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2. Totebot - Most likely for security purposes, from making alert sounds to chasing animals that want to steal the hay.
3. Explosive Totebot - Most likely an explosive transporter, with the SM concepts showing more than 1 of these on their heads.
4. Tapebot - Uses tape to tape boxes, the cardboard boxes that can be found in the Creative menu are taped.
5. Farmbot - Again, used for harvesting crops, especially Hay, but we all know the bots went hay[/]wire, they developed somehow a mind of their own and have free reign over where they want to go.
6. Trash Bot/whatever its name will be - Yes, used to dump expired fruit and vegetables or just trash in general.
It's all pretty darn self-explanatory to be honest.
Right now only 1, the second was announced in devblog.
There are 4 different Totebot heads in creative. So there will be 4 totebots in total. Probably.
Haybots have a clear purpose; and there are hay fields as well as the hay piles within buildings. I imagine that they'll eventually become more constrained to certain biomes where hay/farming is more common, and be joined with other kinds of bots.
At the moment, the bots exist just to add some "life" and challenge to the ruins and different areas. The Farmbots were the "boss monster" up until the Scrapbot gets implemented for the Junkyard Biome (its current placement on top of factories is just a placeholder), hence their use as guards for the big locations -- they'll presumably get replaced with more appropriate enemies when that becomes the priority.
The thing to understand about Early Access is that it's about testing systems, not making the whole game "one step at a time." Once the devs have a couple of working enemies, they can use them to test out a bunch of features; they don't need to build every single robot at the start before they can start testing enemy spawns and that saves a LOT of time. Now, the artists can work on new enemies while the coding team work on new features and logic for enemies to use; and they can use the existing few enemies to test a bunch of that stuff while the artists are still designing the assets for those future bot types.
Once the game has its full story figured out, all the enemies are made, all the biomes are made, etc. I'm sure that everything will make a lot more sense. Right now, we're staring at a jigsaw that only has a few pieces in place; the more pieces that snap in the better we'll be able to see the bigger picture.