RimWorld

RimWorld

Base Robots Expansion (1.2)
34 Comments
Blackwater3229 18 Jan, 2022 @ 4:38am 
Maybe some of the other guys can help you, or just ask them to update it for you.. Just ask Dubwise etc. ;)
Daniel_USA  [author] 18 Jan, 2022 @ 1:55am 
@blackwater.

highly doubt it, as it requires c# coding that I have no idea how to update.
Blackwater3229 17 Jan, 2022 @ 5:26am 
Hello Daniel. This Mod is georgeous. But it seems, it doesn´t work on 1.3 is there any chance for an update in the future?

Cheers.
King 18 Jun, 2021 @ 5:14pm 
Thanks for providing the info to change the prices for the bots.

I hate having my cleaning robot commit suicide because every time a prisoner has a tantrum or a jailbreak it rushes to him to go clean up the dirt he made breaking stuff and they kept breaking.
Daniel_USA  [author] 22 Dec, 2020 @ 3:15pm 
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 1680426495

just change the prices with a text file editor.
hekele 22 Dec, 2020 @ 2:27pm 
I was so delighted to get my robots back after 1.2. My games have felt so flat without, but wow, I hadn't realized it was going to move them into what is, for me, waaaaay late game. I prefer early and mid-game colonies and often give up and start a new one before ever getting to fabrication, let alone advanced fabrication. Any way to maybe add a setting to adjust the prereqs for this back a bit so it's useful more in mid-game? Seems odd to be able to craft superior bionic limbs before I can make a cleaning bot. :P
Daniel_USA  [author] 10 Nov, 2020 @ 10:17pm 
Thanks to Mlie it's now 1.2 compatible!

You will need to download Base Robots again (it's a different URL) and Harmony.
Daniel_USA  [author] 25 Sep, 2020 @ 7:37pm 
no, i dont know how to update the C#
Sir_Wun 23 Sep, 2020 @ 7:43am 
Any plans of updating this? I like the look of the bot.
Sasha Fox #SaveTF2 24 Mar, 2020 @ 2:38am 
Same I would like the mod updated too if possible?
Tommy Gray x Land Raider 29 Feb, 2020 @ 12:32pm 
update for 1.1 plz
Daniel_USA  [author] 4 Feb, 2020 @ 12:06am 
I didn't design any of the robots actually. The mod creator Arcane Chill made the cleaning and hauling robots by hand. I took the mining robot from a Mega Man game and the RoboJack was from a B18 robot that wasn't updated so I just took the mod.

I got a GitHub account because I used to contribute to the modder.

Here is the source code for B18 Base Robots https://github.com/bkjohnson/BaseRobots/releases/latest

Let me know if there is anything you can do or if you want to do anything with it. The biggest thing is being unable to fix robots.
lilwhitemouse 3 Feb, 2020 @ 10:52pm 
I subscribed to the mod and figured out what I needed, and haulling bots now haul automatically to storage (animals aren't smart enuf and don't have fingers, so can't haul to storage - robots used to be the same).

As far as github goes....it's got a lot of really powerful/complicated tools, but it's not TOO hard to just host a mod there, just by poking around with the options it gives you. I still don't know what I'm doing half the time, but it's doable.

The hauling bots are really cute, btw. I'll have to look at some of the new bots you made - I've just been making sure things work right now, no real playing.
Daniel_USA  [author] 3 Feb, 2020 @ 9:47pm 
feel free to add me on steam if you want to do stuff with the mod.
Daniel_USA  [author] 3 Feb, 2020 @ 9:46pm 
I don't know how to use git hub. I also didn't make any of the C# coding but it is on the original Base Robots and there is a github for the original account although it is almost 4 years old now.

If you want to edit base robots expansion feel free to piggy back off of it just make sure you link it to base robots.

As far as being compatible with deep storage the robots just use a normal pawns hauling job so any job a pawn would do a robot should in theory be able to do it.

i don't know how the code is written but from what I could parse it basically creates a new pawn type called "robot" that only does simple jobs.
lilwhitemouse 3 Feb, 2020 @ 9:07pm 
Altho I have a mod that will probably include batteries that shouldn't get too hot....maybe I will peek at what the author did :)

Boom!

PS - your robots should be compatible with Deep Storage shortly. I don't suppose you would host your mods on, say, github? It would make it easier for some people to access them.
"The" SeanMacLeod 24 Sep, 2019 @ 9:54pm 
Ah. Well then....
Daniel_USA  [author] 24 Sep, 2019 @ 2:12pm 
no i meant the batteries that I created for this mod not batteries from the base game.
"The" SeanMacLeod 21 Sep, 2019 @ 11:19pm 
Like in A16? That's when I learned it lol
Daniel_USA  [author] 21 Sep, 2019 @ 9:26am 
lol, trust me, it used to be worse.
"The" SeanMacLeod 20 Sep, 2019 @ 8:30pm 
Already did that one by accident; learned the hard way not to build batteries right next to each other :lunar2019laughingpig:
Daniel_USA  [author] 20 Sep, 2019 @ 8:25pm 
destroy all humans? have you tried to put the batteries in different areas of your base and blowing them up? LOL
"The" SeanMacLeod 20 Sep, 2019 @ 7:21pm 
How about a wooden robot that tries to destroy all advanced technology? :bigGrin:
Daniel_USA  [author] 19 Sep, 2019 @ 11:43pm 
I've been wanting to continue making mods it just takes so much effort. If you want you can just change the role in the xml. I have left notes in it so you can find the exact place with the information you have to change.

I've wanted to make robots made of wood and like pork chops or something lol.
Tommy Gray x Land Raider 19 Sep, 2019 @ 11:55am 
I was thinking of you making a new type of robot: the Mk. III Maintenance Buildbot. This robot has a 20 in construction skill but cannot actually construct buildings; instead it can repair structures, fix broken down objects with a component it carries, deconstruct roofs, structures, & floors, and deliver resources to blueprints. Its station doesn't consume lots of power, less than the mining robot and the robojack.
Daniel_USA  [author] 27 Apr, 2019 @ 9:32am 
They can't be repaired. They just die.

The game treats them as pawns.

The batteries on the other hand are highly explosive and will probably kill and destroy everything near it.
Crossblue #1863 26 Apr, 2019 @ 1:49pm 
Question. Is there a way to repair the robots when damaged from melee/gunshots? Furthermore, what happens if they die from too much damage?
Daniel_USA  [author] 24 Apr, 2019 @ 5:48pm 
Thank you.

BTW I have made notes inside the .xml files in case you want to change the cost of the batteries and chips.
Crossblue #1863 24 Apr, 2019 @ 5:11pm 
For some reason it wasn't originally working. Reloading the game fixed it. Love this mod!!
Daniel_USA  [author] 24 Apr, 2019 @ 12:10pm 
they only don't auto-activate if you manually tell them to recharge.

It's supposed to be that way.
Crossblue #1863 24 Apr, 2019 @ 7:19am 
@Daniel, is there a way to have robots auto-activate after fully recharging?
Daniel_USA  [author] 12 Mar, 2019 @ 8:33pm 
lol What secrets do you hide Vitruvian Bot?
"The" SeanMacLeod 12 Mar, 2019 @ 7:30pm 
The "Vitruvian Bot" strikes again!
:steamHappy:
Daniel_USA  [author] 12 Mar, 2019 @ 7:12pm 
IF YOUR SAVE FILE BROKE YOU NEED TO DOWNLOAD BASE ROBOTS EXPANSION AND LOAD THAT DIRECTLY AFTER BASE ROBOTS