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You may want to check your manufacturing limits (F7 on pc)
When i can build them : i need one guy to make 2plastic (one for craft the other item and one in the robot builder) i need a guy to build 2 metal (same for plastic), need one guy to craft the other item (long time) need one guy to build the robot, and i forget to get the metal ore and the item need to craft plastic.
With f7 i check i have put the limit at 15, i have 8 place for repair robots, 7 robots, all robot always repair themselve at this place when near the half of their life, but at a moment one of them go make a work, and never come back and a message say they are too damage to be repair, with all time need to build one, i lost to much time, and think they are useless.
with every guy need to build ONE robot, i think with the half of worker and one ingeneer i can make more work than with robots.
Maybe i make a mistake somewhere and i don't understand why they diseapper too fast ? in my last party all my robot in the mine have a place to repair just near the mine, and they come back all time at this place a little before to be at the half of their life, but they have been destroy (second map no asteroid and at this moment no intruder) and one builder was destroy IN my base after build a medic bed.
Well, some people don't make many robots and they still do fine. But I think robots are definitely good for your base.
They allow your workers to focus on mining and processing, and bring up the morale of the base, because they don't so easily have a negative status. They work nonstop, including during the night, and generally greatly improve your productivity.
I don't agree that they break down very quickly, unless you expose them to storms or solar flares and such.
Personally, I ignore trade for half of my game cycle as I cannot meat the price of what is being offered by the traders. It can also set you back quite a bit since you spent time on making resources to trade instead of using them to get production running more smoothly.
You only need two workers to produce the metal and bioplastic, and two engineers, one to produce semi-conductors and the other to actually construct the bot itself. I'm not sure why you need to produce so many repair stations I only ever need a new one for every 8-10 bots. The only reason I can speculate is that you bought or built them all at the same time and will lose maintence at the same rate and will thus need repair at the same time. This should work itself out as things get repaired one by one they will start to lose mainetence at different rates since they leave the repair station at different times.
Bots have two health indicators, one is maintence which is fixed by repairs, the other is the integrity bar which is not fixable, this is the life span of the bot when it runs out the bot will die there is no going back at that point you need to build a replacement.
There is quite a lot of time spent to make the bots though I would argue you also gain time from them as well once they are built and working around the base, you gain the time back as workers are freed up from doing the tasks that took longer before you had robots to accomplish. A carrier bot will free up at least 2-3 colonists from moving food or other resources around. A driller bot takes the place of worker at your mines and prodcuces ore almost 20% faster than a worker would and doesn't have to be seen by a medic and potentially waste time wandering the base since he cannot work with a broken bones.
The first is their Maintenance Conditon... once this goes to 1/2 and you have a Repair Bay they will get rpairs for them self.. if you ton't have an Autorepair Station an Engineer will fix them if the First Bar hits Zero.
The second Bar represents their overall Condition.. its their Maximum Lifetime.
Once this Bar reaches Zero the Bot has reached its maximum and can not longer be repaired... in short.. it dies of old Age.
There are several unspecific conditions to loose Mining Bots for example... it broke inside the Mines and cant be recovered... for example... or it got destroyed by a big Rock.
Solar Stroms, Sand Storms and what ever can also shorten the Lifetime of Bots.
I don't forget to use the yellow alarm to protect them and worker.
Callipso
I have only one station to build them, that's why i build them one after one, and i start to build robot only after build a repair station
where do you get the metal and plastic?
drill robot work only +20% than a worker... I think with your answer i will build only carrier bot now.
eMYNOCK
Thank you never understand what is this second bar. maybe my first robot have been destroy in the mine because they are special to work inside (after this 3first robot i have build the other type one builder and a lot of other)
Maybe i hope they work more before die...
Btw, if its early in your game its just a better idea to use your colonists to mine ore, producing bots will cut heavily into your resources that can be used to get your base going effectively. I agree that 20% isn't much, its the bonus that you freed your workers to do other things that is the reason I use them.
- carrier bots: every time they carry something; as carrier bots are almost never idle, they break down fastest
- constructor bots: every time they construct or repair something (i am not quite sure, whether travelling to the workplace also degrades health)
- driller bots: every time they go into the mines to drill. Driller bots can break down while mining, sometimes I see engineers going into the mines to repair driller bots (happens only, if I haven‘t got a repair station).
It does when they are carrying materials to the site, I've seen that happen when they carry spares to repair structures as weill. they sometimes go kaput when they reach halfway or just upon arriving its kind of annyoing.