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Messages - alaestor

#1
Releases / Re: [1.1] Misc. Robots++
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

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.
#2
Releases / Re: [1.0] Misc. Robots++
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.



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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.
#3
Releases / Re: [1.0] Misc. Robots++
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.

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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
#4
Releases / Re: [1.0] Science Never Stops
October 21, 2018, 02:49:20 AM
Updated to 1.0 (mv2.3.0)
Old versions can be found in the downloads.
#5
Releases / Re: [1.0] Quantum Cooling (and heating)
October 20, 2018, 01:44:38 AM
Updated for the 1.0 Release!

Due to popular demand (well, on steam), I've now expanded the mod to include Quantum Heaters!
Alpha and beta versions can be found in the downloads, as usual.
#6
Releases / Re: [1.0] Misc. Robots++
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...

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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
#7
Releases / Re: [B19] Misc. Robots++
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.
#8
Releases / Re: [B19] Science Never Stops
September 13, 2018, 01:48:37 AM
mv2.2.1 bugfix pushed. Unobtainium items now have proper stats and dont deteriorate.
#9
Releases / Re: [B19] Science Never Stops
September 10, 2018, 06:39:47 PM
Updated to b19, old versions still available.
Removed the ability to smelt weapons to get back obtainium, as there were some errors with "smeltable=false" that I couldn't seem to narrow down.
#10
Releases / Re: [B19] Misc. Robots++
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)
#11
Releases / Re: [B19] Quantum Cooling
August 29, 2018, 11:00:05 PM
Updated to B19
previous versions still available
#12
Releases / Re: [B19] Misc. Robots++
August 29, 2018, 02:05:38 AM
Updated to B19 (mv2.2.0).
Minor changes in log. Old versions still available.
#13
Releases / Re: [B18] Misc. Robots++
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?
#14
Releases / Re: [B18] Misc. Robots++
December 11, 2017, 02:54:57 PM
Updated to mv2.1.1 - minor bug fixes.
(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.

  • Restricted animal zones containing meals solves the ER bot's "giving patients raw food" issue.

  • Restricted animal zones with stockpiles solves the crafter's "starts new instead of finishing" issue.

  • Removing the "remove roof zone" after use solves the Construction & Omni bot's "wont move" issue.

I know these aren't ideal, but if you start experiencing problems they may help.
#15
Releases / Re: [B18] Science Never Stops
December 11, 2017, 02:47:07 PM
Updated the Complete variant to mv2.1.1
tweaking some hidden cheaty-stuff... not much to write home about (unless you like the atomic constructor / star trek replicator)