[1.1] Misc. Robots++

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

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Canute

Quote from: kidney killer on August 02, 2017, 01:51:00 PM
i dont have any animal mods, just made animal area 1 and set it outside those rooms, animals never go in. Does the room have to be locked? i still have pawns coming and using the room...
its been like 3 days and I see no cleaning activity even as its(the cleaning robot) moving around the room, i hover with the beauty tool and it dosent change....
Once the activate the station, the robot comes out and head to the next dirt at his allowed zone.
The room don't need to be locked, and don't need to be inside.
Did you create a home zone ? Because only homezones get be cleaned.

I think you have [Misc. Core] and [Misc. Robots] installed too, or you would have alot of error msg. i would think.



kidney killer

its in my home zone the center of it. The robot comes out of his station moves around the room, dosent leave it...just bounces around the room cleaning nothing....

kidney killer

I have misc. core and misc. robots, i dont think i get error msgs... would getting robots ++ fix the non- cleaning? i just think building more advanced robots defeats the vanilla feeling...

Canute

Ohh you don't got Misc. robots++, then you are at the wrong thread anyway, but anyway.

Something is broken at your side.
Delete the 2 mods from your disc, and unzip/copy them again into mods.
Maybe move the 2 mods to the end of your modlist.

Do you got Psychology mod ? I think it cause some trouble too, special with older versions of Psychology.

If this all don't help, create an error log, with the Share logs button and post it at the other thread, so haplo the author can take a look.

Canute

#244
alaestor,
it is possible for you to add a timed activation shedule for robots or does it is a job for haplo ?
Because a kitchen robots just assigned for gardening jobs don't need to be active during night since plants rest at night too.
He could recharge at night, when the sunlamps goes off and don't need to wander around. And got waked up when the sunlamps starts to work.

Something similar for ER, not by time, he got wake up when someone enter a medical marked bed at his allowed zone.

Builder bots could be timed too, so they mainly get active at night when the pawn-builder is resting.

Daros

Personally, I consider this mod to be 100% essential as it helps managing a larger colony so, so much.

However, given that robots are rather sci-fi, they don't fit into tribal or medieval setting. What are the chances there would ever be a version more tribal or medieval friendly? (RimSlaves, while similar and more thematically appropriate for medieval times, doesn't really hold a candle to this mod, imo).

Thank you for all your hard work! (Really, this is one of the best mods!)

kidney killer

i did as you suggested, erased and unziped back the misc. core and misc. robots respectively
same thing is happening, moved the robot to my lab. its dirty , it rolls over the dirt but dosent clean it. I hover wit the beauty tool on it, should change from -16ish to tile value but it dosent....
i have glittertech, expanded prostetics and organ enh, misc. core, misc robots and allow dead mans apparel...

Ledaren

Hello. What should I do with disabled robots? I can't deconstruct it, smelt, or disassemble the broken unit. It's a hauling bot tier 1 that got shot down by an escapee.

Canute

Currently you just could sell them, one of the trader buy them but you just get below 1 silver.
Better you just use the dev. command Destroy to remove them.

At some later version they will add a repair or dissamble function.

SpaceDorf

you can deconstruct the base for some ressources .. but I don't know if you are better of selling the base for silver.

speaking of disassambling .. they appear as mechanoid corpses, should it not be enough to create a mechanoid butcher recipe ?
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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Ledaren

No, the machining table didn't recoqnize those disabled bots as material for disassemble recipe. Will use Dev mode for now

Chaos17

I was looking for a mod like this, will try it asap.

SpaceDorf

Quote from: Ledaren on August 06, 2017, 08:46:05 AM
No, the machining table didn't recoqnize those disabled bots as material for disassemble recipe. Will use Dev mode for now
yes .. that's what I said .. someone .. possibly the author of this mod .. needs to create a butchering recipe for the corpses of the robots.
While the corpses exist in the game and are recognized as an item, there is nothing else you can do with them.
Buuuuut .. thinking one step further .. if it was that easy either haplo or alaestor would have allready done that ..

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.
Avatar Made by Chickenplucker

Canute

The problem are, they arn't corpse, they are disabled.
If they would be corpse you could disassemble them at the mashining table.
But what then, you still have the base station without robot.
And you can sell the base station for the same amout like a regular one.

Destroy the disabled robots, sell the station and craft a new one. Thats my current solution.

SpaceDorf

crap, and I deconstructed the bases ..
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.
Avatar Made by Chickenplucker