RimWorld

RimWorld

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RoboJack (1.2)
   
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Mod, 1.0, 1.1, 1.2
File Size
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693.107 KB
27 Feb, 2019 @ 9:17pm
10 Nov, 2020 @ 10:12pm
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RoboJack (1.2)

Description
RoboJack, a robot lumberjack. No tree too tuff. (Original mod author white_altar)

RoboJack is a plant cutting robot. This means he will cut plants like trees but will also cut grass and even attempt to harvest plants.

I recommend you create a robot area and put the RoboJack in a defined area so he doesn't go around and harvest stuff you didn't intend for the robot to do.

He is considered a robot with the Plant skill at 20.

Not Compatible with:
"separate tree chopping priority" mod

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This is an update of a B18 mod of the same name. The mod is/was published under the name of a user that goes by McJohnson now. If anyone complains about the textures I will gladly remove them. This mod appeared to be incomplete. There was code where the author wanted to have the robots use actual saw blades but it was never incorporated. I have no idea how this would or did work but I removed it. Comments in the original mod lead me to believe the only thing missing was a texture file to have saw blades that moved.

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Thanks to Mlie for 1.2!
26 Comments
Daniel_USA  [author] 2 Nov, 2024 @ 9:21pm 
no
Lord of the Hold 2 Nov, 2024 @ 11:15am 
Does this still work in 1.5?
Daniel_USA  [author] 7 Jun, 2021 @ 10:34pm 
I made the mod that way because it wasn't hard to gain silver with a bunch of the most popular mods such as Hospitality or the Oil Drilling mod make it easy to save up also I don't want people to rely on robots exclusively since when the prices were cheap I would stop gathering pawns and keep my base from being raided because the game relies on counting your pawns to create a threat level.

If I balanced it based on vanilla prices they would be too cheap to produce. I want the bots to be a goal to go after not used as a replacement.

I also fully detailed the xml for players to customize the pricing and items required for their own personal game.

EmperorVolo 6 Jun, 2021 @ 11:09am 
Cool mod but you probably shouldn't balance this mod based on mods people may or may not have. I'm not aware of any traders who have unlimited silver to gain this amount of silver.
Daniel_USA  [author] 19 Dec, 2020 @ 11:20am 
The prices are built around having other mods which supplement your income.

some mods have items that are worth millions of silver so I just balanced it around that but you can customize the costs in the xml .

It's located in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100

mod number 1668774441

just change the prices with a text file editor.
Sasha Fox #SaveTF2 24 Mar, 2020 @ 9:19pm 
Will this be updated to 1.1?
Daniel_USA  [author] 1 Jan, 2020 @ 12:04pm 
If you want something similar i suggest you get complex jobs or job splitter.

Job splitter actually has jobs for the various better robots but it is very outdated.

I recently switch over to complex jobs. I did use job splitter until like 2 months ago.
thebongmaster 1 Jan, 2020 @ 8:32am 
the tree chopping priority wasnt really making any difference anyway so no loss removing that mod X3
Daniel_USA  [author] 31 Dec, 2019 @ 2:42pm 
ah, would make sense since technically the robots are their own type of pawn race so if the separate tree chopping priority changes anything for certain pawns that would do it.

I imagine it creates a new work definition that just targets trees and is separate from plant cutting.

If you feel like being adventurous you can open up separate tree chopping mod and find out what the name of the new work type is then go into the robot pawn race xml and it will say something like "plant cut 20" just follow the coding convention and add the new work type to that.

basically copy and paste the code section and replace plant cutting with the new work type.

the section should be something like <blahblahblah>

yes they can have multiple work types.
thebongmaster 31 Dec, 2019 @ 10:58am 
Solved it! do not use the "separate tree chopping priority" mod with them :I