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Short description: Advanced bot that does advanced things
Detailed description: basicly its a upgraded version of the normal bots but the skill levels are all 20, so that way you can have them do better things.
I will do some research to see if these is an easy way that I can implement a method of "upgrading" them. With my current knowledge I'd need to make a crap-ton of duplicate robots all with different skill levels...
soooo until I figure out a better way of doing things, follow these instructions:
Navigate to "....\Steam\steamapps\workshop\content\294100\"(this is rimworld's workplace folder, atleast for me...) find "747645520" and copy it to the local game directory's "mod" folder. Now, navigate within the folder "\Defs\ThingDefs" and open "AIRobot_Races.xml"
Ctrl+R to replace "<startingSkillLevel>6</startingSkillLevel>" with "<startingSkillLevel>20</startingSkillLevel>", without the quotes ofcourse...
Now un-subscribe or disable the original "Misc. Robots++" (that has the steam icon next to it), and enable the one that's located in your mods folder (which will have a folder icon instead).
Then, send all of your bots to their base-stations by de-activating them. Save the game, and re-load your colony. Then activate your bots. They should all appear with lv20 skills.
I'll update the discussion with your suggestion. Thank you.
------------------------------
Now, ignore the following paragraph as it's just me rambling notes to myself
so that I'll think about when I re-read this later;
it appears bots keep their skill (to some degree). Levels gained persist across recharge cycles BUT will reset if the game is saved with the bot inside the base-station. If the bot is roaming free when the game is saved, it's exp and level will persist across saves as well. This fits the model that they aren't regular pawns and are destroyed and re-created by the base-station as to avoid being colonists like MAI's. That means it's the race definition that will need to be changed dynamically based on some global state of some sort (perhaps a configuration file that can be updated via completion of research that will change the startingskilllevel of a specific race? hmm... I'll ponder this more later, and hopefully get advice from someone who knows what the hell theyre doing (unlike me)
(Thanks for likeing my name ^.^ im a big neko fan http://steamcommunity.com/sharedfiles/filedetails/?id=746034796 also i Found this cool mod that adds nekos to my game :D)
Thanks very much i will do that right now and maybe i can get my colonist to do things like DOING THE JOBS THEY ARE MENT TO insted of having them craft 24/7......(i have a huge bionic factory useing one of the bionic crafting mods.)
but i mean maybe have like
Crafter mk1 (Crafting skill 5(?))
Crafter mk2 (Crafting skill 10(?))
Crafter mk3 (crafting skill 15(?))
and so on.
can be useful for steel and components and slightly more difficult than the Raiders but weaker than meccanoids
Would that be posible, or does that fall under the "rogue/violent robots" it is hard to tell if that includes friendly ones as well, or only enemy ones, sorry.
thanks again for posting there im looking forward to checking it out this weekend
As for my own suggestion - and I dunno how feasable this is, but I'd love some kind of robot-only door. Like a small wall hatch or something they could get through but that wasn't weaker than normal walls or passable by animals/colonists. Or just the ability to forbid a door to colonists but not robots, really. Probably would be a seperate mod though. (As you said, you based this one just on the Xtension template, I know how that goes).