>

</activeMods>

</ModsConfigData>

What's wrong?? thank you Canute!!!
Title: Re: [1.0] Misc. Robots++
Post by: Canute on October 30, 2018, 10:05:52 AM
The modlist looks basicly ok.
Was looking if you understood the righ mod sequence. And if i notice any mod that might cause trouble.
You can try to move Misc. MAI at the same spot like the robots.
But beside that nothing wrong there.
Title: Re: [1.0] Misc. Robots++
Post by: 893 on October 30, 2018, 10:21:20 AM
Ok i try to move it!! thank you canute!
Title: Re: [1.0] Misc. Robots++
Post by: Expresso on October 31, 2018, 07:07:40 PM
Everything that OMNIBOT produces is ticked by default - unavailable
Title: Re: [1.0] Misc. Robots++
Post by: HMDMAS on November 16, 2018, 04:50:35 PM
this mod work correctly with android mod (currently have around 50 droid and android) and around 20 some colonists
for those have problem try to put the android near the top so you dont have problems with energy

only problem i see is when you active to many omni-bots in my case 13 of them game start a little laging
dosent have this problem when activate 16 cleaner bot lvl 1 (not much that you can notice)
Title: Re: [1.0] Misc. Robots++
Post by: deriandera on December 03, 2018, 05:14:08 AM
Hi can I ask something has been bugging me, I own an omnibot, whenever my game load, all the skills is (20) as the mod intended, but all the skills gradually decreasing to 9 in less than a minute. I already tried disabling all my mod except core, misc core, misc robot and misc robot ++, and it still decreasing (usually I can directly check the bot skills by rimHUD, but when I deactivate rimHUD I check it by adding cooking bill that require (10) skills in cooking but the omnibot won't cook it).

Can anyone help please? thanks
Title: Re: [1.0] Misc. Robots++
Post by: alaestor on June 25, 2019, 05:25:07 PM
Pushed mv3.0.6 (previous was 3.0.3, i was lazy), updated repair & butcher to reflect costs, added traditional and simplified chinese translations by Alane, added German translation by Ubreitfeld, aaaand by request; all robots now have intellectual and animal skills of the appropriate rank, specifically for jobs that require these stats.



---
I know I'm over 120 days late in answering but HEY why not...

Quote from: deriandera on December 03, 2018, 05:14:08 AM
Hi can I ask something has been bugging me, I own an omnibot, whenever my game load, all the skills is (20) as the mod intended, but all the skills gradually decreasing to 9 in less than a minute. [...] Can anyone help please? thanks

This is a known issue. Some people use mods that change skill reduction and deleveling to stop this, but otherwise there's no built-in fix. Apparently there's some trait that can solve this, but I haven't had the time to look into adding it to the robots.  Well I say "time" but more accurately, I haven't had the: desire, compulsion, drive, ambition, impulse, motivation, and other synonyms for "one's will to achieve".

Quote from: HMDMAS on November 16, 2018, 04:50:35 PM
[...] only problem i see is when you active to many omni-bots in my case 13 of them game start a little laging
dosent have this problem when activate 16 cleaner bot lvl 1 (not much that you can notice)
Issue is because the omnibot can do so many more jobs its effectively like having additional colonists all scanning the map looking for work, where as the cleaner bot only does one thing; it cleans - so you'd need a lot more cleaner bots up and running to get to the same computational workload of a colonist or omnibot. Bots that do less types of work = less computationally intensive to have roaming around

Quote from: Expresso on October 31, 2018, 07:07:40 PM
Everything that OMNIBOT produces is ticked by default - unavailable
(as far as I know) - default game mechanics because robots aren't colonists. It's treated as if a natural event or explosion caused the items to drop, hence forbidden.
Title: Re: [1.0] Misc. Robots++
Post by: Haplo on June 26, 2019, 02:57:44 PM
FYI: If you set <allowLearning>false</allowLearning> then the degrading should be disabled and the values should remain on their predefined value.. Hopefully... ;D
Title: Re: [1.0] Misc. Robots++
Post by: docssy on August 07, 2019, 06:50:30 PM
What would cause a robot to NOT be created from a base station, or even repaired to create one?

This series of log notes from the debug screen is when trying to activate the station (3 times...click happy smeh)

Message logging is now once again on.
Verse.Log:Message(String, Boolean)
Verse.Log:ResetMessageCount()
Verse.Log:Clear()
Verse.EditWindow_Log:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

--- Main thread ---
0.0374ms (self: 0.0169 ms) ExecuteToExecuteWhenFinished()
- 0.0205ms (self: 0.0205 ms) Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0()


Hotspot analysis
----------------------------------------
1x Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0() -> 0.0205 ms (total (w/children): 0.0205 ms)
1x ExecuteToExecuteWhenFinished() -> 0.0169 ms (total (w/children): 0.0374 ms)

Verse.Log:Message(String, Boolean)
Verse.ThreadLocalDeepProfiler:Output(Watcher)
Verse.ThreadLocalDeepProfiler:End()
Verse.DeepProfiler:End()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_HealthScale()
Verse.BodyPartDef:GetMaxHealth(Pawn)
Verse.HediffSet:GetPartHealth(BodyPartRecord)
Verse.PawnCapacityUtility:CalculatePartEfficiency(HediffSet, BodyPartRecord, Boolean, List`1)
Verse.PawnCapacityUtility:CalculateTagEfficiency(HediffSet, BodyPartTagDef, Single, FloatRange, List`1, Single)
RimWorld.PawnCapacityWorker_Consciousness:CalculateCapacityLevel(HediffSet, List`1)
Verse.PawnCapacityUtility:CalculateCapacityLevel(HediffSet, PawnCapacityDef, List`1)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:CapableOf(PawnCapacityDef)
Verse.Pawn_HealthTracker:ShouldBeDeadFromRequiredCapacity_Patch0(Object)
Verse.Pawn_HealthTracker:ShouldBeDead()
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(Hediff)
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(HediffDef, BodyPartRecord, Single)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:DisallowIfWouldDie(Pawn, PawnGenerationRequest)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:AllowWorldGeneratedPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyMethods:AllowWorldStartingPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyPatches:TryGenerateNewPawnInternal_ScenPartExSupport(PawnGenerationRequest&, String&, Boolean, Pawn&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport (Verse.PawnGenerationRequest&,string&,bool,Verse.Pawn&) <0x002b9>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00f22>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000d2>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

System.NullReferenceException: Object reference not set to an instance of an object
at More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport (Verse.PawnGenerationRequest&,string&,bool,Verse.Pawn&) <0x002b9>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00f22>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000d2>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

--- Main thread ---
0.0377ms (self: 0.0166 ms) ExecuteToExecuteWhenFinished()
- 0.0211ms (self: 0.0211 ms) Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0()


Hotspot analysis
----------------------------------------
1x Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0() -> 0.0211 ms (total (w/children): 0.0211 ms)
1x ExecuteToExecuteWhenFinished() -> 0.0166 ms (total (w/children): 0.0377 ms)

Verse.Log:Message(String, Boolean)
Verse.ThreadLocalDeepProfiler:Output(Watcher)
Verse.ThreadLocalDeepProfiler:End()
Verse.DeepProfiler:End()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_HealthScale()
Verse.BodyPartDef:GetMaxHealth(Pawn)
Verse.HediffSet:GetPartHealth(BodyPartRecord)
Verse.PawnCapacityUtility:CalculatePartEfficiency(HediffSet, BodyPartRecord, Boolean, List`1)
Verse.PawnCapacityUtility:CalculateTagEfficiency(HediffSet, BodyPartTagDef, Single, FloatRange, List`1, Single)
RimWorld.PawnCapacityWorker_Consciousness:CalculateCapacityLevel(HediffSet, List`1)
Verse.PawnCapacityUtility:CalculateCapacityLevel(HediffSet, PawnCapacityDef, List`1)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:CapableOf(PawnCapacityDef)
Verse.Pawn_HealthTracker:ShouldBeDeadFromRequiredCapacity_Patch0(Object)
Verse.Pawn_HealthTracker:ShouldBeDead()
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(Hediff)
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(HediffDef, BodyPartRecord, Single)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:DisallowIfWouldDie(Pawn, PawnGenerationRequest)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:AllowWorldGeneratedPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyMethods:AllowWorldStartingPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyPatches:TryGenerateNewPawnInternal_ScenPartExSupport(PawnGenerationRequest&, String&, Boolean, Pawn&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport (Verse.PawnGenerationRequest&,string&,bool,Verse.Pawn&) <0x002b9>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00f22>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000d2>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

--- Main thread ---
0.0397ms (self: 0.0182 ms) ExecuteToExecuteWhenFinished()
- 0.0215ms (self: 0.0215 ms) Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0()


Hotspot analysis
----------------------------------------
1x Verse.Pawn_AgeTracker -> Void <RecalculateLifeStageIndex>m__0() -> 0.0215 ms (total (w/children): 0.0215 ms)
1x ExecuteToExecuteWhenFinished() -> 0.0182 ms (total (w/children): 0.0397 ms)

Verse.Log:Message(String, Boolean)
Verse.ThreadLocalDeepProfiler:Output(Watcher)
Verse.ThreadLocalDeepProfiler:End()
Verse.DeepProfiler:End()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_HealthScale()
Verse.BodyPartDef:GetMaxHealth(Pawn)
Verse.HediffSet:GetPartHealth(BodyPartRecord)
Verse.PawnCapacityUtility:CalculatePartEfficiency(HediffSet, BodyPartRecord, Boolean, List`1)
Verse.PawnCapacityUtility:CalculateTagEfficiency(HediffSet, BodyPartTagDef, Single, FloatRange, List`1, Single)
RimWorld.PawnCapacityWorker_Consciousness:CalculateCapacityLevel(HediffSet, List`1)
Verse.PawnCapacityUtility:CalculateCapacityLevel(HediffSet, PawnCapacityDef, List`1)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:CapableOf(PawnCapacityDef)
Verse.Pawn_HealthTracker:ShouldBeDeadFromRequiredCapacity_Patch0(Object)
Verse.Pawn_HealthTracker:ShouldBeDead()
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(Hediff)
Verse.Pawn_HealthTracker:WouldDieAfterAddingHediff(HediffDef, BodyPartRecord, Single)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:DisallowIfWouldDie(Pawn, PawnGenerationRequest)
More_Scenario_Parts.ScenParts.ForcedHediffModifier:AllowWorldGeneratedPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyMethods:AllowWorldStartingPawn(Pawn, Boolean, PawnGenerationRequest)
More_Scenario_Parts.HarmonyPatches:TryGenerateNewPawnInternal_ScenPartExSupport(PawnGenerationRequest&, String&, Boolean, Pawn&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at More_Scenario_Parts.HarmonyPatches.TryGenerateNewPawnInternal_ScenPartExSupport (Verse.PawnGenerationRequest&,string&,bool,Verse.Pawn&) <0x002b9>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00f22>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000d2>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
AIRobot.X2_Building_AIRobotCreator:CreateRobot(String, IntVec3, Map, Faction)
AIRobot.X2_Building_AIRobotRechargeStation:Button_SpawnBot()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [1.0] Misc. Robots++
Post by: docssy on August 07, 2019, 06:53:02 PM
Mod List
<version>1.0.2282 rev726</version>
  <activeMods>
    <li>Core</li>
    <li>RuntimeGC</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.15</li>
    <li>TurretExtensions</li>
    <li>GiddyUpCore-1.1.6</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>USCM - Core 1.0</li>
    <li>USCM - Faction Colonial Marines 1.0</li>
    <li>Vegetable Garden</li>
    <li>Achtung</li>
    <li>ShowDrafteesWeapon-1.0.2</li>
    <li>Moley Traits</li>
    <li>SameSpot</li>
    <li>RimWorld-Diseases-Overhauled-1.8.2</li>
    <li>RF - Fishing</li>
    <li>Hospitality-1.0.19</li>
    <li>HarvestSync</li>
    <li>ExtendedStorage</li>
    <li>ExpandedWoodworking</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Dubs-Bad-Hygiene-2.5.833</li>
    <li>DoorsExpanded</li>
    <li>CrashLanding</li>
    <li>REI_MoreScenarioParts</li>
    <li>VGP_Trees_Flowers</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Realistic Planets</li>
    <li>RF - Fertile Fields</li>
    <li>[RF] Permafrost [1.0]</li>
    <li>RealRuins</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>ConfigurableMaps</li>
    <li>VGP_Tools</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Fabric</li>
    <li>VariousSpaceShipChunks</li>
    <li>VGP_Canning</li>
    <li>T-ExpandedCrops</li>
    <li>Smoked-Meat</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>RimwoldAutopsy</li>
    <li>Electric Stonecutting Table</li>
    <li>Compact Benches</li>
    <li>Bulk-Components</li>
    <li>SupportBeams</li>
    <li>Rimworld-Shields</li>
    <li>T-MoreFloors</li>
    <li>T-MoreBedsCloth</li>
    <li>SYR_DoorMats</li>
    <li>StuffedFloors</li>
    <li>sd_goodnight-1-1.0.1</li>
    <li>sd_chickennest-1-1.0.1</li>
    <li>MoreShelves</li>
    <li>More Furniture [1.0]</li>
    <li>GloomyFurniture</li>
    <li>Gloomy Extra - Kitchen_(15-5)</li>
    <li>Area_Rugs</li>
    <li>Wall Light</li>
    <li>Glass_N_Lights-R.1</li>
    <li>SYR_MetallicBatteries</li>
    <li>SupesReconnector</li>
    <li>[1.0] IV Medical</li>
    <li>VGP_Medicine</li>
    <li>Rimworld-Rimmunizations</li>
    <li>Pharmacist</li>
    <li>LessArbitrarySurgery</li>
    <li>Harvest Everything!</li>
    <li>DocWalledVitals-BaseRelease</li>
    <li>1502876618 SF [v1.0] Priority Treatment</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>SYR_Blueberries</li>
    <li>RimWorld-SeedsPlease</li>
    <li>UtilitySupplements</li>
    <li>SocialSupplements</li>
    <li>Infused</li>
    <li>Dubs-Rimkit-1.4.763</li>
    <li>RimWriter-1.20.0.2</li>
    <li>Additional-Joy-Objects-18.03</li>
    <li>SpartanFoundry</li>
    <li>HandAndFootwear</li>
    <li>FashionRIMsta_1.0</li>
    <li>Apparello</li>
    <li>Rimsenal_Hair</li>
    <li>RimNGE</li>
    <li>DontShaveYourHead-1.0.0</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>SkilledStonecutting</li>
    <li>Random Research - Release</li>
    <li>Quality Cooldown</li>
    <li>MoreTraitSlots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Inspiration</li>
    <li>Fallout-Traits-1.0</li>
    <li>ConsolidatedTraits</li>
    <li>Additional Traits with Heroes and Gods</li>
    <li>TableDiner</li>
    <li>snapout</li>
    <li>SearchAndDestroy-1.1.0</li>
    <li>RunandHide</li>
    <li>RunAndGun-1.1.5</li>
    <li>RimWorld_WhileYoureUp</li>
    <li>Psychology</li>
    <li>PickUpAndHaul</li>
    <li>MemorableAuroras</li>
    <li>MarvsUghYouGotMe</li>
    <li>ForceDoJob</li>
    <li>CleaningPriority</li>
    <li>Megafauna_v1.4_RW1.0</li>
    <li>Donkeys - 1.0</li>
    <li>AlphaAnimals-1.402</li>
    <li>TargetingModes</li>
    <li>SYR_BulletCasings</li>
    <li>SimpleSidearms</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TurretBase</li>
    <li>MarvsSometimesRaidsGoWrong</li>
    <li>ExtendedTurrets</li>
    <li>DefensiveMachineGunTurretPack</li>
    <li>DeathRattle</li>
    <li>battlemounts-1.1.2</li>
    <li>AvoidFriendlyFire</li>
    <li>1464742390 CustomDeathRandomness</li>
    <li>Rimsenal_Vanilla</li>
    <li>ProperShotguns</li>
    <li>ProjectArmoury_20th_10</li>
    <li>High Caliber</li>
    <li>LetsTrade</li>
    <li>GlitterWorldPrime [R1]</li>
    <li>BargainTweaks</li>
    <li>WanderingCaravans</li>
    <li>SYR_SetUpCamp</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>MoreFactionInteraction_2019_03_06</li>
    <li>TechAdvancing</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>FactionControl</li>
    <li>RimWorld_GrazingLands</li>
    <li>NoJobAuthors</li>
    <li>FluffyBreakdowns</li>
    <li>Equipment-Deterioration</li>
    <li>1502875716 SF [v1.0] Rain Removes All Filth</li>
    <li>VGP_Garden_Drinks_Bulk</li>
    <li>PenoxycylineIsMedicine</li>
    <li>IdlePowerConsumption</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>[1.0] RPG Style Inventory</li>
    <li>WorkTab</li>
    <li>SYR_LightRadius</li>
    <li>Spoons_Hair_Mod_1.0</li>
    <li>RimWorld-Power-Alerts</li>
    <li>RimHUD</li>
    <li>RelationsTab</li>
    <li>RealFoW</li>
    <li>Lighter Colored Traits</li>
    <li>PredatorHuntAlert_1_0</li>
    <li>MoreRandomSeeds</li>
    <li>ModSyncRW</li>
    <li>MedicalTab</li>
    <li>LevelUp</li>
    <li>ImprovedWorkbenches</li>
    <li>IClearlyHaveEnough</li>
    <li>HeatMap</li>
    <li>FoodAlert</li>
    <li>FollowMe</li>
    <li>Dubs-Mint-Menus-1.2.346</li>
    <li>DamageIndicators</li>
    <li>ColonyManager</li>
    <li>Bubbles</li>
    <li>BorderPause_v_1_0</li>
    <li>BlueprintTotalsTooltip</li>
    <li>BetterNotifications</li>
    <li>AreaUnlocker</li>
    <li>AnimalTab</li>
    <li>AllowTool</li>
    <li>P-Music</li>
    <li>SYR_ProstheticIcons</li>
    <li>Nandonalts-Snowy-Trees-0.21.0</li>
    <li>RimworldDiscoverTechsMod-1.0.4</li>
    <li>Adrenaline</li>
    <li>ApexRimworldLegends</li>
    <li>CarryCapacityFix</li>
    <li>CommonAilments</li>
    <li>FF_VG-canned-delights-1.0.1</li>
    <li>LetsGoExplore</li>
    <li>NamesGalore-1.0.0</li>
    <li>Organ thoughts psyc</li>
    <li>StockalikeArms</li>
    <li>TransferTrait</li>
    <li>architect-icons-R1.0</li>
    <li>More Linkables</li>
    <li>SaveStorageSettings</li>
    <li>Drop on Water Revived</li>
    <li>EmergencyResources</li>
    <li>simple-fx-smoke</li>
    <li>Dubs-Break-Mod-1.0.1</li>
    <li>RimWorld-GroundScannerRedesign</li>
    <li>Everybody Gets One - Release</li>
    <li>Beautiful-Water</li>
    <li>RecipeIcons</li>
    <li>NoMaxBills</li>
    <li>[WD] Realistic Darkness 1.0 - 15.06.2019</li>
    <li>[WD] Soil Contrast - 1.0 - 11.11.18</li>
    <li>[WD] Antibiotics And Painkillers - 1.0 - 14.06.2019</li>
    <li>[WD] Hardcore MultiAnalyzer - 1.0</li>
    <li>AutoOwl</li>
    <li>RW_FacialStuff</li>
    <li>AnimalCollabProject</li>
    <li>VisiblePants</li>
    <li>MoreMechanoids</li>
    <li>Draw a Bead</li>
    <li>Uranium is Green</li>
    <li>More Medications - Reborn</li>
    <li>Suppression</li>
    <li>Herd Migration Revival</li>
    <li>Realistic Human Sounds</li>
    <li>Overcapped Accuracy</li>
    <li>Dampening Belts</li>
    <li>Epic Rivers</li>
    <li>Commercial Server</li>
    <li>Taming Inspiration</li>
    <li>BETTER PASTA Blood Mod</li>
    <li>Better Survival Meals</li>
    <li>GM's Winter Hats [1.0]</li>
    <li>Battleship</li>
    <li>Corners for 1.0</li>
    <li>Fast Spreading Grass</li>
    <li>Sparkling Worlds Addon - Blue Moon Corp [1.0]</li>
    <li>CPBeasties</li>
    <li>SparrowsMOD</li>
    <li>Proper Beavers 1.0</li>
    <li>CameraPlus</li>
    <li>A Cornucopia of Unicorns</li>
    <li>Spidercamp's Dog Pack (1.0)</li>
    <li>[JPT] Burn It for Fuel</li>
    <li>[WD] Simple Coal 1.0</li>
    <li>Impassable Chest-deep Water (Modified Version)</li>
    <li>AdvancedAnimalFramework 3.4</li>
    <li>TradingEconomy V3.1</li>
    <li>RimFridge</li>
    <li>Evan's Armchair Redux</li>
    <li>Fertile Fields - Dubs Hygiene Patch</li>
    <li>Effective Lumbering</li>
    <li>Rimbirds</li>
    <li>Vanilla Animals Expanded â€" Cats and Dogs</li>
    <li>Vanilla Animals Expanded â€" Livestock</li>
  </activeMods>
Title: Re: [1.0] Misc. Robots++
Post by: Hjkma on August 07, 2019, 07:12:40 PM
It somehow messing with mod More_Scenario_Parts, try disabling this mod for a start.
Title: Re: [1.0] Misc. Robots++
Post by: docssy on August 07, 2019, 07:27:01 PM
Thank you. That was it. Confirmed incompatible with More Scenario Parts at https://ludeon.com/forums/index.php?topic=48888.0
Title: Re: [1.0] Misc. Robots++
Post by: RyansPlace on August 09, 2019, 06:47:52 PM
I use this mod extensively.  It is quite well designed and implemented. 

One request.  When a robot is destroyed, its base station doesn't give a destroyed robot indicator until after clicking the repair robot wrench icon.  So a user is required to click on each base station to discover which ones has destroyed bots.  Could you make the destroyed robot indicator start appearing on the base station automatically soon as it occurs?
Title: Re: [1.1] Misc. Robots++
Post by: Monzer on June 03, 2020, 08:49:20 PM
Great mod but I noticed that you can make any high lvl robot from fabrication bench without even research them. It's very easy this way anway to change that ?
Title: Re: [1.1] Misc. Robots++
Post by: Mistrornge on June 29, 2020, 11:59:38 AM
It looks like the little bots don't play well with While You are Up.  It collects a lot of steel but never drops it.  So with WYaU you can put things into your inventory and then drop them later when you are near a stockpile.  It looks like it is unable to successfully make use of its inventory for >1 items.  Is it possible to make the bots ignore WYaU changes and go about by carrying a single item at a time?
Thank you for the great mod.
Title: Re: [1.1] Misc. Robots++
Post by: Canute on June 29, 2020, 12:35:31 PM
Mistrornge,
what version do you use ?
Jobs of Opportunity (While You're Up)  or
While You're Up (Continued) ?
I just tested it with Jobs of Opportunity , the mod is before Misc. Robots and don't have the problems you describle.
You should either test out to move WYAU around the modlist, change to the other version or maybe another mod you use interfere with it.
Like a mod that modify animals with some backpack capacity, then normaly animal's don't have any inventory beside caravan animals, they could load stuff into.
Title: Re: [1.1] Misc. Robots++
Post by: Mistrornge on July 02, 2020, 08:49:29 PM
I am using Jobs of Opportunity.  v1.1 of the game
I have Jobs before both Robot mods.
Title: Re: [1.1] Misc. Robots++
Post by: Canute on July 03, 2020, 05:09:16 AM
Mistrornge,
you need to test it out self what other mod cause the problem.
Deactivate all mods that don't add any item to the game, so it they should be safe to remove from a safegame.
Load your safegame and check if the problem still happen.
Or create new testcolonies instead (hugslib feature quickstart might be helpful, the top right icon when you got developer mode on).

Only when you know what other mod cause the problem, both mod authors can look to solve the problem.
Title: Re: [1.1] Misc. Robots++
Post by: alaestor on July 12, 2020, 09:06:21 PM
Please pardon my continued neglect... But this time I have good news! R++ now has a new lead contributor/maintainer (Hultis) and an official github project (https://github.com/alaestor/Rimworld-MiscRobotsPlusPlus)

Hultis has also begun to implement C# harmony patches for bug fixes and feature expansion. Some of these bugs have been around forever, so I'm sure quite a few people will be happy to see them getting fixed and this mod getting the attention, love, and care it's users deserve.

Feel free to contribute to the project or open issues for bug reports & suggestions.
Title: Re: [1.1] Misc. Robots++
Post by: shiftlessPagan on November 13, 2020, 10:05:59 PM
I can't figure out if anyone else is having this problem, but any time I place down one of the robots (From either this, or even Misc (/Craftable) robots) they will activate but will never do any tasks. I've checked time and time again what might be causing this, but I can't figure it out.

They're unrestricted
They're powered and charged
They're activated
They have tasks that they can do

Additionally, using the move commands on them results in them moving then immediately returning to the base station without doing anything else. I just can't figure out what might be wrong. Could it be a mod conflict somehow?
Title: Re: [1.1] Misc. Robots++
Post by: Canute on November 14, 2020, 03:30:39 AM
QuoteCould it be a mod conflict somehow?
That is allways hard to say but not impossible.
But you can try it out self.
Move the Modconfig.xml to a different folder, so Rimworld start without mods and you could just move it back later to restore your modlist.
Start Rimworld, activate the nessesary mods for the robots. Maybe add hugslib too, then you got the quickstart feature.
Quickstart a colony (if you got hugslib the top right icon with developer mode on).
Use god mode to place some structures/workbenches/Ship reactor or Geothermal for energy. Spawn some robot station (Debug action, "Try to place...") let the pawn install the station and activate the robot and look what happen.
Title: Re: [1.1] Misc. Robots++
Post by: shiftlessPagan on November 14, 2020, 01:04:45 PM
I tried all that out, the only active mods are misc robots, ++, hugslib and harmony. Installed a ship reactor, added a minified t5 hauling bot to test things out. Forced a pawn to install it, activated it and allowed the various scattered things and designated a stockpile. Nothing.

The only thing that happened was that I just constantly got a debug log popping up

RimWorld 1.1.2618 rev713
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[HugsLib] version 8.0.1
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:InitializeController()
HugsLib.HugsLibController:EarlyInitialize()
HugsLib.Core.HugsLibMod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Translation data for language English has 124 errors. Generate translation report for more info.
Verse.Log:Warning(String, Boolean)
Verse.LoadedLanguage:InjectIntoData_AfterImpliedDefs()
Verse.<>c:<DoPlayLoad>b__4_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()

[HugsLib] Quickstarter generating map with scenario: Crashlanded
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.Quickstart.QuickstartController:InitateMapGeneration()
HugsLib.Quickstart.Dialog_QuickstartSettings:MakeSelectScenarioButton(Listing_Standard, QuickstartSettings)
HugsLib.Quickstart.<>c__DisplayClass6_0:<DoWindowContents>b__1(Listing_Standard, Single)
HugsLib.Quickstart.Dialog_QuickstartSettings:MakeSubListing(Listing_Standard, Single, Single, Single, Single, Single, Action`2)
HugsLib.Quickstart.Dialog_QuickstartSettings:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Initializing new game with mods:
  - brrainz.harmony
  - Ludeon.RimWorld
  - Ludeon.RimWorld.Royalty
  - UnlimitedHugs.HugsLib
  - Haplo.Miscellaneous.Robots
  - Alaestor.MiscRobots.PlusPlus
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.<>c:<Start>b__1_2()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.MissingFieldException: Field 'RimWorld.TimeAssignmentDefOf.Meditate' not found.
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x0006f] in <17f3abe3864447d2b91d037520a36fb6>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AIRobot.X2_AIRobot:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.1] Misc. Robots++
Post by: Canute on November 14, 2020, 02:21:42 PM
Look's like the robots got a problem to meditate :-)
But since you still play rimworld 1.1, i don't think you will have much luck to get this fixed.
If you are lucky and the mod author looks here (Last Active:   July 26, 2020, 12:40:22 PM) or maybe you create an issue at the github or when you got steam, at the mod discussion.

Or maybe advance to Rimworld 1.2
Title: Re: [1.1] Misc. Robots++
Post by: shiftlessPagan on November 14, 2020, 03:41:57 PM
Yeah maybe, I guess that's probably the problem.
I'll probably update before too long, my using the older version's caused some issues with mods before. I've mostly been using 1.1 because a few of my mods don't work in 1.2, but I'll probably get over that, lol.