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Either way, thanks for the input :)
Hey, it's not for everyone. Yes, this is a LOT more involved than BaRS is, and it'll never be perfect just due to the limitations of the Mod API we have to work with. If you hadn't checked out the guide, you should have - it pretty much tells you that the Crew Bots are just there to liven up the area with some NPC movement (with a small amount of utility). The Scav bots just loot things and randomly find things, or attack enemies that come near, nothing too crazy.
The meat and potatoes are the Repair and Combat bots. Combat is pretty simple, just path to an area close enough to engage. Repairing is the most involved and as such has the most issues. Requiring the physical bot to path to an area that may be seen as a obstacle by any other type of bot is a challenge, and sometimes doesn't work well. There are considerations to be had if you want them to work, all outlined in the guide and on the discord FAQ.
That sounds very odd - are you using Weapon Core or modded weapons of some sort? I've never had that happen with the vanilla / default weapons. Not even once.
The Bot Spawner requires a strict search in the G Menu (by typing in "Spawner" in the search bar). This is for spawning enemies, mind you. The RoboFactory is what you want for helpers :)
Crew bot: no real use i can see it walks around a lot then hangs up in some corner doing nothing never moving again.
Scav bot: Never been able to get it to do anything at all
Combat bot: not bad it works for the most part.
simply put i wanted this to weld up my base and it SORT OF does this. but i had to constantly mess with the bots to get them to stop following me (never told them to follow) And when trying to get into the radial menu the bot darts all over the place all around you for no reason at all. I have since moved to "nano bot build and repair" not sure about it yet though.