RimWorld

RimWorld

Bots charge when idle
80 Comments
JessieFeathers Oct 26, 2024 @ 2:51pm 
1.5?
gclef  [author] Apr 20, 2024 @ 3:21pm 
Merged Doug's changes for 1.5, as I'm not currently playing rimworld atm, new official version will be his going forward: https://steamcommunity.com/sharedfiles/filedetails/?id=3225593781
Xeno42 Apr 18, 2024 @ 7:14am 
still running 1.4 as most of my other essential mods havent updated yet but would love to see this get its 1.5 update! this is always in my load order
Taiho Apr 13, 2024 @ 6:37pm 
An update would be very apreciated good sir, I always had this mod on. :steamthumbsup:
Tam Apr 12, 2024 @ 5:31am 
This mod became essential for me, hope author wont drop it and update,
Thanks for your work
Harvester Mar 26, 2024 @ 10:24am 
1.5 patch on release or is it in progress?
Tam Jun 25, 2023 @ 4:45am 
This mod works well for small mechanoids aka lifter but something like tunneller is not.
It charges to 20-30% (with set 100 number) interrupts recharge at 30%, goes mining to the opposite side of the map, mines few tiles and goes back to charge, charges to 20-30% and repeats all this BS.

It would be really cool to have an option to toggle this recharge interrupt for some bots only.
PinkPlinko May 20, 2023 @ 10:29am 
Do you think it would be possible to add mod options to let other mechs Patrol? There are some really cool lookin' mechs from Alpha Mechs and Reinforced Mechanoids that would look kickass if they were allowed to patrol like the militors but they unfortunately go to recharge immediately. If it's not something you're interested in, thats completely fine!
ignis May 1, 2023 @ 8:19am 
There is a small problem - you can't really set stabdby spot for mechs with this mod.

Example: I charging station, bot, and a zone that includes charging station and a single cell where I want bot to standby (it is extremely slow so need it to be ready for combat at position).

Bot charges to full, and moves to that point. But it spends some energuy doing that, and upon arrival it sees taht it is not full and returns to charging station. Rinse, repeat.

So the only way is to manually set it to standby where needed after recharging.
egon Feb 5, 2023 @ 5:29am 
awesome mod, lifesaver! one idea though: can we make a button to turn the feature off manually? my cleansweeper is going crazy lol
gclef  [author] Jan 31, 2023 @ 8:34pm 
comment from my code:
// every 625 ticks (15 in game minutes), kick the bot off the charger so it will do work if available
// if none is available, it will just start charging again

I imagine if you had hundreds of bots and routinely played on dev speed it might be an issue, but if statement that's compared with every 15 game minutes isn't too bad so I can't imagine just this script having a noticeable impact.

It should also be save agnostic so you can just stop using it if you start thinking it is degrading your performance.
Videogames Jan 30, 2023 @ 3:29pm 
How optimized is this, I worry that the new checks might cause TPS issues late game with running lots of bots - I'm guessing the interrupt checks are only every in-game hour or half-hour?
Enduriel Jan 16, 2023 @ 10:51pm 
Thanks so much for this mod, really necessary imo. I agree with @darthmorf that that would be the one improvement it's missing. But honestly the mod is already so much of a QoL improvement that I'm super grateful even if you don't add that.
darthmorf Jan 16, 2023 @ 10:33am 
Is there any way to make it so they go into dormant mode when idle instead? I'd rather have them charge as they normally would when they reach the thresholds I set, and just go dormant instead of wandering.

(Even better would be able to set a spot they return to when idle to go dormant in but that seems like a fair bit more work).
JageriuS Dec 21, 2022 @ 9:02am 
In the newest patch, they mentioned that they improved performance with idle bots. Does this make this mod redundant?
Teirdalin Dec 10, 2022 @ 6:09pm 
"This code and software has whatever the least restrictive liscense that exists at any given time"
Great license. lol
Mute Dec 7, 2022 @ 9:07pm 
@LucifelShiningL MK-XIII You can draft the medic and it allows you to lay down
LucifelShiningL MK-XIII Dec 7, 2022 @ 6:41am 
When playing solo mechanitor, if all paramedic gone idle shutdown, then can't rest in hospital bed for surgery or any treatments.
Could you limit at least one paramedic always awake?
gclef  [author] Dec 3, 2022 @ 4:26pm 
@Simon License terms have been added, have fun
ver4a Dec 2, 2022 @ 1:33pm 
Thanks so much for making this mod, bots wandering around the base all the time wasting energy was seriously bugging me, especially with paramedics and such that don't do a whole lot most of the time :D
Secondly thanks for making it open source, I appreciate that. Have you thought about adding a license? I know it's a bit nitpicky for a relatively small (but awesome!) mod, but it would be nice to have a clear indication if the code is modifiable and redistributable under GPL or any other free license of your choosing of course, at least if that's your intention was making it FOSS. In any case, thanks again for your contribution and work on this mod. :)
Mute Nov 29, 2022 @ 9:05pm 
@goog you could have them obey the hysteresis setting? i.e
if (this.pawn.needs.energy.CurLevel >= JobGiver_GetEnergy.GetMaxRechargeLimit(this.pawn))
gclef  [author] Nov 29, 2022 @ 6:52pm 
Adding that option would be a lot of extra work, sorry friend. I set it up so that they will charge enough to work an entire day at a time at least, so you can think of them as just needing to sleep a bit once a day.
Kazzx0 Nov 29, 2022 @ 8:21am 
Thanks for making this mod! It seems my lifters and cleaners never charge beyond 20%, likely because there is always work for them available. Maybe you could add a mod option that lets you select what percentage they should charge to before leaving for work? Ideally I would love to be able to set different levels for each mech, but I expect that is a lot of work.
ツDoneFear Nov 23, 2022 @ 3:12pm 
not sure if anyone reported it yet , but mechinator will NOT repair any robot if they are self charging

wich may cause some mechs to be heavily damaged still by the next fight , if you want them repaired you'll have to manually tell your pawn to go repair them
Ruanim Nov 19, 2022 @ 10:51pm 
Even my robot vacuum at home charges itself when it's idle, then I wondered AI robots with super intelligence who makes human feel like ants can't charge and wanders around when it has nothing to do. Thanks for the mod really needed it.
CreamKaKao Nov 19, 2022 @ 6:35am 
must have
Min Fuh Ji Nov 15, 2022 @ 2:31pm 
Hey! I don't know if it's my game or with this mod, but when a Tunneler is with the Quarry mod, he doesn't go to the quarry, he just goes to reload, even when the quarry is empty.
Belsameth Nov 14, 2022 @ 4:42pm 
This is awesome. Thank you! A small request: Is it possible that they move to a charging zone or something similar before going idle?
Ribera Nov 10, 2022 @ 7:57am 
Hey maybe you could made recargers 1x1 for light bots, and 2x1 for rest ? i have no idea why vanilla rechargers are so big.
The Blind One Nov 7, 2022 @ 11:30am 
For some reason my diabolus doesn't go to sleep when using the recharge mode. Disabling the mod seemed to resolve it, saving the file, then re-enabled the mod, seems to have fixed it. Strange though. Seems some settings must have conflicted at some point but it's all fixed with this workaround.
ignis Nov 7, 2022 @ 10:46am 
I wonder if you can make combat mechs set to work act like trained animas - escort when doing field work or drafted, and return to charge otherwise, instead of wandering around wasting charge.
SebNandexIII the Spider Enjoyer Nov 5, 2022 @ 2:21pm 
thank you!
gclef  [author] Nov 5, 2022 @ 1:27pm 
I've pushed an update that makes it so the mod does not attempt to kick Militors who are recharging off of chargers at all, the mod essentially ignores them now.
SebNandexIII the Spider Enjoyer Nov 5, 2022 @ 9:05am 
the patrolling bots, particularly militors should be allowed to charge to full, as they'll charge just a bit then run off to patrol, then the batteries die again. This repeats constantly.
roejic Nov 5, 2022 @ 7:48am 
Mod works great but my only issue was that when deathresting, combat bots don't patrol and some don't wake up/retaliate when being directly attacked despite being set to "work." I've been fiddling with zones which is the only way they'll move in that scenario but they ignore combat sometimes entirely while moving. Is there something that can be implemented for different mech types?
Sartek Nov 4, 2022 @ 1:47pm 
This otherwise works great, but having the same problems as the previous commenters.

When mechs have nothing to do, the mod is perfect. They either go dormant for a bit and self-charge, or go to an available charger.

However, if they have jobs to do, they never charge full. My militor is constantly running on fumes.
MsKarMagick 🖤 Nov 3, 2022 @ 9:28pm 
Had to take this off my modlist, it made mechs ignore their charge settings, always getting off the charger at 15% charge, despite being set to 5%-100% (It did respect heading to the charger at 5% though)
Sera Nov 3, 2022 @ 4:41pm 
So I seem to having a problem where they (mostly the miller) refuse to charge at all till the battery dies then when I put them on to charge they get to 0.15% get off then die again. And I can tell it is this mod as they was fine before at 20% charge to 100% i put the mod in they do this take it out goes back to normal.
CTH2004 Nov 3, 2022 @ 12:57pm 
Great! why is this not vanilla though?
Also, have to agree with @Modal on the 90% one. Or, keep them on the charger untill needed
ModalMorphling Nov 3, 2022 @ 9:15am 
And a small suggestion for improvement, maybe make it so that idle-charging only happens if below 90% power so that 100% bots dont ping pong back and forth to the charge port :-P... but that is just a minor suggestion
ModalMorphling Nov 3, 2022 @ 5:52am 
But super helpfull mod other than that! My agrihands were driving me mad xD
ModalMorphling Nov 3, 2022 @ 5:51am 
I feel like your logic with the militor should be applied to all the military robots ?

I only have standard in my game so I dont know if you added more than the militor, but in my game atleast the pikeman is missing :-)

Standard:
Pikeman
Scyther
Scorcher

High:
Lancer
Centipede gunner
Centipede burner
Diabolus

Ultra:
Legionary (maybe not since its a support combat bot you want at full charge)
Centurion
Centipede blaster
Tesseron
War queen
The Blind One Nov 3, 2022 @ 4:20am 
Seems updating Rimpy solved the issue, sorry for the inconvenience I brought to you.
gclef  [author] Nov 2, 2022 @ 9:48pm 
Nope, dont use it
The Blind One Nov 2, 2022 @ 2:55pm 
Do you by any chance have used the Ttancor race mod lol?

It works fine without it, seems its just a dependency rimpy thinks it needs based on something that I don't quite understand myself :/
gclef  [author] Nov 2, 2022 @ 10:42am 
No reqs, I made the mod with 0 other mods enabled.
The Blind One Nov 2, 2022 @ 8:06am 
Requires TTancon race mod according to RImpy? lul whut?
ThroatGOAT Nov 1, 2022 @ 9:58am 
@androxus_ Sadly that stops them, then, from going and doing work outside said areas. Silly suggestion.
ThroatGOAT Nov 1, 2022 @ 9:57am 
I can safely say that this mod is working 100% as intended now. I've had no issues now for awhile. Thank you so much for this great QoL mod. You're great. :)