RimWorld

RimWorld

[Abandoned] Misc. Robots++
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Honshitsu  [developer] Aug 19, 2016 @ 12:52pm
[OLD] suggestions
Before making a suggestion please read the lists bellow to see if someone else has suggested it. That said; making a counter-suggestion or elaborating on an existing one which you think should be implemented differently is perfectly acceptable.

To submit a suggestion, use this example format; (or not. I'm a post not a cop)
Title: Daleks! Short Description: Adding Daleks for hunting and colony defense! Details: Make the Dalek race with shielding and powerful weapons that do 10000 damage and have 100% accuracy at 200 blocks and make them have a little speech bubble over their head that says "!!EXTERMINATE!!" and omg it will be so epic!!

If you're suggesting a change to an existing thing, give a reason.
If you're suggesting adding something new, then say why you think its a good idea.

Implemented
These are things that are finished, updated, and published.
  • Made a mod `\_(o.o')_/`
  • Multiple Tiers of Robots ("Advanced Bots" - KJ The Neko)
  • Made a Forum Thread (Bignutt, Ramsis, and 5 others...)
  • Multiple tiers of haulers / cleaners (robearlgordonshaw + others)
  • Crafter bots have a medical level that will allow them to craft some drugs
  • The All-In-One bot -- OmniBot (merged)
  • More tiers of robots (T1 to T4, and T5 if you count the OmniBot mod)
  • More more tiers of robots (T5's for all)

Being Implemented
These are things that are being worked on for future updates.
  • Bug Fixes (found here)
  • Redesign of T5 textures. If I ever need to edit them, I'll implement this. Until then, I'm lazy.
    Originally posted by Emelio Lizardo:
    I hate to say this but the current visual design of the Tier V bots is, well, not peasant.

    Stay with the round form and give it some look. Maybe titanium white with a big V in red/black, or something. Give it a glow maybe.

Planning
These are things that are likely to be implemented, or that I desire more feedback on.
  • bulk recipes
    Originally posted by Nanoelite001:
    Title: Bulk robotic components

    Short description: *make* bulk robotic components

    Details: It can take longer to gather materials than it does to actually build the components, if we could get, say, a 5x build option for robotic components, it would save an immense amount of time that my pawns could spend doing other things. It would be highly appreciated if you could please add this.

  • rimatomics nuclear workdef job support
    Originally posted by kirbykibble:
    Title: Rimatomics Compatability Patch

    Short Description: Create a separate patch to allow certain interactions with Rimatomics

    Details: In 1.0 Rimatomics had a task where pawns could load nuclear fuel into the nuclear reactor. This was lumped into the Hauling job. I liked to use the Hauling bot to manage my nuclear fuel, as it would prevent any Pawns from contracting any radiation poisoning.

    The mod has since updated this job into its own, separate job called "Loading". Now, Hauler bots (and Omni Bots) do not load or unload fuel from the nuclear reactor.

    If at all possible, could you create a patch (likely separate but up to you) that allows Hauler bots (and Omni Bots) to do the Loader Job? Thanks

Denied
Suggestions that have been denied and the reason behind the denial.
  • Daleks (me)
    I havent the faintest idea how to make that a thing...
    I could make them hunt but not much else.

  • Violent / Combat / Hunting Robots (Rogue Droids - radkid11 + many many more)
    Robots arent that threatening and are non-combative. This suggestion is beyond the scope of this mod. Also, I haven't looked into how to mod such a thing.

  • Seperating Bot Functionality (Garden and Miner - J3utzi)
    As it stands, I have 3x4 robots + 2 ( being hauler and cleaner ). I feel it's already crowded enough. Also; the bot roles compliment eachother in a logical fashion. A cook who can also grow the food, and a construction bot who can demolish and mine, as well as build and repair. Seperating this functionality may be nice for specializing the exact bot ratios; but it would overcomplicate things and add even more bulk to the mod. I will re-consider if there is enough demand; though I doubt that will happen.

  • Make bots go to the charger when idle (Flixie + various others)
    Both the idle-charge and auto-off varients of this request. This behavior is handled by the parent mod and won't be changed in this extension.
Last edited by Honshitsu; Jul 12, 2020 @ 4:59pm
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Showing 1-15 of 127 comments
DrFujitsu Aug 20, 2016 @ 5:55am 
Title:Advanced Bots
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.
Honshitsu  [developer] Aug 20, 2016 @ 6:22am 
@KJ The Neko (i love your name)
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)
DrFujitsu Aug 20, 2016 @ 6:49am 
Originally posted by Alæstor:
@KJ The Neko (i love your name)
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)
@Alæstor
(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.
Last edited by DrFujitsu; Aug 20, 2016 @ 6:53am
Honshitsu  [developer] Aug 20, 2016 @ 3:41pm 
I'd like to avoid having duplicate races with varying stats, however I may have to go that route, with one tier upgrading to the next, if I cant find a C# developer to assist me.
Last edited by Honshitsu; Aug 20, 2016 @ 3:42pm
radkid10 Aug 23, 2016 @ 8:54am 
Rogue Droids another type of raid would be nice but I can understand if it's beyond your skill

can be useful for steel and components and slightly more difficult than the Raiders but weaker than meccanoids
Last edited by radkid10; Aug 23, 2016 @ 8:54am
Honshitsu  [developer] Aug 23, 2016 @ 10:17am 
@radkid11 I have no idea how to implement that, nor would it be very exciting as the robots are less threatening than a baby bunny rabbit (literally)
Honshitsu  [developer] Aug 23, 2016 @ 10:19am 
@KJ The Neko I'll be posting an update within 2 days that will add multiple tiers of robots (skill 4,8,13) along with research and a more balanced construction cost
Hellbot Aug 28, 2016 @ 2:22pm 
What about an armed robot that you can build to protect you from raiders? Kind of an automated defence that in a state of perma-draft?

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.
Honshitsu  [developer] Aug 28, 2016 @ 3:07pm 
@Sunnyko I'm not too sure how I'd go about making a robot that fight... let alone use a gun. As it stands theyre quite squishy and arent capable of fighting, though hunting bots have been used in the past... I'll look into it but I believe it's beyond my ability. Perhaps Haplo, the creator of the original misc robots mod, would be more able to implement such a thing.
Jak_Talion Sep 15, 2016 @ 1:45pm 
Could you post this on the Ludeon forums or somewhere else so if we dont have it on steam we can check out your mod.
Honshitsu  [developer] Sep 15, 2016 @ 9:13pm 
@Bignutt due to (apparently, VERY) popular demand- I've made a forum thread. https://ludeon.com/forums/index.php?topic=26151.0
Jak_Talion Sep 16, 2016 @ 1:16pm 
thanks very much i went and dl it
thanks again for posting there im looking forward to checking it out this weekend
J3utzi Sep 18, 2016 @ 4:57am 
can u seperate the mining and the gardener? and maybe make a list where the robots appear, like the animals tab its rly hard to set them to zones if u have some
Honshitsu  [developer] Sep 19, 2016 @ 10:49pm 
@J3utzi I cant make a robots-tab, or do anything more indepth with robots; as this is merely an Xtension mod of Misc. Robots which is made by Haplo. I don't plan on seperating the Mining and Gardening robots, as it stands there are kitchen bots capable of garden and cooking, while construction bots can mine. It sort of makes logical sense, and I personally think that it has enough robots now (Due to the way I had to add tiers, it has 4x3 robots + hauler and crafter... many x.x')
A Big Hairy Monster Sep 21, 2016 @ 12:31pm 
Suggestion re: the upgrading thing. Didn't see if his suggestion was more complex, but if it was just a case of 'Turn my Tier 1 bots into Tier 2', you could add in an alternate recipe set that would just use the tier 1 base station as an ingredient. Assuming thats possible. People who wanted to upgrade could then uninstall the lower base station, deposit it somewhere, and then upgrade it and put it back down as the Tier 2 version. Obv would need to include the upgrade unlock in the research.

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).

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