RimWorld

RimWorld

Autocleaner
425 Comments
BABA YAGA Sep 10 @ 8:42pm 
best mod love it
Chelsea T Sep 3 @ 2:37pm 
Broken after 1.6, it won't go through doors on its own and mostly just gets stuck "standing". I've also had autocleaners that won't activite and charge.
Aquifel Aug 22 @ 6:02pm 
I see a ton of messages with this issue going back years it looks like, but has anyone managed to figure out the issue where the autocleaner just dies once it hits 25% and never tries to charge or do anything ever again?
RustySpore Aug 22 @ 12:09am 
Also have the "Autocleaner won't open doors" bug, have none of DLC and my mod list mostly same since 1.5 unless for the following, "Harvest Everything!", "
Adaptive Storage Framework", "[sbz] Neat Storage" and "Reasonable Components", if I would guess if it was not meant be "nerf" the game are seeing the cleaner as pen animal not as colonist or pet.
ziplock9000 Aug 14 @ 6:25am 
It shouldn't take that long to make. It's just a Rumba and 100x less complicated than other things you can build much quicker.
3djbailey Aug 12 @ 10:41pm 
My autocleaner keeps dying to toxic build up in the polluted zone (running a pollution settlement). Is that a feature or an oversight? I'm sure not many people run into this scenario.
Katikar Aug 9 @ 6:19pm 
The autocleaner keeps dying in vacuum because it leaves its allowed area, which it shouldn't even be able to do in the first place. Extremely frustrating.
Deszeraeth Aug 9 @ 1:34pm 
Thank you for this mod.

Found 2 small issues.

Autocleaner activated while being carried results in it disappearing.
Autocleaner dying while on an Odyssey DLC ship seems to make the corpse invisible which can cause some small issues.
Dezzy Aug 9 @ 7:20am 
I would die for a retexture that adds a cat riding on the autocleaner.
uberjew1 Aug 3 @ 8:28pm 
great mod, early colony cleaning made easy. only problem is they wont respect zones and leave assigned zones to charge. And they really love to charge in my kill box and set off my fire foam traps.
Ridigan Jul 30 @ 10:00am 
is there a reason why my autocleaner keeps shutting off? it's just sitting on the floor at 25% charge.
SadPlastic Jul 27 @ 7:05pm 
Content rule: First is always goated, rest is just prequel.
Raziel Jul 27 @ 1:05pm 
As someone else has said, my auto cleaner won't open doors, so its stuck inside of the room it originally got activated it unless I hold door open, is this intended?
Trixter Jul 25 @ 6:17pm 
The auto cleaners are basically unusable in space (Odyssey DLC) because of them leaving the assigned allowed area and getting killed in vacuum. Is it possible to make them vacuum immune or stop them from leaving the allowed area?
Trixc Jul 24 @ 8:17pm 
Could you add an option to make the autocleaner immune to vacuum cuz when in space it will sometimes wander out of the assigned area to charge and be exposed to the vacuum.
Pizza Mafia Jul 20 @ 11:14am 
10/10. honestly love this mod. makes much more sense to have a roomba than a cleansweeper which is slower and takes up bandwith.
Zork Badfellow Jul 19 @ 7:00pm 
Did you hear about the roomba that went to space?

They say it couldn't stand the vacuum! *badumtssh*
RogerRackham Jul 18 @ 3:27pm 
lol the autocleaner gets damaged by vacuum
The Fat Puppers Jul 18 @ 8:42am 
it wont charge
UndeadZombie Jul 17 @ 11:18am 
my autocleaner will not path through doors unless there held open
ireth92 Jul 17 @ 9:51am 
My autocleaner died from vaccuum exposure... *sad noises*
Tawnylure Jul 16 @ 9:20pm 
1.6 doesn't seem to work. Doesn't do anything when activated
Bobbarækus Jul 15 @ 11:07am 
Autocleaner my beloved, why do you get radioactive sickness and smoke poisoning.
The Dude with shogun Jul 15 @ 6:01am 
I had some issue, mostly just red error spam or DoT(like acid) causing error spams. But it never broke my save. And worked as intended. It might be fixed now.
Fiur Jul 15 @ 4:41am 
This mod prevents me from loading my save file. So I assume it's not 1.6 ready yet.
Fiur Jul 14 @ 2:27pm 
Is this mod safe to use?
Daunted Jul 14 @ 4:23am 
1.6 prevents me from getting past, selecting the scenario for example mechinator
Iced_Delulu Jul 13 @ 12:33am 
I think the autocleaner needs a corpse version, hence the continuous error reports. Probably best to make a corpse, could be a super easily decaying one or just one easily disassembled. Either would work
Teemo Jul 9 @ 6:32am 
Yeah
Fenc Jul 6 @ 10:34am 
could we get a spot for it to stay at when its done cleaning/charging? like a dock of sorts?
AikiAimi Jun 29 @ 5:37am 
@Teemo is the problem still there even with the new update from mod author
Teemo Jun 24 @ 6:26am 
If you kill the autocleaner using the kill command it drops a proper corpse with no errors, however if it dies to enemies it doesn't and instead throws errors like everyone else is saying.
HeliosBound Jun 20 @ 11:17pm 
It looks like auto-cleaners can suffer from toxic buildup from Toxic fallout. Uncertain if this is intended.
Miguelh1020 Jun 17 @ 1:48pm 
You can cremate the autocleaners like any other corpse. I can also disassemble them like the mechanites corpses but that may be the RimFactory Mod
CommanderJason Jun 16 @ 11:48pm 
Does anyone know how to get rid of the dead autocleaners? Getting some lag from all the error messages.
月空 Jun 16 @ 11:30pm 
When the Autocleaner dies, it triggers a looping error: "Exception drawing Corpse_Autocleaner39715: System.NullReferenceException"
Deconvolution Jun 10 @ 1:58am 
Exception drawing Corpse_Autocleaner5496449: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 47C068FD] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

so this just kept showing up what's the problem with it?
joyciefruit Jun 2 @ 5:29pm 
its not compatible with multiplayer mod. I hope you amend this mod :)
Miguelh1020 Apr 16 @ 6:53am 
It half works.
For me, sometimes they stand around like idiots and do nothing. I notice this happens around 15-20 charge so I assume they are trying to go somewhere and recharge but can't or won't.
The solution is to deactivate them, take them to a stockpile directly on top of wires, and there when activated they go to a corner and start charging again.
I like it when it works, but that is half the time
Iced_Delulu Mar 23 @ 3:09pm 
This can be ameliorated if you know about it by doing dev mode kill and then finding the invisible dead autocleaners
Iced_Delulu Mar 23 @ 11:21am 
I think the game struggles with the robot dying. Gives me a ton of continuous error messages. I presume because, while the corpse is present, there is no model for it. So there is a void of a corpse somewhere and it makes continuous errors.
Ransak Mar 9 @ 10:21pm 
It's great (maybe a little too great, but not complaining). One bug with it: if you select the person carrying it (such as the person who just crafted it) and choose 'Activate' it just disappears. Poof, gone.
๖ۣۜPrincess Łuna๖ Feb 27 @ 6:09am 
Can confirm robot breaks if gas is present, so your pawns constantly haul components to repair it. Solution to "fix" it - disable robot via "deactivate" button and wait until gas completely disappears. :steamdeadpan:
Parciwel Jan 26 @ 10:55am 
the are constantly in abroken state, as something always steps on them (even if it's another autocleaner) and they don't avoid it, so the just tear through mechanical parts.
The Dude with shogun Jan 8 @ 7:39am 
I dont think author give f*. Last update 16 jul 21.
Чекист Jan 7 @ 1:38pm 
Hi guys! The robot does not want to charge at 1.5. It just goes to a corner and does not receive a charge, if you run a wire through it, it runs away from it. There is also a bug if there are two of them in one stack, then one will remain when activated.Who can tell if it is possible to turn off his electricity requirement?
Halfelfaedyn Dec 25, 2024 @ 11:04pm 
These saved my butt. No more nasty grungy colony!
The Dude with shogun Dec 7, 2024 @ 7:59am 
Any idea guys?
The Dude with shogun Dec 7, 2024 @ 7:58am 
Exception in Verse.AI.ThinkNode_Priority.TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CF96C405]
at Autocleaner.WorkGiverCleanFilth.PotentialWorkThingsGlobal (Verse.Pawn pawn) [0x00007] in <4e4c46092b184811bba437f0110e8cf0>:0
at Autocleaner.JobGiverAutocleaner.TryGiveJob (Verse.Pawn pawn) [0x000a8] in <4e4c46092b184811bba437f0110e8cf0>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00025] in <69945a8ed6c540cf90b578de735e0605>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
2JZ GTE Nov 25, 2024 @ 6:57am 
Hello dear author, I found a bug in your mod, please fix it, when a robot enters a room where there was a fire and there is black smoke, the robot breaks down (Even if the fire was a long time ago and the room temperature) but still moves and cleans. After that, the colonists start running after him to repair. But even after the repair , it immediately breaks down again .In other ordinary rooms where there was no fire, it does not break down and functions normally.:steamfacepalm: