RimWorld

RimWorld

Misc. Robots++
238 Comments
AaronxRegen 17 hours ago 
@cabmoomoo I see this while looking through the log after I initially loaded my save:
https://pastebin.com/q46METBt
AaronxRegen 17 hours ago 
@cabmoomoo I have both odyssey and VFE. The error only pops when the robots are activated and are working - if they're on the base, they're obviously not looking for work. I've tried disabling VFE, but the error persists.
Sans Jul 16 @ 11:38pm 
It's ok. Although these bugs exist, your mod is still excellent. I have tried using other mods to solve the problems caused by these bugs.:steamthumbsup:
XXFQ007 Jul 16 @ 8:59pm 
the first update in July 16 6:00am ,on this version the bugs happened.
cabmoomoo  [author] Jul 16 @ 7:05pm 
@AaronxRegen That's... an interesting one. I'm not certain that's related to the recent updates, as those would have gotten caught by a different error message shortly after save load. The stack trace you provided is very useful, but the error itself could also be. It should start with "Error in WorkGiver:" with some more stuff after that. Also, are you running Odyssey and/or Vanilla Fishing Expanded? Your specific combination of those might be important.
cabmoomoo  [author] Jul 16 @ 7:01pm 
@XXFQ007 Could you make sure you have the most recent version of the mod? There has been 2 updates on July 16, and I cannot currently replicate your issue. You can try unsubscribing, waiting a few moments, and then resubscribing to force an update.
cabmoomoo  [author] Jul 16 @ 6:59pm 
@Sans Doing a quick test, I can see what you mean with the roofs. Unfortunately this is likely related to an already reported Issue [github.com] that will not be getting fixed. TL;DR: At some point, it seems the base game changed the way it looks for some jobs for non-colonists, and that has resulted in an unpredictable, noticeable and even quite miserable performance decrease for several job types. Fixing it would likely require a near-complete rewrite to the base mod to go from original concept to Biotech mechs extension, and I don't see that ever happening. I apologize that I cannot provide a more satisfactory response.
AaronxRegen Jul 16 @ 3:04pm 
Not sure what's going on, but prior to today, the mod was working fine -- now I'm constantly seeing this error pop:
https://pastebin.com/L5frMZuk
XXFQ007 Jul 16 @ 9:59am 
https://steamcommunity.com/sharedfiles/filedetails/?id=747645520

@cabmoomoo I found this one still works fine! maybe we can check the code, see where the different is.
Sans Jul 16 @ 8:07am 
@XXFQ007 idk, but I already have these problems since I subscribe this mod 2 days ago. I'm not sure what really cause the problems, I merely pointed out the most likely cause for my current situation. I have force-deleted and downloaded all my mods today but didn't fix it.
XXFQ007 Jul 16 @ 6:44am 
I'm sure it's not cause by Odyseey, because before July 16 mod update , it works fine.
Sans Jul 16 @ 6:17am 
@cabmoomoo Unfortunately, I spent the whole day trying to find out what makes the issue, but I found nothing. I also checked the log but there's nothing wrong with it.
Now I'm wondering if Odyssey causes the problems because there's no problems when it was 1.5 with my 300+ mods enabled. Now I have to add a mod which allow me to force the roof build (I still enable this mod because ur mod are really nicccce :) ).
And I also find new issues, the omni bots neither kitchen bots won't harvest some ripe farm area, and I completely don't know why.
I tested again when I'm editing this comment, I'm sure there are conflicts between vanilla 1.6 (all DLCs) and "Misc. Robots" or "Misc. Robots++", because the issues occurred again.Here are my mod list:

Harmony
RimWorld
RimWorld - Royalty
RimWorld - Ideology
RimWorld - Biotech
RimWorld - Anomaly
RimWorld - Odyssey
Misc. Robots
Misc. Robots漢化(ZH)
Misc. Robots++

Now the Odyssey is quite suspicious.:steamsad:
Gr13nSl1me Jul 16 @ 5:53am 
Working for me now @cabmoomoo, thank you for the speedy fix and for all your hard work keeping this amazing mod going!
cabmoomoo  [author] Jul 16 @ 5:13am 
@Sans Historically, there have always been reports of the bots behaving strangely when it comes to constructing roofs with other mods. Those are some pretty good guesses on which mods could be causing the issues. If you can narrow it down to which one it is this time, I'd be happy to see if there's anything I can do to fix it.
cabmoomoo  [author] Jul 16 @ 5:11am 
I suppose I should have clarified I did all my testing without Odyssey. Not the smarted thing I've ever done, given that DLC was the root cause of all these issues. Now, we should be fully compatible with Vanilla Fishing Expanded, with and without Odyssey enabled. Thanks for your reports.
SheppySneik Jul 16 @ 2:27am 
https://pastebin.com/NRaNrjra getting those errors on startup now, tested with only fishing expanded ed misc robots++
XXFQ007 Jul 15 @ 10:54pm 
after july 16 update, the newly generated robot will not move, but the old one is not affected. Strange.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref B9CB7F78]
at AIRobot.X2_AIRobot_Pawn_WorkSettings.EnableAndInitialize () [0x00091] in D:\_Programmierung\_GitHub_Repositories\RimWorld-Miscellaneous_Source\Source\AIRobot\X2_AIRobot_Pawn_WorkSettings.cs:75
<0x1c58ab12040 + 0x0005a> <unknown method>
at AIRobot.X2_Building_AIRobotCreator.CreateRobot (System.String pawnDefName, Verse.IntVec3 position, Verse.Map map, RimWorld.Faction faction) [0x000a3] in D:\_Programmierung\_GitHub_Repositories\RimWorld-Miscellaneous_Source\Source\AIRobot\X2_Building_AIRobotCreator.cs:73
at AIRobot.X2_Building_AIRobotRechargeStation.Button_SpawnBot () [0x000f7] in D:\_Programmierung\_GitHub_Repositories\RimWorld-Miscellaneous_Source\Source\AIRobot\X2_Building_AIRobotRechargeStation.cs:1011
at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x00007] in
Sans Jul 15 @ 5:20pm 
My omni bots don't build ceilings due to some unknown problems, they can build ceiling but when a room built, they always don't build any ceiling or left a large holes. I'm wondering if there's any conflicts with other mods I added to my game. Like "Smarter Deconstruction and Mining" or "Common Sense" these mods which change the pawns' logic, and "Removable Mt.Rock Roof Patch" that alter the vanilla thick rock roof to removable rock roof, will they influence the robots? Here I'm just put the questions. I'll try to solve the conflicts by enable and disable my mods though. Btw no error occurs.
Copper Boltwire Jul 15 @ 4:27pm 
I thought people did make some typos. VEF (Vanilla Expanded Framework) so i was a little nervous :P
cabmoomoo  [author] Jul 15 @ 4:02pm 
I'm not entirely sure how that was never an issue before, but Misc Robots++ should, once again, be fully compatible with Vanilla Fishing Expanded . Feel free to give that claim a test at your convenience and let me know if the problem I fixed is actually completely different from what you're experiencing. That's happened before.
cabmoomoo  [author] Jul 15 @ 3:15pm 
Vanilla Fishing Extended. We're supposed to have a compatibility patch already, but it seems that patch is now causing issues. I'm working on a solution now, but in the meantime you may want to disable the Vanilla Fishing Extended mod.
Copper Boltwire Jul 15 @ 3:12pm 
Please remind me, what is VFE?
jimmyvision Jul 15 @ 4:24am 
Disabled VFE & we're back baby!
Kronos Ice Jul 15 @ 1:19am 
I can confirm that VFE is the issue! Thanks @CatherineK.
CatherineK. Jul 14 @ 9:10pm 
I think the issues with the kitchen bots might be related to VFE if they have it. For me kitchen bots straight up didn't work unless I completely disabled Vanilla Fishing Expanded. I only figured it out when I noticed an error on game launch that showed VFE was having an error with Misc Robots about fishing spots.
cabmoomoo  [author] Jul 14 @ 7:30pm 
@Kronos Ice Very quick testing does not yield a replication of this bug. A full error message or at least a few more lines would likely be helpful. When you click on the error I believe the section at the bottom of the debug log shows a stack trace which should give at least a good hint on exactly which part of the code is erroring out. Feel free to open a Github Issue or a Discussion here on the workshop for that.
@Lee Townage Yikes, you weren't kidding - that's a lot of recipes in one workshop. Thanks for the suggestion. I can't implement a fix right now, but I opened an Issue on Github to serve as a permanent reminder to fix this. The Fabricator recipes are added by the parent mod, we just never removed them. In the meantime, I'm afraid the only suggestion I can make is to use another mod like Dub's Mint Menus to help sidestep the issue.
Kronos Ice Jul 14 @ 11:39am 
I have a more extensive error message if required.
Kronos Ice Jul 14 @ 11:38am 
@cabmoomoo I also got a similar exception for the kitchen bot. I can confirm I simply placed it down and tried to click activate, recall and activate all. The robot does nothing and I only have to the option to repair the robot over and over.

Exception ticking RPP_RechargeStation_Kitchen_II173733 (at (93, 0, 142)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref DC68518B]
Lee Townage Jul 14 @ 10:38am 
Is there a way I can remove these bots from the advanced fabricator list? I like the robotics workbench, but the fabricator's list is now so massive it makes it almost too small to read
cabmoomoo  [author] Jul 14 @ 4:49am 
@jimmyvision That's a start for solving it, at least. The "Suppressing further errors" means that error hit the console's max for errors reported in a row, which probably means this is happening every single game tick. If you're experiencing killer lag all of a sudden, that's probably why. The most common issue that looks like that is the robot getting deleted - or "deleted" - in a weird way. Since you mentioned the expansion, did you happen to take an active bot with your colonists somewhere? Having a bot and its station on different maps wreaks havoc.
jimmyvision Jul 13 @ 5:19pm 
If it helps at all -

Exception ticking RPP_RechargeStation_Kitchen_V6679 (at (150, 0, 168)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B41E2F0F]
jimmyvision Jul 13 @ 5:14pm 
Love your work - just FYI kitchen robot isnt working for me at the moment. Just flagging in case it is impacting others (it might be a me problem, I am running like 100 mods) but it did work before the recent expansion with the same set.
cabmoomoo  [author] Jul 13 @ 1:39pm 
Update, courtesy of MrKev312 on Github [github.com], has been uploaded. There are no expected issues, and exclusively back-end changes that do not affect gameplay at all, so no action should be required on your end (unless you really want the mod name to stop being yellow on the Mods screen).
Please continue to report any bugs you find to the best of your ability, and enjoy using your Miscellaneous Robots in space!
Elvanance Jul 12 @ 5:56pm 
your bots are so darn useful <3
Errant_Prophet Jul 12 @ 4:49pm 
@cabmoomoo we don't deserve you 🙏
WiseDew Jul 12 @ 4:10pm 
thank you for notice us, good work :steamthis:
Capnbludd Jul 12 @ 3:11pm 
Oh this is good news, I miss my level ones doing drudge work!
Thomarus Jul 12 @ 4:25am 
Cab, thanks for keeping this mod alive. Looking forward to the update when you have some time :)
Willow Jul 12 @ 1:52am 
Thanks for updating us on the status and keeping up with the mod, it's very appreciated.
Radhazord Jul 11 @ 9:15pm 
I have been playing with this mod for several hours today and can confirm, seems to be fully compatible with 1.6. No issues so far
cabmoomoo  [author] Jul 11 @ 7:04pm 
This mod seems to be / should be fully compatible with 1.6 as-is . I cannot currently update the Steam Workshop upload to reflect this, but I will be doing within a few days. In the meantime, feel free to ignore any warnings of potential incompatibility and report any bugs you may encounter - even without the "Compatible with 1.6" tag, there should be no issues. Thanks for your patience.
Cute cat Jul 11 @ 1:28pm 
when 1.6? the base mod is already on 1.5
kurikinton Jul 10 @ 5:59pm 
Just FYI, Misc. Robots has been updated, so it is OK to update this mod as well.
Talanist Jul 4 @ 7:46am 
@TheEpicGamer1997 the kitchen bot should be able to help with handling to an extent
TheEpicGamer1997 Jul 3 @ 1:29pm 
Can we get a bot that does Handling or make it so the Omni bot does it please, cant find any robot mod that adds one
OTFSxdi2 Jul 2 @ 8:00pm 
The mod is really good but im getting lag spikes with the omni bots, not sure why
cabmoomoo  [author] Jun 30 @ 6:06pm 
@southernrock18 Versioning of this mod depends fully on the base mod Misc. Robots. The developer of that mod has stated that it will be a few weeks (from June 19th) before he can work on anything modding related due to outside factors. So hopefully before the full release of 1.6, but we shall have to see. Unless significant changes are made to accommodate the update, R++ should be fairly reasonable to update quickly following the release of Misc. Robots.
southernrock18 Jun 30 @ 2:26pm 
any 1.6 eta?
Gr13nSl1me Jun 27 @ 8:40am 
Love the mod, but have noticed that the extreme weather events from the Kraltech mod also affect the robots from this mod. I presume that is to do with how they are classified? Is there a relatively easy fix that anyone is aware of please?
cabmoomoo  [author] Jun 24 @ 7:22pm 
@MountSwolmore Usually, compatibility with new job types has to be added on a per-mod basis. Sometimes, those mods will put in the extra effort to make their changes universally compatible (such as by manipulating all existing work types at a late stage in loading, catching both base game and mods), or by adding a patch for this mod specifically. Otherwise, we'll need to put in the (usually small amount of) work required to make a patch on this end. We already have patches for Quarry, Pick Up and Haul, and Rimatomics, as examples. The other option is something like Misc Robots WorkTab Support which is a third mod that does exactly what you're talking about for Fluffy's WorkTab. Let me know what mod you're specifically talking about and we can see what we can do.