RimWorld

RimWorld

Misc. Robots
2,581 Comments
El Sadistico Jun 2 @ 12:53pm 
@cabmoomoo, @Haplo_X1 Indeed I had some old local version of SOS2 and removing it solved the issue. Thanks a lot!
cabmoomoo May 29 @ 5:35pm 
@El Sadistico This may not be the cause of your problem, but it has been reported several times that issues arise when users have both the Steam Workshop version of SOS2 installed and a local copy. Rimworld itself has a known bug feature where when 2 versions of the same mod are installed, regardless as to which is in use, the Workshop version gets a thing appended to its name, completely breaking all compatibility patches. Some more details in this Github Issue response [github.com]. There's a hacky workaround Haplo could implement, but in the meantime, you can simply delete/relocate the locally installed copy of SOS2 from your mods folder.
Haplo_X1  [author] May 29 @ 10:27am 
There is apatch inside that should activate when SOS2 is active and giving the robots vacuum immunity. Did SOS2 do any changes again?
El Sadistico May 29 @ 8:38am 
Hello. First - great mod! Can't imagine playing without it, it's one of the most crucial that i use. Thanks for it!

However - since 1.5 drones started getting damage from space vacuum - I use Save Our Ship 2. In previous versions it was fine and now they eventually die after several seconds outside of spaceship. I think robots should be immune to low or no pressure. It it on purpose?
Haplo_X1  [author] May 23 @ 10:16am 
Thanks for the info. I can't update it right now because of reasons, but I will upload the fix as soon as possible.
For all others who also have this issue:
Please go into the following folder and delete the file: Robots_SwimmingKit_Patch.xml
..\Steam\steamapps\workshop\content\294100\724602224\1.5\Patches
Röstli May 22 @ 4:34am 
Hi, I got an error when I tried to load Misc Robots with Biomes Islands. Since Biomes started to use the Pathfinding framework, it doesn't use Swimspeed anymore, which means that the patch you made is no longer works. Could you please delete Robots_SwimmingKit_Patch , so that it'll no longer conflict with biomes?
TOMekbok May 3 @ 6:16am 
Sorry admin, you are correct, they don't create waste bags. I must have misread something. Deleted the comment to avoid confusion
Ragnarac May 2 @ 7:14pm 
are the bots supposed to appear in the ribbon now? up top with the colonists?
Haplo_X1  [author] May 2 @ 2:45pm 
My bots create waste bags? Either I've mised something or you're mixing them up with the vanilla bots?
Ophis Ouroboros Apr 4 @ 12:32am 
sorry for the late reply, i need to make some other test but its not your mod indeed it was probably more the honshitsu one or (more probably) a mod conflict
Haplo_X1  [author] Apr 2 @ 1:27pm 
@Ophis: That is strange. It sounds like something changed the default sizes.. But that did not come from my side. I have not changed anything lately.
Ophis Ouroboros Apr 1 @ 7:25am 
i use your mod since many years now but its the first time i face this kind of bug if it is... when i craft a robot it seem way bigger than before. before it took only one square but not i seem (visually only) to take 4 square. and when its activated it took his normal size exept for it base station that keep it gigantic form
幸运长笛 Mar 21 @ 11:54am 
@alex.vagni Maybe you can try this method: there is a dropdown menu in the selection interface, which by default means born near the colonizer, which will cause the robot to disappear. Should choose to be born together with colonizers.
cabmoomoo Mar 18 @ 1:16pm 
@Grays I'm not this mod's author, but this question does get asked regularly for Misc Robots++. It's a known and unfixed bug in Rimworld itself when you have both Steam Workshop and locally installed versions present on your system. When swapping over to the Workshop version, a lot of patches will break just because the local version is still in the mods folder. I talk about it more in this Github Issue [github.com], if you'd like. Haplo could solve it with a change to the patch, but you can solve your problem right now by simply removing the local version of SOS2 from your mods folder.
Grays Mar 18 @ 10:25am 
Would it be possible to add support for Save Our Ship 2? My robots quickly suffer from hypoxia and decompression when they step outside of a breathable area. The Vacuum Adapted gene from SOS2 modifies pawns to be immune to vacuum effects, perhaps that could be adapted?
FJSA Mar 17 @ 2:40pm 
Can you please support for DeepRim and Multifloor?
Haplo_X1  [author] Feb 24 @ 1:32pm 
You should never start a new game with some robots. Start a game with some robot-stations instead. Robots without a station will bug out most likely..
alex.vagni Feb 23 @ 12:04pm 
Is it normal that when i try a new game with some robots they don't appear on the map at all?
Haplo_X1  [author] Feb 23 @ 3:57am 
Just fyi: you should post this in the robots++ thread. I think they have robot matrix es. This mod only uses the base resources. ++ expands on them :)
crashfly Feb 19 @ 4:16pm 
@sioul03 - do you have the research completed? that has to be finished before the items that make up the robot are available to build.
sioul03 Feb 19 @ 7:46am 
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?
Guy Incognito Feb 8 @ 9:43am 
@BioDiesel122 you need a pollution pump to clear contamination
Haplo_X1  [author] Feb 7 @ 11:50am 
Contamination of the ground is not something that can be swept away.. Never was?
BioDiesel112™ Feb 7 @ 2:21am 
Hey I have a question, can it be that the cleaning robots can no longer clean the floor from contamination?
Akry Feb 5 @ 6:49am 
So after adding this mod the Basic Mechtech reserach became available, before it was unavailable as it needs a machinator implant in a pawn.
Will this cause problems later? having the robot tech without a machinator?
Godfire Dec 23, 2024 @ 7:03pm 
o7
Dakone Dec 17, 2024 @ 9:57pm 
yo only have access too hauler and cleaner and nothing else... even with robot++ on.
Haplo_X1  [author] Nov 24, 2024 @ 3:12pm 
This is only hauler-bot (drone) and cleaner-bot (roomba).
For additional bots add one of the add-on mods like Misc. Robots++ or similiar to this.
chadistheman2006 Nov 24, 2024 @ 3:02pm 
No building bots?
Nodzoff Nov 23, 2024 @ 6:20pm 
oh ok thanks
crashfly Nov 23, 2024 @ 5:14pm 
@SYT3 - that is a limitation of the game. more than one builder has taken control of the construction task to be done and should in theory eventually build the roof.
Nodzoff Nov 23, 2024 @ 5:04pm 
My construction bots when working on a big building won't build all the roof only half even when I have supports in the entire building
thawhidol Oct 16, 2024 @ 6:26am 
@Cacatao, splitting "clear snow" and "clean pollution" is an option you can toggle in Complex Jobs. It might not be the answer you were looking for, but it's at the least something to get you by.
Cacato Oct 13, 2024 @ 9:18pm 
[FSX] Complex Jobs causes the cleaning bot to be unable to "clear snow" as it separates the "snow clearing " job from the "cleaning" job.
XaN Sep 28, 2024 @ 3:36am 
UP!

The problem is related to storages. I don't know what the problem is, but if you build storages from the RimFactory mod, then the hauler carry things as expected.
XaN Sep 27, 2024 @ 4:42am 
Does anyone else have problems with the robots becoming "lazy" and carrying objects with a big delay. For example, I have 3 objects on the floor. Every 10-20 seconds, 1 robot takes 1 object. The rest stand still and do nothing. Then another robot takes the second object, etc.

I noticed that the robots are "lazy" about carrying clothes and scrap metal.
crashfly Sep 16, 2024 @ 6:32pm 
i can confirm what Twilight says. i "had" the option selected to "allow corpses in inventory" and the haulers did not haul corpses. once i turned that option off, then the hauling robots started moving corpses.
Twilight Sep 14, 2024 @ 7:03pm 
@shrimpy - At one point in the past I had that behavior when the Pick up and Haul option to allow corpses in inventory was enabled.
shrimpy_nazeem Sep 14, 2024 @ 5:55pm 
So the haulers aren't hauling corpses even tho they're supposed to
LolChaos24 Sep 4, 2024 @ 10:32am 
Does this mod depend on anything? I've tried to install and use the robots but they don't appear, do i need biotech for this mod to work?
Haplo_X1  [author] Sep 2, 2024 @ 11:57am 
Matrixes are something from Robots++, not from this one :)
Tenshiamon Sep 1, 2024 @ 9:25am 
Love the mod, but def need a way to disassembler the lower tier matrixs
VibeTheSam Aug 29, 2024 @ 7:56pm 
Any idea of why the haulers aren't hauling anything to blueprints? I'm assuming its one of my other 200 mods but wanted to know if there is some mods that are known to be incompatible besides listed above.
VelxraTV Aug 3, 2024 @ 4:05am 
ahh right yes I forgot that there was two thank you
Ezhan Aug 3, 2024 @ 3:59am 
@Velxra Your thinking of misc robots++
VelxraTV Aug 2, 2024 @ 6:09am 
Even with all the research I seem to only have the basic hauler and cleaning bots in my game. Even the trader only sells these two.
Haplo_X1  [author] Jul 29, 2024 @ 8:24am 
If they 'stand' they most likely are in their sleep mode. That happens, when they don't find work and will look for work every 1-2 ingame hours. This was implemented (in 1.3 or 1.4) to reduce search-based-lags.
Late Jul 28, 2024 @ 7:37pm 
After the last update the cleaner bots now just 'stand'
Haplo_X1  [author] Jul 28, 2024 @ 3:53pm 
Added patch for SOS2
jtseyman Jul 28, 2024 @ 2:48pm 
Could you make it so that the robots don't suffer hypoxia and decompression when they are in space? I have Save our Ship 2 mod active.