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@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.
a red log : https://pastebin.com/tqFYASbq
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!
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>
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.
@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.
@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].
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.
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.
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