RimWorld

RimWorld

RoboJack (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Job splitter actually has jobs for the various better robots but it is very outdated.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
thebongmaster 31 Dec, 2019 @ 10:02am 
The bot is unrestricted, they cut berry bushes fine, but ignore all the trees i marked for cutting. not sure if there is a conflict with another mod or not, all other bots i got do their jobs fine tho. hauling, cleaning, mining. its just the robojack that finds its prime function difficult X3
Daniel_USA  [author] 31 Dec, 2019 @ 12:29am 
all this robot does is cut plants just like a pawn would. if you don't mark the trees to get cut it wont cut trees on its own.

if you did mark the trees for cutting did you set a zone because the robot might not be able to go into the zone.
thebongmaster 30 Dec, 2019 @ 1:50pm 
No idea why, but the robot is just wandering and ignoring the trees :/
Daniel_USA  [author] 13 May, 2019 @ 11:46am 
then I don't know what to tell you lad. Either some other mod is breaking the table from appearing.

You don't have the required tech unlocked. You are overlooking the icon in the menu.

You need to have a hi-tech research table and the multi-analyzer.

If you use another robots mod like misc. robots the two won't work together.

If you still don't know what to do then unload all your mods, load up base robots, base robots expansion, robojack. go into a world. turn on god mod. unlock the research for all the robot techs. and go into your buildings tab.
MayCo 12 May, 2019 @ 10:17am 
I watched the video again. However there is no robot table option for me. I also have the mods in the correct order.
Daniel_USA  [author] 12 May, 2019 @ 9:40am 
Sorry, You need to download Base Robots Expansion, and check out that video.
Daniel_USA  [author] 12 May, 2019 @ 9:39am 
You need to build the robot table. then at the robot table make robot batteries and robot chips.

Then with the chips you make the robots.

If you need extra help, consult the video.
MayCo 12 May, 2019 @ 9:38am 
I have researched the techs but am unable to find the options to build it. Where is it located?
Daniel_USA  [author] 12 Mar, 2019 @ 9:30pm 
NOW REQUIRES BASE ROBOTS EXPANSION. PLACE UNDERNEATH BASE ROBOTS. YOUR SAVES WILL MOST LIKELY BREAK WITHOUT IT.
Beats-With-BothHands 8 Mar, 2019 @ 12:01pm 
Cult Mechcanicum approves 101001101001001010100101001001010010100100111101
Daniel_USA  [author] 2 Mar, 2019 @ 11:38pm 
i thought you didn't know how to speak english and made some grammar errors. I have seen the lorax.
CheifCommissar 2 Mar, 2019 @ 11:22pm 
You've never seen the Lorax have you? :)
Daniel_USA  [author] 2 Mar, 2019 @ 11:16pm 
End tier. Not recommended until you have a well established economy. and even then it will take some planning to make. but once made you will never need another wood cutter ever. (until it get destroyed by raiders or wild animals!)
CheifCommissar 2 Mar, 2019 @ 11:04pm 
How ba-a-a-ad can I be? I'm just building the economy
Daniel_USA  [author] 1 Mar, 2019 @ 1:23pm 
Did you see the video? it takes less than a second to cut a tree down. requires no food. has no emotions.

but I am working on making it easier to craft. I am hoping to add custom "parts" instead of just getting raw material because the pawns need to haul every single object to the station before they begin. for now I would suggest not to get it until your end game and can spare a pawn that is solely meant to craft.

build storage racks that hold the material adjacent to a work table so pawns don't walk across the map and change the radius so it isn't unlimited.

For now I can't see a way to balance it without having it require a crap load of materials.
The Lich 1 Mar, 2019 @ 8:57am 
Crazy requirements for just one. D: