[1.1] Misc. Robots++

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

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CannibarRechter

If you look at Haplo's thread, he did update Misc Core and Misc Robots.
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Haplo

Yes, because I saw your discussion here...  :-[   <--- forgetful

Canute

*snief* we forum people are mod-user 2.class now, even Haplo favor steam now :-(

kaliakin

#288
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

Kalre

It is possible now to repair the robots ?

Haplo

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.

SpaceDorf

Thank you both.

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

or Minions and Slaves  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Lex Silvas

Thank u very much for update this mod. Been waiting for it!!!
XoXo

alaestor

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.

Carlos2241

It seems to OP for me,But the mod is a good idea.

alaestor

#295
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.

frenchiveruti

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-

randy

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()

alaestor

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?

randy

somethings trying to be hauled and it breaks everything colonists go idle and wall of errors appear