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Messages - Devlah

#1
Releases / Re: [B18] Misc. Robots++
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.
#2
I've been to the GitHub page, and noticed that Forcefields and Laser fence were updated to A16.  However, there doesn't seem to be any available link to specifically download only the Laser fence that I can find.  When clicking "releases" on GitHUB, it says there are none.
#3
I'm wondering if it may be possible to add crafting of HaulerBots and CleanerBots to some workstation bill?  I realize it's largely a question of balance, but logically, if I can build an Enhanced MAI, I should have no problem building a Roomba.

Would it be possible for me to edit one of the .xml files to accomplish this, or are we talking full-blown MOD here?

I often prefer the HaulerBots and CleanerBots because they don't add a pseudo-colonist , and it seems a bit overkill to build an expensive MAI just to haul things.  I find they often get destroyed quickly during a raid or manhunter invasion because they wander all over the map, and often get caught in a crossfire, as well as being targeted by enemies. 

Although I suppose a solution to that would be to have them dock at their station when there's no job instead of wandering....
#4
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 14, 2016, 02:54:44 PM
I'm curious as to how one is supposed to install this mod if for example, one purchased the game before it was released on steam.  The download link on the first page leads to the source code on GitHub, and there are no releases to be found there.  Are we supposed to download the source and compile it ourselves?

I was unable to find an explanation elsewhere.  This is a serious question, flamers will be ignored.
#5
After a bit of searching through this thread I've noticed that at least one other person mentioned this problem though I didn't find an answer:

None of the cyberware I have manufactured is showing in the operations bills.  I've also got plenty of Medicine on-hand as well.  Do we require more advanced medicine in order to make use of certain implants?  Currently, I have a stockpile of the vanilla Medicine.
Using Rimworld MOD manager, I've specified the order of loading.
Should I perhaps have Cybernetic Storm loaded before the Core game?

I've attached a few screenshots.


[attachment deleted due to age]
#6
I've got piles of sand (1200) and a Glassworks with power supply, a "Make Glass" bill set, but my colonists won't make glass for some reason.  Is it possible I'm missing something?

EDIT:  Figured it out.  I also have Mechanical Defense 2 (https://ludeon.com/forums/index.php?topic=7380.0) installed, and it features a separate item named "Pile of Sand".  A little confusing, but one of the pitfalls of using multiple MODs I suppose.
#7
So, I've encountered something of an irritation.  For some reason, all of my idle droids have taken to idling around my colonist(s).  Even when they're trying to sleep.  This causes my colonists to receive penalties for having their sleep interrupted (people moving through the room).

Is there any way to work around this?  I have no knowledge of MODding this particular game, so I wouldn't know if there's perhaps an option to define a custom zone for droids to stay out...