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RimWorld => Releases => Mods => Outdated => Topic started by: gertvv on June 08, 2014, 12:02:58 PM

Title: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on June 08, 2014, 12:02:58 PM
Droids v0.5:

Mid to late game you start needing to haul stuff over large distances and this becomes a bottleneck. An advanced transport droid helps you fix this, but it is expensive and requires very high crafting skill to build. (Feedback on costs, level requirements, experience gained, etc. welcome!)

(http://ludeon.com/forums/index.php?action=dlattach;topic=3940.0;attach=2784)

Adds the ability to build autonomous support droids to RimWorld. Currently a transport (hauling) droid only. To build the transport droid, you need to do the following:


Note: colonists will currently only repair droids when they are inactive (they de-activate automatically when below 25 health), and only when they are in the home zone. If you need one repaired, add a home zone at its current location, or haul it to a storage in the home zone.

Now compatible with alpha 5!
Warning: game breaking bug! It seems that due to some changes in Alpha 5 the Droids will ignore reservations made by colonists and this causes them to take away meals that they are eating, or resources that are being used for crafting. This makes them pretty much useless! Also, if the resource is consumed before the Droid hauls it away, this causes the game to crash... For now, it is probably better to use the 0.4 version for Alpha 4.

Credits

Code and definitions by Gert van Valkenhoef gertvv@ludeon; gertvv@github.
Droid graphics by Psyckosama.
Portuguese translation by decomg.
Everything licensed CC-BY-SA 3.0. C# source code included.
The source is also on GitHub: https://github.com/gertvv/rimworld-droids (https://github.com/gertvv/rimworld-droids).

Wishlist


Changelog and source:

Available from https://github.com/gertvv/rimworld-droids (https://github.com/gertvv/rimworld-droids).

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Jones-250 on June 08, 2014, 12:05:44 PM
Will test, I shall return...
Yeah, works fine... The greatest advantage is the manpower that it allows to work with other things beyond hauling. Despite the fact that you cannot draft them, not to fight but to keep out of harms way,  I find them very useful to do dangerous "grab-and-dash"-missions during assaults. That's 'cause they are disposable.
The greatest downside (and actually the only one) is the slightly slapdash texture. But that's an easy fix.
8/10
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 08, 2014, 01:03:38 PM
Awesome, thanks for testing!
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Fukara on June 08, 2014, 03:01:17 PM
Great mod !!!
Why droids die over time?
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Mc_Peterson on June 08, 2014, 03:37:55 PM
i think it will be nice if you could make a drone for mining too, because only a droid to haul things isnt is that usefull if you want to mine, cause u will still need to send a colonist to do it
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Fukara on June 08, 2014, 03:40:28 PM
Droids can't open doors
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Morrigi on June 08, 2014, 04:24:03 PM
Does this work with Alpha 4e?
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: a89a89 on June 08, 2014, 04:38:29 PM
Quote from: Fukara on June 08, 2014, 03:40:28 PM
Droids can't open doors
droids don't have arm's silly    ;)
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Crimsonknight3 on June 08, 2014, 04:42:45 PM
This is an AMAZING mod! You should definately expand a little! Once the hauling has been balanced, expand upon them, make even more expensive ones that can open doors, and maybe even more expensive that can simply just cut trees/plant and one that just cleans and nothing else... Maybe even add in power requirements meaning they need to "charge" the possibilities are endless but well done this is great :)
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: beeeeber on June 08, 2014, 09:07:43 PM
Dont have the time to try it right now, but on paper this seems to be the most promising mod over there :)

Good work !!
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: exbeer on June 09, 2014, 05:08:27 AM
Quote from: Crimsonknight3 on June 08, 2014, 04:42:45 PM
This is an AMAZING mod! You should definately expand a little! Once the hauling has been balanced, expand upon them, make even more expensive ones that can open doors, and maybe even more expensive that can simply just cut trees/plant and one that just cleans and nothing else... Maybe even add in power requirements meaning they need to "charge" the possibilities are endless but well done this is great :)

ye , i was thinking the same thing , but as a recharge they need to go back to a robo port or a stasion , having them run on batteries ,in the same way the colonist  need sleep, and if they cant get back to there port then a colo. needs to go pick it up back to the port
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 09, 2014, 06:30:48 AM
Thanks for all the suggestions and feedback, I will add them to the wish list.

Also, I wasn't aware that they slowly die over time. It might just be that they take small amounts of damage from all sorts of events and they don't heal like normal colonists do. Perhaps colonists should be able to repair them?
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: exbeer on June 09, 2014, 07:18:39 AM
Quote from: gertvv on June 09, 2014, 06:30:48 AM
Thanks for all the suggestions and feedback, I will add them to the wish list.

Also, I wasn't aware that they slowly die over time. It might just be that they take small amounts of damage from all sorts of events and they don't heal like normal colonists do. Perhaps colonists should be able to repair them?

well if that is true, then yee, maby wen they get down to 25% or something and or they repair at a port if they can get to it, and the repair time takes lets say a few days depending on how dmg they are and so on .. :)
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: beeeeber on June 09, 2014, 08:20:13 AM
Or you can create workbench which create specific meal for droid. And you diguise this in a "repair tools set" or a kind of power source.. This would allowd some nice situation when you have to go outside for pickup a droid which is low on power...
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: lordscar82 on June 09, 2014, 03:51:39 PM
thay shoud be Abel to open doors to kinda bad that you need to leave base open so thats one more thing you shoud add. and mining is a  good thing to and mabey Craft but very very slow
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: mkire on June 10, 2014, 12:43:29 AM
Is it possible to have droids ID powered Doors?

my thought is powered doors open themselves, so a droid should be able to go through them, but not wooden doors
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Psyckosama on June 10, 2014, 04:09:16 AM
Want a new graphic?
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: LittleMikey on June 10, 2014, 06:24:40 AM
Quote from: Psyckosama on June 10, 2014, 04:09:16 AM
Want a new graphic?

I was thinking of trying to draw a new graphic, although I have less art skills then a blind Llama on cocaine. You'd probably do a better job then me!
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 11, 2014, 04:22:27 AM
Psyckosama, LittleMikey - yes I would love new graphics!

I'm currently working on (nearly done with) giving them an internal battery that discharges over time. When they get nearly empty they go to a charging station to charge. So these are the things that I want a texture for:
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: decomg on June 11, 2014, 08:03:10 AM
I translate to Portuguese:

http://www.mediafire.com/download/63399ol541fjcvx/Droids_A4_0_1.rar
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 11, 2014, 11:56:47 AM
Awesome decomg, thanks for the translation! Is there any way I can include both language versions in the same mod?
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: Kubouch on June 11, 2014, 12:44:43 PM
Haven't tested it but they should be more expensive, imho. 75 metal is nothing. I'd make it something like 200 metal + 200 silver (for the electronics - such as  here: http://ludeon.com/forums/index.php?topic=2677.0 (http://ludeon.com/forums/index.php?topic=2677.0)). But it's a really cool idea!
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: decomg on June 11, 2014, 02:26:28 PM
Quote from: gertvv on June 11, 2014, 11:56:47 AM
Awesome decomg, thanks for the translation! Is there any way I can include both language versions in the same mod?

hummmmm... I do not know  =/
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 12, 2014, 03:43:25 AM
Seems like there is:

http://ludeon.com/forums/index.php?topic=2933.0

For example the Portuguese translation of the base game:

https://github.com/Ribas-7/RimWorld-pt

I can take your version and adapt it to this style so it can be included in 0.2 or so :-)
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: decomg on June 12, 2014, 07:49:49 AM
Nice   ;D
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: forsaken1111 on June 12, 2014, 09:50:31 AM
So I tested this out. Why do the droids slowly lose health and then die? Is that intended?

I created two droids and they did their job hauling things about, but over time they lost health for no apparent reason at about the same rate and eventually just died while sitting idle in a room (nothing to haul).
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: gertvv on June 12, 2014, 04:42:42 PM
forsaken1111, that definitely should not happen if there is nothing to harm them. I haven't had much time to do longer testing sessions so I haven't seen this happening. Will try to fix it later on. For now I will upload the new version in which they have energy requirements. After this I plan to make colonists able to repair them.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 12, 2014, 04:56:42 PM
Released version 0.2 and uploaded the source on GitHub. Plan to fix the health loss issue and include the Portuguese translation in the next version.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: Psyckosama on June 12, 2014, 05:26:35 PM
going to work on the art this weekend.

Though would it be possible to suggest slightly different sizes on some of the equipment?

With something as big as robot manufacture I could use more room for details. And with the charger I'm thinking 1X2 would work better. Give you space for a trickle charger/power inverter/diagnostic station next to the pad.
Title: Re: [MOD] (Alpha 4) Droids v0.1
Post by: forsaken1111 on June 12, 2014, 05:50:20 PM
Quote from: gertvv on June 12, 2014, 04:42:42 PM
forsaken1111, that definitely should not happen if there is nothing to harm them. I haven't had much time to do longer testing sessions so I haven't seen this happening. Will try to fix it later on. For now I will upload the new version in which they have energy requirements. After this I plan to make colonists able to repair them.
I'll do some testing with the new version then. :)
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: Tynan on June 12, 2014, 06:08:40 PM
My god this is amazing! You did an awesome job. I'd hope to do something like this eventually but you totally anticipated it.

Nice work with details like colonists hauling them to charging stations, them charging themselves, and so on. You've really rounded out the lifecycle nicely.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: forsaken1111 on June 12, 2014, 06:32:00 PM
So while testing 0.2 I made a simple little building and made two robots. Robot 1 I made outside and Robot 2 I made inside.

I have noticed the following:

1. Teleportation!!!
A drone cannot open doors, even powered doors, and will not path through them. What it WILL do though is attempt to haul resources to a stockpile on the other side of a door. This results in the drone picking up said resources and then magically teleporting them to the stockpile. Amazing!

When it happens an error shows up in the developer's console as you can see in the screenshot.

https://dl.dropboxusercontent.com/u/9910241/droiddebug1.PNG (https://dl.dropboxusercontent.com/u/9910241/droiddebug1.PNG)

2. Damage over time
The drones still take mysterious damage over time. Being inside or outside seems to make no difference. The one inside has been puttering about with no job and has taken 10 damage so far. The one outside was made first and has taken more damage but it seems to happen at the same rate. See linked screenshots.

https://dl.dropboxusercontent.com/u/9910241/droiddebug2.PNG (https://dl.dropboxusercontent.com/u/9910241/droiddebug2.PNG)
https://dl.dropboxusercontent.com/u/9910241/droiddebug3.PNG (https://dl.dropboxusercontent.com/u/9910241/droiddebug3.PNG)

When the outside drone lost charge and reverted to an inactive drone it stopped taking damage over time until it was recharged. The inside drone correctly recharged itself as expected, so that is working nicely. Well done getting them to have an internal battery!

I really think they should be able to go through doors. At the very least, powered doors should open for them if you can make that distinction.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 13, 2014, 02:46:21 AM
Quote from: Tynan on June 12, 2014, 06:08:40 PM
My god this is amazing! You did an awesome job. I'd hope to do something like this eventually but you totally anticipated it.

Nice work with details like colonists hauling them to charging stations, them charging themselves, and so on. You've really rounded out the lifecycle nicely.

Thanks for the praise! And thanks for a great game, you totally cured my crusader kings addiction ;-).
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 13, 2014, 02:50:02 AM
Quote from: Psyckosama on June 12, 2014, 05:26:35 PM
With something as big as robot manufacture I could use more room for details. And with the charger I'm thinking 1X2 would work better. Give you space for a trickle charger/power inverter/diagnostic station next to the pad.

The robot manufacture can definitely be changed in size. For the charger I'm not 100% sure whether I could get them to haul the inactive droids to the appropriate square if its 2x1 but we can try!

Quote from: forsaken1111 on June 12, 2014, 06:32:00 PM
So while testing 0.2 I made a simple little building and made two robots. Robot 1 I made outside and Robot 2 I made inside.
...

Thanks very much for testing, very helpful info! I will definitely have to look into these weird problems. Interesting that the health loss only happens to active Droids. I probably will make them go through doors, I like the suggestion of only letting them go through powered doors.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: forsaken1111 on June 13, 2014, 06:21:33 AM
Would you consider making idle drones return to a charging station to wait instead of wandering? That way they are always charged and ready. They can always wander if no charger is available.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 13, 2014, 06:42:38 AM
Quote from: forsaken1111 on June 13, 2014, 06:21:33 AM
Would you consider making idle drones return to a charging station to wait instead of wandering? That way they are always charged and ready. They can always wander if no charger is available.

Yes I am planning more "intelligent" behavior for charging and also for getting repairs (once possible) - I will add it to the wishlist so I don't forget!
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: forsaken1111 on June 13, 2014, 09:54:18 AM
A few more ideas:

A combat droid made from any submachinegun or machinegun + 5 droid parts + pieces of disassembled mechanoids. High health and built in weapon.

Cleaning droids?
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: decomg on June 13, 2014, 11:52:35 AM
Droids v0.2 Portuguese

http://www.mediafire.com/download/tehhr2h8mqs83f0/Droids_A4_0.2.rar

I loved this Mod
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: WolfgangPolska on June 13, 2014, 12:06:07 PM
Well No-door-openig feature is kinda annoying. Can you remove it please ??
:D
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 13, 2014, 03:50:12 PM
Quote from: decomg on June 13, 2014, 11:52:35 AM
Droids v0.2 Portuguese

Thanks a lot decomg! I have converted to the "official" translation format: https://github.com/gertvv/rimworld-droids/tree/master/Languages/pt-PT/DefInjected (https://github.com/gertvv/rimworld-droids/tree/master/Languages/pt-PT/DefInjected). Unfortunately the game won't load them (yet) if they're in the mod directory. You can take the contents of the DefInjected directory and put them in Languages/pt-PT/DefLinked of the Core mod and they will be loaded.

So I'm not sure... What you've been doing is probably easier for users but the "official" format is probably easier for us.

By the way there are a few thing you didn't translate yet... Much easier to spot in this format!
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: nmid on June 13, 2014, 04:49:11 PM
Trying this out. Will leave a review later.
Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: spatula on June 13, 2014, 05:28:32 PM
after playing with this a few times, here's my main notes:

crafting skill of 12 is high... it took me over an hour to get a guy from crafting lvl 9 to 10 training him up and by that time, my colonists had hauled everything there was to haul... I've only seen droids in action by adding them in dev mode so far (but I play with zombies/arachnids, so they're shorter games). I would like to see this be more accessible in the fetal-colony stage so that you can play the whole game with droids, as opposed to see them enter into the picture mid-late game... perhaps by making a "simple droid" (cft lvl 8) and "advanced droid" (crft lvl 12)?

Maybe advanced droid can be combat-capable as suggested by another?
Or simple has an even lower battery and tends to run out a lot more?
Maybe early on you might have a "droid has crashed down from above" event that would allow you to get a pre-built one early on?

- what about an end-game "android" that is basically a colonist at super-advanced level but uses power for food and can't socialize or whatever?
- maybe a limit on how many droids you can have (ie. 1 per charging station) or in general?
- skynet incidents: droid has developed self-awareness and refused to perform manual labour, droid has developed sentience, vows to avenge his enslavement and attempts to kill all hooo-mans, an incorrect wire sparks and a droid explodes violently, virus spreads through all droids and drains their power.


jusst some thoughts to throw out there!

Great mod, one of the best so far!


Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 13, 2014, 05:52:21 PM
I just released version 0.3, with three changes:

Title: Re: [MOD] (Alpha 4) Droids v0.2
Post by: gertvv on June 13, 2014, 05:55:11 PM
Quote from: spatula on June 13, 2014, 05:28:32 PM
after playing with this a few times, here's my main notes:

Great feedback and suggestions! I will try to incorporate some of these. Probably I will lower the skill requirements next version.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: NephilimNexus on June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Rex705 on June 13, 2014, 09:34:49 PM
Quote from: NephilimNexus on June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.
Droid food? Microchips.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 14, 2014, 01:00:22 AM
Quote from: NephilimNexus on June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.

Interesting theory, I'll look into it. Seems plausible because they don't take damage early on.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: WolfgangPolska on June 14, 2014, 01:30:41 AM
Quote from: NephilimNexus on June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.
I think you're right. Droids after few minutes start to take damage, but for some reason their effectivnes isn't lowered. And at least we can't see their needs menu, so we can't know if they starve or no. Never falling down hunger bar like centipedies from mechatronics mod have would be treatment.
(As always sorry for bad english ;) )
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: forsaken1111 on June 14, 2014, 08:55:10 AM
Testing 0.3

Observed Behaviors:

1. Inactive droids placed on a charging pad continue charging when the pad loses power, such as if they were powered by a solar panel and while charging it became night. The pad shows the electrical bolt 'no power' sign but the droid is still charging.

2. Inactive droids placed on an unpowered pad also charge, so its not just a matter of losing power while charging. Any inactive droid placed on a pad will charge, regardless of the available power. Droid charging station shows Connected Rate: 0W but droid is still charging.

3. Active droids at low charge will move onto a droid charging station even if it is unpowered and will still charge.

4. Droids can open doors, both powered and unpowered. Yay!

5. A droid low on power (~5Wd) went to charge itself. It charged on an unpowered charging pad for a few seconds to around ~10Wd then left to continue hauling. I'd like to see them wait for a full or mostly full charge even if there are jobs to do. So far it's day 5 and droids have happily been charging themselves on a charging pad which has never had power.

6. Droids still take damage over time. Unsure if it is linked to a starvation mechanic, no way to tell really. Seems like it might be the case though as the 'make tired' debug tool does not work on droids but the 'make hungry' tool does seem to activate (puff of smoke).

7. I saw 2 Droids stand on the same charging pad to charge. When this happens they still seem to charge one at a time so the other is just waiting for no reason.

8. The two test droids eventually dropped to 21 health and went inactive but none of the colonists have repaired them. How does the repair work?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: jaredis1 on June 14, 2014, 02:59:32 PM
Quote from: gertvv on June 08, 2014, 12:02:58 PM
Droids v0.3:

  • I would have liked to have the Droids built at the Machining table, but then I couldn't add the research requirement.

Ill see if i can make you a xml file to do that, i did that with my mod[/list]
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: nmid on June 14, 2014, 04:25:16 PM
Still trying it out, but my lone crafter is at 11.9 :x

I did note that crafting droid parts doesn't give any experience points to crafting.
Can you add that please?

Also, can you add an about file to your mod pack? It's nice seeing the description in game.
I did edit and create one myself, but it would be nice if you added one by default :).
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Morrigi on June 14, 2014, 08:28:22 PM
So are the droids really worth it, gameplay-wise, if they just self-destruct after a few minutes?

Also, a quick-and-dirty suggestion for droid "food": Machine that takes 1kW of power when active, and creates batteries out of metal + electricity.
Or just something that creates "energy orbs" out of thin air when powered, perhaps.

...I'm not sure if it's possible to keep colonists from eating them, though.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Psyckosama on June 14, 2014, 10:57:52 PM
still working on ideas for the production bench. But for now... here you go. Request though. Add a glow effect to the charging pad. ;)

I know they're not exactly high detail but IMHO that's one of the joys of the game. It's meant to be a generic little robot that has winks and nods of R2D2.

Probably will add better shading later but this is a start.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: nmid on June 15, 2014, 12:19:53 PM
I wanted to tweak my droids to carry more charge.. Could I do that?

Also, can I make a cleaning droid?
I basically wanted to add another backstory to either the existing Droid or make a new class of Droid.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: rabbitac195 on June 16, 2014, 02:33:39 AM
are dead droids useless?
couse they can't be shut down.
droids always killed  during the battle
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 16, 2014, 05:44:31 AM
Thanks a lot for all the testing and feedback guys, seems like I have some work to do. Too much social stuff going on this past weekend + Civ 5 coming out for Linux means I haven't done any RimWorld...

Also thanks a lot to Psyckosama for the graphics, I will try them out in game and see how well they fit. Definitely it is an improvement so I will include them in the next release! My feeling now is that the droid would fit even better with a slightly more "industrial" or "metal" look as now it is a bit more colorful than the base game perhaps?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: forsaken1111 on June 16, 2014, 08:25:40 AM
I agree, the Droid graphics are a bit colorful and don't match the theme.  Maybe something a bit darker?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Tynan on June 16, 2014, 09:20:39 AM
Not darker - just reduce the saturation.

Anyway, to fix them starving to death just add this:

<diet>NeverEats</diet>

between the <race> tags in their ThingDef.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: forsaken1111 on June 16, 2014, 10:09:11 AM
Quote from: Tynan on June 16, 2014, 09:20:39 AM
Not darker - just reduce the saturation.

Anyway, to fix them starving to death just add this:

<diet>NeverEats</diet>

between the <race> tags in their ThingDef.
Testing that now and it does seem to work.

With that change the droids are now worth using. I have two of them hauling things for me so the colonists can do more important things.

If anyone is interested I attached the new Races_Droids.xml file to this post.

Replace the one in \Mods\Droids\Defs\ThingDefs

I hope gertvv doesn't mind me doing this, its just a one line change where I pasted in Tynan's tag. I will remove it if asked.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 16, 2014, 11:17:25 AM
@Tynan / @forsaken1111: thanks, I'll include the fix in the next version  :)
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: NephilimNexus on June 16, 2014, 11:20:24 AM
Quote from: forsaken1111 on June 16, 2014, 10:09:11 AM
Testing that now and it does seem to work.

You're welcome.

Be sure to check out my blog, "The Art of Deduction."

;D
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 16, 2014, 12:18:56 PM
Quote from: Psyckosama on June 14, 2014, 10:57:52 PM
still working on ideas for the production bench. But for now... here you go. Request though. Add a glow effect to the charging pad. ;)

I know they're not exactly high detail but IMHO that's one of the joys of the game. It's meant to be a generic little robot that has winks and nods of R2D2.

Probably will add better shading later but this is a start.

Awesome, thanks! I have tried them in-game now, and the charging pad looks a lot nicer than I expected, especially with the glow. I think Tynan is right and we should reduce the saturation a little. Maybe I can also add a glow effect to the active droid (not sure this is possible though!). A few remarks/requests:
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Psyckosama on June 16, 2014, 02:42:44 PM
I'll agree on the saturation except for with the eye. It's supposed to be a bright red, like it's glowing... if there was a way to make it so its eye was immune to shadows, even better.

Oh, and the charging pad... I meant to say an orange glow. After all, orange charging pad, orange glow. :p

I'll get to work on the other stuff. Finally have a solid idea for the bench and for the droid parts.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 17, 2014, 01:22:18 PM
Quote from: Psyckosama on June 16, 2014, 02:42:44 PM
I'll agree on the saturation except for with the eye. It's supposed to be a bright red, like it's glowing... if there was a way to make it so its eye was immune to shadows, even better.

Oh, and the charging pad... I meant to say an orange glow. After all, orange charging pad, orange glow. :p

I'll get to work on the other stuff. Finally have a solid idea for the bench and for the droid parts.

Great, looking forward to it. I'm still fixing some bugs / behaviour issues, so take the time you need :).
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: forsaken1111 on June 17, 2014, 01:27:55 PM
Had a thought today. Do you think you could make a sort of droid alcove as a 1 tile building similar to the charging pad but have droids reserve them like colonists do beds?

That way we could build the alcoves around our base and the droids would always return to their own alcove to charge when not busy with tasks. Later on when you add droids for other labors like cleaning bot and cooking bots or whatever, it would let us set them up close to the intended areas (cooking bot next to the kitchen, for example or a repair bot next to the turrets).

Might be a bit complicated?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 18, 2014, 04:49:20 AM
Quote from: forsaken1111 on June 17, 2014, 01:27:55 PM
Had a thought today. Do you think you could make a sort of droid alcove as a 1 tile building similar to the charging pad but have droids reserve them like colonists do beds?

Interesting idea... I was thinking in the opposite direction, to make having far fewer chargers than Droids viable by making them smarter about only going to a charging pad if it is free and powered, and also have them go there more often / sooner so they occupy them for shorter amounts of time. Also I want to include a more expensive "super charger" that takes 4x more power (which would be 2/3 of a geothermal output) and also charges 4x faster.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: forsaken1111 on June 18, 2014, 06:27:59 AM
Smarter behavior would be good. I was thinking that the alcove would be a charger + repair station for the droids in addition to allowing you to station them where you want them.

If you want to make charging more efficient you could include a chargable battery item which the droids 'consume' to recharge their internal battery, leaving behind an empty battery which can be left on a charger to recharge. Or if you'd like to avoid the extra item, make a 'high capacity' charging pad that stores up the power and instantly recharges the droid when it steps on, but then must refill its own capacitor.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Psyckosama on June 23, 2014, 05:00:42 AM
Quote from: gertvv on June 17, 2014, 01:22:18 PMGreat, looking forward to it. I'm still fixing some bugs / behaviour issues, so take the time you need :).

I'll get it done soon. Kind of been busy.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: nmid on June 23, 2014, 06:10:20 AM
I'm using Misc MAI and a couple of other mods..
I don't have the droid creation table in my game.. Guess the table has been over-written.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 23, 2014, 06:44:04 AM
Quote from: Psyckosama on June 23, 2014, 05:00:42 AM
I'll get it done soon. Kind of been busy.

Me too, but hopefully in the next few days I can get the next version out. Would be great to have all the new graphics in, but I can always do an updated release if the graphics are a bit later.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 23, 2014, 06:45:21 AM
Quote from: nmid on June 23, 2014, 06:10:20 AM
I'm using Misc MAI and a couple of other mods..
I don't have the droid creation table in my game.. Guess the table has been over-written.

Thanks for reporting, that shouldn't happen. I plan to do a number of fixes and get a new version out in the next few days.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Haplo on June 23, 2014, 06:49:14 AM
Ups, could it be that I use a defname similiar to yours?
I'll look into Mai when I'm home and check if that is the case somewhere.
If so, I'm sorry :)

Edit: I've checked, but there aren't any conflicting def names (or I've overlooked it..)
I've started a game and found the droid manufacturing table in the production (with god mode :) )
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 23, 2014, 02:50:23 PM
Quote from: Haplo on June 23, 2014, 06:49:14 AM
I've started a game and found the droid manufacturing table in the production (with god mode :) )

The bug must have been on an old version of my mod then, I believe I used to overwrite the machining table before, but I'm no longer doing that. Thanks for checking!
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 23, 2014, 02:59:45 PM
Quote from: nmid on June 23, 2014, 06:10:20 AM
I'm using Misc MAI and a couple of other mods..
I don't have the droid creation table in my game.. Guess the table has been over-written.

Are you sure that (1) you're using the newest version of the mod and (2) you've done the required research projects first?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: Psyckosama on June 23, 2014, 10:05:19 PM
gertvv, I'd like to make two suggestions (and I'll also make extra colors for 'em)

A Cleaning Droid and a Firefighter Droid.

*edit*

Also add a Medic Droid. It will automatically drag in any injured colonists or raiders.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: nmid on June 23, 2014, 11:30:40 PM
It works fine in my new map... I'll have to go back to my old map and see what was going wrong.

Thanks for looking into it though. /cheers.
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 24, 2014, 01:06:39 PM
Quote from: Psyckosama on June 23, 2014, 10:05:19 PM
gertvv, I'd like to make two suggestions (and I'll also make extra colors for 'em)

A Cleaning Droid and a Firefighter Droid.

*edit*

Also add a Medic Droid. It will automatically drag in any injured colonists or raiders.

The first two are definitely planned, and hauling the injured also fits I suppose. Perhaps mining too? Would be awesome to distinguish them by color!
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: dolarmak on June 24, 2014, 01:24:10 PM
for some reason when i try to activate your mod the game crashes by erasing the menu buttons so i can't select to start a new game. you guy know why that is?
Title: Re: [MOD] (Alpha 4) Droids v0.3
Post by: gertvv on June 24, 2014, 01:50:08 PM
Quote from: dolarmak on June 24, 2014, 01:24:10 PM
for some reason when i try to activate your mod the game crashes by erasing the menu buttons so i can't select to start a new game. you guy know why that is?

That's pretty weird. Is there any console output? Try pressing the '~' key to activate the console.
Title: Re: [MOD] (Alpha 4) Droids v0.4
Post by: gertvv on June 25, 2014, 01:41:30 PM
Just released 0.4, with the following changes:
Hopefully another version soon, with more types of Droids and more graphics by Psyckosama!

Let me know how you like the current skill requirements / research costs / etc. I think the skill gains from crafting the droid parts and droids probably needs to be increased.
Title: Re: [MOD] (Alpha 4) Droids v0.4
Post by: diego-fm on June 26, 2014, 09:26:08 AM
i crashes for me too, copied the zip content from github to mods, open mod selection, activate droids, close, and no menu buttons.

After activating debug mode, closing the mod selection window couses some exceptions, namely what you can see in the picture. Any idea?


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Droids v0.4
Post by: gertvv on June 26, 2014, 10:42:40 AM
Quote from: diego-fm on June 26, 2014, 09:26:08 AM
i crashes for me too, copied the zip content from github to mods, open mod selection, activate droids, close, and no menu buttons.

The source code on GitHub does not contain the compiled assembly (Droids.dll) which is required for the game to run. If you want to run from the source, you will need an IDE such as Visual Studio or MonoDevelop to compile the assembly.

So my advice is to download the .ZIP from the forum (top post in this topic) and install that one.
Title: Re: [MOD] (Alpha 4) Droids v0.4
Post by: gertvv on July 06, 2014, 12:04:55 PM
The mod has been updated for Alpha 5 compatibility!

I have also tuned the crafting and research requirements: lower skill requirement (crafting 8 for the Droid), but the parts and the Droid take longer to build. The XP from crafting droid parts and droids has been increased. The research cost has been increased significantly.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: ITOS on July 06, 2014, 02:33:03 PM
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Psyckosama on July 06, 2014, 04:12:26 PM
Those are awesome. Better than Mine, which I admit were done quickly and are mostly place holders at the moment.

I'm probably going to redo them sooner or later.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: billerinstinct on July 06, 2014, 05:58:09 PM
Quote from: ITOS on July 06, 2014, 02:33:03 PM
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.

NICELY DONE Itos
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Skeggtroll on July 06, 2014, 07:59:01 PM
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: decomg on July 06, 2014, 08:30:35 PM
yesssssssss... thanks for the update   ;D
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Fukara on July 07, 2014, 12:34:40 AM
Quote from: Skeggtroll on July 06, 2014, 07:59:01 PM
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 03:45:22 AM
Quote from: ITOS on July 06, 2014, 02:33:03 PM
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.

Very nice work! I will make the cleaning Droids soon and use your graphics :-).
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 03:48:32 AM
Quote from: Fukara on July 07, 2014, 12:34:40 AM
Quote from: Skeggtroll on July 06, 2014, 07:59:01 PM
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.

Yes, unfortunately the saves are not compatible with A4...
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Roberius on July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: ITOS on July 07, 2014, 05:26:07 AM
Quote from: Roberius on July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?
It also steals meals from colonists while they are eating. Funny at first too but when you colonist are starting to starve...

Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 06:16:12 AM
Quote from: Roberius on July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?

Thanks for reporting, hadn't noticed that happening!
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 06:20:28 AM
Quote from: ITOS on July 07, 2014, 05:26:07 AM
Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.

Yeah it handles things a bit strangely. IIRC how the items are scaled is different from the pawns too. Check how I did it for the other graphics, the inactive droid needs to be padded to a 3x3 grid I think.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Cdr.Keen on July 07, 2014, 09:41:44 AM
Quote from: gertvv on July 07, 2014, 03:48:32 AM
Quote from: Fukara on July 07, 2014, 12:34:40 AM
Quote from: Skeggtroll on July 06, 2014, 07:59:01 PM
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.

Yes, unfortunately the saves are not compatible with A4...

I started a new game (0.5.492) with your 0.5 version and i got the same issue.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Viceroy on July 07, 2014, 10:09:13 AM
Looks great!

Also off-topic, Heya Cdr. Keen! Nice seeing you here as well.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 10:13:54 AM
Quote from: Cdr.Keen on July 07, 2014, 09:41:44 AM
Quote from: gertvv on July 07, 2014, 03:48:32 AM
Quote from: Fukara on July 07, 2014, 12:34:40 AM
Quote from: Skeggtroll on July 06, 2014, 07:59:01 PM
I might be doing something wrong, but my robot disappears right after it charges, and it gives me an error in a log...Any ideas?

You need to start a new game.

Yes, unfortunately the saves are not compatible with A4...

I started a new game (0.5.492) with your 0.5 version and i got the same issue.

OK, I will test this. What is the error you get in the log?
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 11:41:42 AM
Quote from: gertvv on July 07, 2014, 10:13:54 AM
OK, I will test this. What is the error you get in the log?

So far I've not been able to reproduce...
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 07, 2014, 11:44:34 AM
Quote from: ITOS on July 07, 2014, 05:26:07 AM
Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.

ITOS, I have to say, the cleaning droid looks really nice in-game! I had to add some padding around the inactivated texture:

https://github.com/gertvv/rimworld-droids/commit/fe1244dc71bc4b376ccbf2d85277af79fc66b5b1

I will definitely package this up for 0.6 soon!
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Psyckosama on July 08, 2014, 04:45:31 PM
gertvv, I just had an idea. In game they have a machining bench for the disassembling mechanoids.

Rather than having the droid assembly bench, why not just make it a function of existing equipment? Make droid assembly something you research to unlock on the existing bench.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: letharion on July 08, 2014, 04:46:45 PM
Quote from: gertvv on July 07, 2014, 06:16:12 AM
Quote from: Roberius on July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?

Thanks for reporting, hadn't noticed that happening!

The droid stealing items actually breaks my game.

When colonists are making food, the droid tries to reserve the food. This results in some sort of bug where the food becomes untouchable. Both colonists trying to cook and the droid trying to haul the food freeze at this, filling the log with errors, see screenshot.

Initially I was hoping that letting the droid run out of power would resolve the situation, but even with the droid disabled, the colonists freeze up and don't know how to handle the food.

The only way I find to resolve the stalemate is to remove the offending food stack thingDef from the savefile manually and reloading.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: letharion on July 08, 2014, 04:48:21 PM
Quote from: Psyckosama on July 08, 2014, 04:45:31 PM
gertvv, I just had an idea. In game they have a machining bench for the disassembling mechanoids.

Rather than having the droid assembly bench, why not just make it a function of existing equipment? Make droid assembly something you research to unlock on the existing bench.

I believe that was the intention, but didn't work. See:
Quote from: gertvv on June 08, 2014, 12:02:58 PM

  • I would have liked to have the Droids built at the Machining table, but then I couldn't add the research requirement.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: annihilatron on July 08, 2014, 08:38:47 PM
Quote from: letharion on July 08, 2014, 04:46:45 PM
Quote from: gertvv on July 07, 2014, 06:16:12 AM
Quote from: Roberius on July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?

Thanks for reporting, hadn't noticed that happening!

The droid stealing items actually breaks my game.

When colonists are making food, the droid tries to reserve the food. This results in some sort of bug where the food becomes untouchable. Both colonists trying to cook and the droid trying to haul the food freeze at this, filling the log with errors, see screenshot.

Initially I was hoping that letting the droid run out of power would resolve the situation, but even with the droid disabled, the colonists freeze up and don't know how to handle the food.

The only way I find to resolve the stalemate is to remove the offending food stack thingDef from the savefile manually and reloading.

+1, the only way i've found to resolve it is to mark the item as forbidden, destroy all the droids, and unforbid. some saving / loading in between as well.

Also this makes the droids useless, since they interfere with work more than they do long distance hauling. Are they just ignoring colonist reservations on items when they haul?
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: letharion on July 09, 2014, 05:28:50 AM
Quote from: annihilatron on July 08, 2014, 08:38:47 PM
Also this makes the droids useless, since they interfere with work more than they do long distance hauling. Are they just ignoring colonist reservations on items when they haul?

It does appear like they ignore or override reservations, yes. The big problem I've found is specifically the cooking breaking though. So what I've tried is, keep the recharge stations off, build up a food reserve, turn the cooking stove off, power the droids and let them loose, and then turn the stove on again once foods goes low. By then the droids are out of power.

Far from ideal, but doesn't require save-game hacking.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 09, 2014, 06:19:23 AM
Thanks for the detailed reports. I suspect that this is due to changes in A5 in how reservations and forbidding are handled; this is now (much more) faction specific. The Droids are not in the Colony faction because then they *must* have things like thoughts, work settings, etc. that are just not appropriate to have and are hard to get working in a "Droid-like" fashion.

Prior I thought this had to do with the forbidding not working correctly, so it is good to know that it is related to reservations instead - hopefully I can come up with a workaround. I will put this up as a "known bug" on the front page as it seems pretty game breaking indeed!
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: letharion on July 09, 2014, 08:18:07 AM
Quote from: gertvv on July 09, 2014, 06:19:23 AMI suspect that this is due to changes in A5 in how reservations and forbidding are handled; this is now (much more) faction specific. The Droids are not in the Colony faction because then they *must* have things like thoughts, work settings, etc. that are just not appropriate to have and are hard to get working in a "Droid-like" fashion.

That makes sense. To support raiders owning buildings, there will likely have been quite an overhaul. Is there an appropriate place to raise the issue with Tynan that you want Droids in the colony faction without all the other requirements?
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: gertvv on July 10, 2014, 04:47:11 PM
Just a heads up, I'm probably not going to be able to fix the mod for some time. Not feeling so well now, and I'm going on holiday in a few days. So no fix until August, unless someone else here feels like doing it, in which case you know where the source is :-).
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: letharion on July 11, 2014, 09:26:25 AM
Quote from: gertvv on July 10, 2014, 04:47:11 PM
Just a heads up, I'm probably not going to be able to fix the mod for some time. Not feeling so well now, and I'm going on holiday in a few days. So no fix until August, unless someone else here feels like doing it, in which case you know where the source is :-).

Thanks for all the work you've already put into this. :) Hope you feel better soon :)
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Somz on July 19, 2014, 01:09:03 PM
But...but...but... Droids? My droids? No droids? I... Awww... (ಥ﹏ಥ)
Sounded so awesome, I really hope it'll be...repaired soon, or that someone'll take over/make a similar one.
Did anyone else make a similar mod?
The stupid hauling droids is...or at least would've been a great idea to save my colonists' time.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Olek on July 19, 2014, 01:35:18 PM
Damn, I was actually coming to report a bug, and now I'm going to have to live with it.
The Droids are taking food from the tables when people are sitting to eat, they are also taking food off the stove, forcing the cook to have to go and grab more raw mats, which the droid also takes from the stove, causing an endless loop until the cook gets tired and goes to bed.

Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: axenn on July 26, 2014, 06:08:10 AM
For me when the droid is charged to 99% it disapears.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Morrigi on July 26, 2014, 06:43:42 AM
Quote from: Cyst on July 19, 2014, 01:09:03 PM
But...but...but... Droids? My droids? No droids? I... Awww... (ಥ﹏ಥ)
Sounded so awesome, I really hope it'll be...repaired soon, or that someone'll take over/make a similar one.
Did anyone else make a similar mod?
The stupid hauling droids is...or at least would've been a great idea to save my colonists' time.
One alternative is this one: http://ludeon.com/forums/index.php?topic=3612.0
MAIs are pretty cool. Expensive, but incredibly useful.
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Somz on July 26, 2014, 12:13:55 PM
Quote from: Morrigi on July 26, 2014, 06:43:42 AM
Quote from: Cyst on July 19, 2014, 01:09:03 PM
But...but...but... Droids? My droids? No droids? I... Awww... (ಥ﹏ಥ)
Sounded so awesome, I really hope it'll be...repaired soon, or that someone'll take over/make a similar one.
Did anyone else make a similar mod?
The stupid hauling droids is...or at least would've been a great idea to save my colonists' time.
One alternative is this one: http://ludeon.com/forums/index.php?topic=3612.0
MAIs are pretty cool. Expensive, but incredibly useful.

More than incredibly useful... Had to delete this part of the mod because I just made more and more when my colonists died. They need no food, no mental breakdowns, 100 more HP, they're OP and replaced my colonists altogether. ;) But thanks anyway ^^
Title: Re: [MOD] (Alpha 5) Droids v0.5
Post by: Bog on July 26, 2014, 03:25:03 PM
Well I didn't read the whole 8 pages to see if these ideas have already been suggested, but here's some of my ideas anyways: (note: a lot of them won't be easy, but would definitely be interesting.)

1. Make it so that deconstructing centipedes at a workbench gives you droid parts instead of metal. (or less metal and droid parts)

2 Make it so you can "refurbish" scythers. It'd require a scyther corpse, but would need a lot less droid parts, or maybe none at all (just say 75 metal on top of the scyther)

3. Make it so you can make Androids which are constructed colonists. They can do everything a normal colonist can do, and would get their own personality and require charging stations instead of beds/food. They'd require an AI persona core in their recipe to limit players from making too many.

4. New droid types. I'd like to see janitor droids and firefighting droids, for example. I'd be pretty cautious about adding combat droids, but if you want to I'd say they'd need to be refurbished scythers to limit how many a colony could get. I'd also be wary about making droid types for tasks that use skills in colonists, but if you do, make the droids have 0 skill when using it, so they go really slowly for balance. Mining, growing and plant cutting would fall in this category. They're "skilled" labour normally.