RimWorld

RimWorld

Ribera Nov 13, 2022 @ 4:39am
Mechanoid wandering state - devs ? halo ?
So, vanilla mechanoids are dumb, they are wandering around when have nothing to do, and messing af.

- Consumes TPS/FPS.
- Constantly opening every door which is annoying
- Too much sounds effect while wandering
- Let raiders move in, if you forgot assing them to zone cause some mechanoids want change a room
- They release freeze air from freezer, and opposite. This is a big deal at biome with extreme temperature.

At workshop are already two mods, but they are buggy, sometimes medical bot forgot wake up from idle state, and will let you die ( cause can't be controlled while mechanitor is unconscious).

What the hack and R++ have spots for robots and mechanoids, which provide focus peace and organization, why vanilla can't borrow good solutions ?
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Showing 1-7 of 7 comments
XelNigma Nov 13, 2022 @ 5:12am 
While it takes some manual input, groups are handy for this situation.

I have group 1 for my combat droids. It's set on recharge until they are needed. So no roaming there.
Group 2 is labor drones set to work.
And 3 is where I send drones that I don't need right now. Also set to recharge.
This is where my medbot spend most of it's time, my farmbots when winter hits also get moved here. Stuff like that.
Then when I do need them I move them back to group 2.

Like I said it takes some manual input, but there machines not people. You don't get mad at the sink for leaving it self on do you?
Kazouie Nov 13, 2022 @ 6:44am 
Originally posted by XelNigma:
While it takes some manual input, groups are handy for this situation.

I have group 1 for my combat droids. It's set on recharge until they are needed. So no roaming there.
Group 2 is labor drones set to work.
And 3 is where I send drones that I don't need right now. Also set to recharge.
This is where my medbot spend most of it's time, my farmbots when winter hits also get moved here. Stuff like that.
Then when I do need them I move them back to group 2.

Like I said it takes some manual input, but there machines not people. You don't get mad at the sink for leaving it self on do you?

Noone says it can't be handled, but there is no good reason why the bots would roam around instead of just idling next to their charging station for example.
Automating tasks with bots but then having to micromanage the bots doesn't seem coherent to me.
SebastianWolf Nov 25, 2022 @ 12:33am 
Originally posted by Kazouie:
Originally posted by XelNigma:
Snipped for readability

Noone says it can't be handled, but there is no good reason why the bots would roam around instead of just idling next to their charging station for example.
Automating tasks with bots but then having to micromanage the bots doesn't seem coherent to me.

Agree on Ribera and Kazouie on this point. they made the mech a tad too dumb for my liking.

They should have "parking" spots and if not on a task or recharging, they should go to that spot and go into idle recharging mode. Why would i let a robot that produces toxic waste while recharging, let that battery drain to just roam around. They are not colonists, they need to do their job and then return to parking spot. Lost several bots to mad animals or raids because they choose to go on a "stroll". Also how the flip does a recharger produce toxic waste? the power is green and the battery is clean, why does the charger produce toxic waste?
Zairev Nov 25, 2022 @ 1:32am 
For my solo pawn playthru, i play with only 1 medical bot (sleep until needed) and 2 lifters (1 on duty, 1 sleeping) mainly because this reason (and that managing wastepacks is kinda too tedious until atomizer, since theres way too many of them).

Managing 1-2 active bots is fine, but having more would be too much headache. Bots should really have some default place they go when they got nothing to do or at least stop where they are and sleep.
boytype Nov 25, 2022 @ 1:37am 
Originally posted by Zairev:
Bots should really have some default place they go when they got nothing to do or at least stop where they are and sleep.

Literally what the mod I posted does. Check it out. Massive TPS improvement.

The reason that they are the way they are in the base game is because it adds gameplay and management elements, instead of just creating an automated base that runs itself without you.

The point isnt to not have to play the game, its to make your mechinator be able to survive a playthrough without having to collect more colonists and give the player new options for how to manage their colony.
Last edited by boytype; Nov 25, 2022 @ 1:41am
Zairev Nov 25, 2022 @ 1:43am 
Originally posted by boytype:
Originally posted by Zairev:
Bots should really have some default place they go when they got nothing to do or at least stop where they are and sleep.

Literally what the mod I posted does.
The reason that they are the way they are in the base game is because it adds gameplay and management elements, instead of just creating an automated base that runs itself without you.

The point isnt to not have to play the game, its to make your mechinator be able to survive a playthrough without having to collect more colonists and give the player new options for how to manage their colony.

yes, thank you. I looked at it after i wrote that and already subbed that one. My intent wasnt to remove gameplay elements, but truthfully, having 1 bot is more input needy then having 1 pawn.

I wouldnt use bots at all, but i dont want to get 2nd pawn just so somebody can operate on me, since i cant operate myself.
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Date Posted: Nov 13, 2022 @ 4:39am
Posts: 7