[1.1] Misc. Robots++

Started by alaestor, September 16, 2016, 12:08:58 AM

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TheAzn123

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.

alaestor

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

Haplo

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?

TheAzn123

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

lifeisrisky

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.

893

AI Male and Female not Work :( say this

Error while creating AIPawnE.
Could not load type 'CommonMisc.Radar' from assembly 'AIPawn'.

Haplo

1st: That is from Misc. MAI not from Misc. Robots
2nd: Please load Miscellaneous Core before MAI and it will work.

893

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 :(

Canute

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.

893

<?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!!!

Canute

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.

893

Ok i try to move it!! thank you canute!

Expresso

Everything that OMNIBOT produces is ticked by default - unavailable

HMDMAS

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)

deriandera

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