Oxygen Not Included

Oxygen Not Included

Control your Robots
34 Comments
Hazel Aug 19 @ 3:56pm 
having Flydos waste battery life of power banks when they aren't doing anything sucks, and discourages making too many since if they ever run out of work to do and you don't have any work for them to do you have manually turn most of them off
Hazel Aug 19 @ 3:41pm 
what is the reason for having Flydos unable to benefit from energy saving mode? i understand that logically it is still flying in the air while idle which would take power, however it would be really useful to at least have as an option to effect Flydos
Andocromn Feb 17 @ 8:23pm 
@Sanchozz I think I understand the problem from a coding perspective. I've found that if I set the door permissions to explicitly allow passage through the doors (rather than unsetting it), then these settings do save. So this works for me

One last thought... the vanilla game behavior allows Flydo to pass through open doors. It might make sense to set the Flydo permission to allow by default on doors that are open. (in the interest of not disrupting vanilla behavior)
Sanchozz  [author] Feb 14 @ 9:26am 
@Andocromn How should the game distinguish the default permissions on the built door from the same default permissions that you reset ? The answer is: nothow.
So, just set up the permissions for the Flydo as you needed. Don't reset them.
Or you can turn off the checkbox in the Options.
Andocromn Feb 14 @ 9:12am 
@Sanchozz every time I load the game the doors are all set this way, I click Flydo to set it back to the defaults but after I reload it's like this again
https://i.imgur.com/G3UKQC2.png
Sanchozz  [author] Feb 14 @ 3:23am 
@Andocromn Show me what permissions you've set up there.
Andocromn Feb 13 @ 9:30pm 
The door permissions for Flydo are not saving and resetting on every load
Sanchozz  [author] Feb 13 @ 6:54am 
@SFX show the priorities of your duplicants
SFX Feb 13 @ 6:00am 
Turn on and off robots does not work very well. Duplikans generally do not notice them. After a very long time, I noticed that they were turned off, but after dozens of cycles they still didn't turn them on.
Rodrigues Aug 26, 2024 @ 4:43am 
Would it be possible to include the option to rename the rover?
Sanchozz  [author] May 31, 2024 @ 8:30pm 
@Deadly_Shadow This is a known bug in the base game.
>A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
Deadly_Shadow May 31, 2024 @ 1:15pm 
Just noticed some unexpected behavior: If you increase a priority for the biobots, they will not shutdown on empty battery unless there are no more errands available for that group.
GhaliMark Apr 17, 2024 @ 6:07am 
also, did someone find a way to make biobots return to the "sporechid room recharger" when they need to?
GhaliMark Apr 17, 2024 @ 6:04am 
can you give the possibility for rovers to do more action like the biobot mod you pinned in comments?
Sanchozz  [author] Feb 6, 2024 @ 8:42pm 
@Toekee
recharge the rover has been around for a long time.
recharge the biobot by another author.
Toekee Feb 6, 2024 @ 8:14pm 
How about adding a recharge option? Is it possible?
Sgt_Imalas Feb 2, 2024 @ 7:56pm 
@cyberdragonex it is on your end
CyberDragonEX Jan 29, 2024 @ 4:20pm 
Had to unsub to the mod. Ran into a bug where them mod itself would not activate despite looking right at it, clicking to enable it, restarting the game and seeing it not active like I never activated it. Assuming it was something on my end.
Sanchozz  [author] Dec 25, 2023 @ 8:34am 
added a new feature, Robots Door Access Control
Maxell45146 Dec 19, 2023 @ 8:38pm 
Sorry about that, awfully rude of me lol.
Sanchozz  [author] Dec 18, 2023 @ 9:00am 
@Maxell45146 it looks like an idea for another mod by another author.
https://steamcommunity.com/sharedfiles/filedetails/?id=3089113205
Maxell45146 Dec 18, 2023 @ 8:17am 
Glad to see the 'move to' option added. Havent read through all of the comments but has a low battery look for spores chore been thought about for the biobots? So for instance if you've made a dedicated spore room they could path to it charge and then leave till low battery again.
Sanchozz  [author] Dec 18, 2023 @ 1:54am 
added a feature.
Duplicants can now carry turned-off Robots, including inside the Rocket.
This way you can transport Robots to other Planetoids.
Sanchozz  [author] Dec 17, 2023 @ 8:39am 
@PhatBeet I just did a quick check. It turned out that robots cannot pass through the rocket door. The Klei developers probably had a good reason to do this.
So the quick answer is no, you can't move biobots to another planetoid.
When I find some free time, I'll see what I can do about it.
PhatBeet Dec 17, 2023 @ 1:09am 
Can I move biobots to other planetoids?
Operator Nov 25, 2023 @ 7:09am 
Thank you boss, you are the true baller a baller super baller this mod is so cool
Sanchozz  [author] Nov 21, 2023 @ 9:08am 
added a feature(disabled by default)
Robots use less battery when idle.
ne_propheta Nov 21, 2023 @ 6:21am 
The on/off feature is wonderful, kudos!
Sanchozz  [author] Nov 20, 2023 @ 11:02am 
added a feature to turn robots on and off.
p0tato. Nov 19, 2023 @ 9:26am 
@LORD_K Klei updates aren't bad at all. It's expected that any update is very likely going to break mods for any game. Usually mods are fixed within a couple of days.
3GuB Nov 19, 2023 @ 8:01am 
@Sanchozz
thanks
LORD_K Nov 19, 2023 @ 3:55am 
i hope have biobot without update. klei updates broken almost installed mods. always. klei updates are bad.
Sanchozz  [author] Nov 18, 2023 @ 8:06pm 
@3GuB
> Now both Rover and Biobot robots have a Move To button
3GuB Nov 18, 2023 @ 1:02pm 
add the same please for rovers