RimWorld

RimWorld

Misc. Robots++
186 Comments
HunterAlpha1 1 hour ago 
How do I build the base station? I have Basic Mechtech and everything, but I don't see anywhere that I can build the base stations.
DerBastian May 25 @ 8:31am 
I use a Mod to up my skills to 100. In workbenches i setted up, that ouly humans build the stuff with quality. But the crafter robots still crafts that stuff. could you change them to be categorized as mechs, so this option in workbenches work properly? They somehow count as human for crafting.
cabmoomoo  [author] May 25 @ 4:46am 
@bell Yes, you should be able to drop R++ into any active save with no issues. Removal mid-game will throw some nasty errors if you have robots in your world, but ought to go okay. You should always keep backups when playing with mods anyway, but especially when adding or removing.
bell May 24 @ 7:15pm 
Is it compatible with saved games?
Adridenn May 11 @ 9:08am 
@cabmoomoo I couldn't figure it out, and I didn't have any mods that changed roof's as far as I could tell. Funny enough, the way I was able to fix it was by adding a mod that changed the roof mechanics. I added solar roofs to test, and the robots started building the regular roofs with no issues. I must have a mod that's changing them indirectly.
cabmoomoo  [author] May 11 @ 5:21am 
@Adridenn This problem has been reported for the past several versions of Rimworld. In vanilla+robots, they seem to work fine, so it's likely a mod incompatibility. Do you have any mods that add roofs or might mess with the roof construction logic? Feel free to start a discussion on here or an Issue on the Github repository so we can troubleshoot some more.
@Komchan The root cause is probably a mod incompatibility, but extreme lag while one robot is trying to work is usually from it attempting to do a task, failing, but trying again every single frame. Enable debug mode and check the log to see what task is failing - that might give you a hint as to which mod is causing trouble.
Adridenn May 10 @ 2:25pm 
Love this mod, and I can usually get it to work with everything I run it with. Thou for some reason I can never get the robots to build roofs for some reason. They just build everything else and ignore the roofs for some reason.
Komchan May 4 @ 9:49am 
Facing a problem where the bots seem to just lag my game an extreme amount (Omni Tier 5s)
Anyone experiencing small lag when robot plants or harvests a plant?
Jeremie Apr 15 @ 2:46am 
when use with `MultiFloors` https://steamcommunity.com/sharedfiles/filedetails/?id=3384660931 , the robot (example: OmniBot) , can auto change floors to do the work (example build roof) . but after work done , when the OmniBot try to go back the bot base to charge , it will get lost on the other wrong floor that not the base at , and always try to goto the same pos that the base pos .

a red log : https://pastebin.com/tqFYASbq
PopeSlayer Apr 12 @ 8:48am 
Has anyone else had the issue where their building and hauler bots will not haul materials to blueprints?
cabmoomoo  [author] Apr 1 @ 11:40am 
@幸运长笛 Seems to work quite well. The robots have a bit of a small inventory, as it looks to be based purely off of size, but it functions perfectly within that restriction. I've added your patch the to mod and updated it on Steam. Thanks for the contribution!
Honshitsu Mar 28 @ 12:02pm 
@Bamalo , why not try to make one yourself?

You can make a new mod (with About and Defs folders) and make a new recipe using the stock one as a reference. In this workshop mod's folder, there should be a Defs/RecipeDefs folder containing an xml which should have the definition for the component recipe. You could copy that, change the recipe's name and label, and increase the amounts for the "ingredients" and "products" by some bulk constant. Maybe add a line to give it a higher "workAmount" to make it a bit more balanced (the stock one is 100 work, defined by RPP_Recipe_FastItem).

Load your new mod after this one, and presto!
Bamalo Mar 28 @ 10:51am 
Is there any chance someone could make a bulk robotics component recipe? Making a single one at a time is mind-numbing.
Bamalo Mar 28 @ 10:49am 
@unthinkable I had that issue too. I had to unsubscribe, then go in and physically delete the mod out of the steam folder and then resubscribe.
unthinkable Mar 22 @ 10:27am 
This Mod doesn't work with 1.5 when it used to work with my previous versions. I have tried disabling DLC's, unsubscribe and resubscribe,disabling all but the essential mods and nothing. The Bots and anything related to them do not show up when I start the game. In fact it has gotten so bad that it is removing core game items and images like armor, functions and even colonists. Am I missing something here like a adjustment in code or has anyone else ran into this issue?
幸运长笛 Mar 21 @ 12:09pm 
The patch that comes with the pick up and haul mod is for class="pawn", and the class of robots is AIRobot.X2_ThingDef_AIRobot, so it is invalid (and has no relation to the location of the pick up and haul mod). I wrote the following patch. Tested valid in robots++.
Because I mainly use robots++, I overwrite the top-level AIRobot, for simplicity. It can have a smaller coverage area.


<?xml version="1.0" encoding="UTF-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Pick Up And Haul</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="Base_X2_AIRobot"]/comps</xpath>
<value>
<li>
<compClass>PickUpAndHaul.CompHauledToInventory</compClass>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
FJSA Mar 17 @ 2:41pm 
Can you please support for DeepRim and Multifloor?
gibson8088 Feb 28 @ 2:11pm 
@cabmoomoo Thank you for the update. I can imagine it would take that much effort to try and don't feel it's worth that much trouble for you. I already love what you've given us and want to say thank you for it.
Crouton Feb 28 @ 10:00am 
oh that seemed to be the issue, thanks for the help!
cabmoomoo  [author] Feb 26 @ 5:10pm 
@Dexidus606 The base mod added compatibility some time ago. Others who have recently reported this issue found success in removing the locally downloaded version of SOS2. Even if the locally downloaded version is not active, it causes a bug with the packageID of the Steam version (which is what is used for patches). You can look at this Github Issue [github.com] for more details.
Crouton Feb 26 @ 1:26pm 
can you by any chance make the robots compatible with Save Our Ship 2? whenever the robots go into space they end up dying of hypoxia and decompression which really sucks
cabmoomoo  [author] Feb 26 @ 4:53am 
@Pinks robots seem to be able to perform operations in near-vanilla, so it almost certainly is a mod incompatibility. You could try using areas or forbidden doors to make sure no one else is stealing the job, but it is probably a mod that messes with the surgery worktype in a way that would require a compatibility patch. If you can single out the mod doing that, I'd love to investigate making that patch, but otherwise there's not a lot I can do.
Howdy, firstly I'd like to say that I love this mod, and have been using it, forever. I am delighted that it is still quite alive.

Most recently, however, I have noticed something odd with the Medical Bots, in my current play through; specifically, they (ER Bot) won't perform surgeries on pawns. Never really had this problem with them in the past, but I wouldn't be surprised to learn that this is due to a mod conflict, as I am currently running the game with over 230 active mods. Still, perhaps there is a chance that this is my fault, due to a setting I'm not using properly, or something else rather. Regardless, any attempted assistance would be very much appreciated.

Thank you for reading, and have a lovely day.
sioul03 Feb 25 @ 6:26am 
i think you right about Ideoligion DLC i've seen problems with this DLC and the misc ++ No problem i use the robotics Workbench i have all craft on it . i just wanted to find about the workshop :) Than'ks for the informations :)
cabmoomoo  [author] Feb 25 @ 4:51am 
@sioul03 The Robotics Workbench is still the primary crafting location for this mod. Please make sure you have researched both the variety of bot you want (cleaner, ER, an so on) as well as the tier of matrix you want to craft.
@gibson8088 Ideoligion building style has been a known issue since that DLC was released. Unfortunately, due to the way that the robots are internally coded, I do not believe this is something that would be quick and easy to fix, requiring some workaround in C#. It should be possible, but beyond my current capabilities.
sioul03 Feb 25 @ 4:39am 
hello ,I have a problem with the robotic matrix craft. I can't craft them in the workshop and I have the Robotic workbench when in theory it should no longer exist. I can craft robot cleaners and so on, but I can't craft robot components. Could this be caused by an incompatible mod?
gibson8088 Feb 18 @ 11:37am 
@cabmoomoo Would it be possible to "program" the robots to construct using a specific "dominant style"?
cabmoomoo  [author] Feb 17 @ 6:29pm 
@KeremS23 Sure, head over to the Github Project [github.com] and you can create an Issue and include the files.
KeremS23 Feb 16 @ 7:38pm 
hello, I made the Turkish localization, that is, the translation of your mod to use it on my own computer. I can share it with you if you want.
************ Feb 10 @ 4:45am 
Thank you for your work, this module I use very happy, but do you know how to change the Ceiling of "Mass carry capacity" ?
BioDiesel112™ Feb 6 @ 4:59pm 
Can you test why the removal of neglected soil is no longer carried out by cleaning robots?
@cabmoomoo Thank you for your answer. I have installed a similar storage MOD, but I drew the corpse storage area on the ground. All robots in this MOD do not transport corpses. All other items will be moved. Other MOD transport machines will transport corpses. If you are all normal, then it is my MOD conflict. (Translation)
cabmoomoo  [author] Feb 5 @ 4:47pm 
@身披坚甲,心如钢铁 Robots should be able to move corpses. Do you have a storage building mod installed? Mods like LWM's Deep Storage do not allow robots to haul things into their buildings by default.

@SanelCZ Now that's an interesting one. Things still seem to work on my end. Any chance you'd be able to provide a save file? You can upload files when submitting an Issue on the Github [github.com].
What's the reason why robots don't move corpses? (This is a translation, my English is very poor)
Anonymous Feb 5 @ 7:49am 
Very much looking forward to the bug fix day
SanelCZ Feb 5 @ 5:15am 
Hi, I think that there's a bug where half of the research tab of Misc. Robots++ is missing. It happens whenever I edit my pawns before starting a new colony. It doesn't matter what mod I use or remove. If I fiddle with them in any way, the research screen simply disappears.
cabmoomoo  [author] Feb 4 @ 5:07am 
@Anonymous Are they harvesting some fields near completely, and leaving others with random large patches of fully grown crops? If so, this is a known issue that is much larger than I know how to fix. You can see the discussion in the Github Issue [github.com]. If it sounds like you are having a different issue, feel free to let me know.
Anonymous Feb 4 @ 3:32am 
I'm facing a problem, my kitchen robot doesn't seem to be able to harvest correctly, it can cook & sow normally, but he can't harvest correctly, even though my plants have long since matured to the point of rotting!
cabmoomoo  [author] Feb 1 @ 4:36am 
@Angels_Rising There are no combat-oriented robots added with this mod.
Angels_Rising Jan 31 @ 10:22am 
I don't see any combat robots here. Do any of these robots have the ability to do combat?
Honshitsu Jan 29 @ 1:00am 
@WinterWolf to clarify; "Misc Robots++" is built on top of and depends on "Misc Robots". cabmoomoo was saying that error occurred because you have two versions of "Misc Robots++" installed; this one and the old one from my workshop.

Specifically lines 133..136 of your log: the folder ending with "3253308913" being this mod, and "747645520" being the old Misc. Robots++ that's now abandoned. You should probably head over to my workshop page to unsubscribe from the old one.
WinterWolf Jan 28 @ 11:50pm 
@cabmoomoo I just disabled Prepare Carefully, and it worked! It's weird though... All of my mods are up-to-date. I also played with both misc robots' and PC before and it didn't do this...

Thanks a bunch for the help! It sucks because I love all of my mods, but I can definitely ditch 1 or 2 to play! Also, I tried disabling the original misc robots, but it said that you can't play without it.
cabmoomoo  [author] Jan 26 @ 9:56am 
@WinterWolf The error you're seeing there is because you have both this version Misc Robots++ enabled, and the original by Honshitsu. I'm not sure if that error just picks one or disables both as a result. Either way, I'm not certain how this mod could impact the Ideoligion select screen... It could be that a different mod has had an update since you last played, and that introduced this new bug, but I can't say for sure. Your mod list doesn't look too big, so troubleshooting by removing mods until the problem vanishes shouldn't be too bad (I'd start with Prepare Carefully), if it comes to that. Let me know what you come up with.
WinterWolf Jan 25 @ 6:31pm 
I loaded up a world, played for a bit then left due to 1 of my 2 colonists dying. That was Wednesday, 1/22/2025, now I tried getting back into the game after a 2-3 day break, and every time I get to the ideoligion screen it bugs out (meaning as soon as I pick a spot for my base and hit next, I cant pick a "fluid" or "fixed" religion). I checked the logs, and it keeps saying that misc. robots plusplus tried to execute twice. Any ideas? I tried disabling this mod, but it still says it. I really don't want to have to play without it because it's an awesome mod but...

Oh yeah and when I played on Wednesday, I added some T5 bots to my scenario but they didn't show up.

https://gist.github.com/HugsLibRecordKeeper/bf708a8046d9aba8576f4d18ab1ad492 133rd line
[1stAL]Dimitrius Jan 20 @ 10:48am 
The bot and the Shelves are all in the same room, there is no blocked path. Also it depends on the Pawn. Like one pawn says 34/35 avaible whilst another says 7/35 avaible. And then somehow it changes. Even if i put it off modded shelves (Dont know the mod but it just allows shelves to get more stacks) and onto the ground with an storage zone. It still says that not enough steel is avaible..
cabmoomoo  [author] Jan 19 @ 4:56pm 
@[1stAL]Dimitrius If it only does it sometimes it's probably not an incompatibility... Make sure the pawn trying to do the repairs has access to all of your steel - no forbidden doors, limiting areas, that sort of thing. The game can also be a little over the top when it comes to reserving stacks of items for hauling, crafting, or organizing of stockpiles, so you might just be getting unlucky with timing around those things. Do you have any storage mods? Some mods, like Deep Storage, put an intelligence requirement on using their storage buildings, so that could foul things up.
[1stAL]Dimitrius Jan 19 @ 8:52am 
Hey i noticed smth, idk if its Mod Compatibility but i cannot repair destroyed robots sometimes. It tells me: Not enough steel stored.. I have 1500 Steel..
cabmoomoo  [author] Jan 1 @ 4:12pm 
@VibeTheSam Take a look at the third image here in the workshop gallery for a screenshot of the research menu. The tabs are at the top of that menu. If you're not seeing that in-game, it's probably a mod incompatibility. Check to see if there are any errors by enabling Dev Mode in the game settings and seeing if the console pops up at any point when loading the game and save. In Dev Mode, you can also use the Debug Actions Menu and "Spawn thing..." to try and place a robot / base station into the world. If the option isn't there or any attempts to use the tool for that purpose fail, the mod's really messing up.
VibeTheSam Jan 1 @ 3:22pm 
I don't see the research tab for Misc Robots. Am I missing something?