RimWorld

RimWorld

Project RimFactory - Drones
230 Comments
oscarmdsh69 11 Jul @ 2:11pm 
1.6 update coming?
technolibra 3 May @ 1:15am 
having different colored drones would be cool
blackrave 18 Mar @ 8:46am 
Just noticed something- drones are not immune to toxicity.
My construction drone was building inside tox gas and perished from toxic buildup
Is it intentional or overlook?
IG_Monster 10 Mar @ 7:58pm 
Where is the 20 maximum drones set in the files? I cant find it and Id like to change it back to 50 maximum drones, but cant find it in the documents.
Blotto 8 Nov, 2024 @ 11:29am 
doesn't work with the mod Quarry
ShinUon 29 Sep, 2024 @ 6:17pm 
This mod lets me almost entirely automate my base. What still doesn't get automated from PRF are the Resource Consoles from Rimefeller.

Is there a solution to that?
[IoD]Sn1p3rr3c0n  [author] 16 Sep, 2024 @ 9:31am 
@FrozenSnowFox
Sure we can do that. I’m assuming we should also remove the patch we have on Project RimFactory itself for your mod.

@Smock
Without a HugsLib Log I can't help you. If you are uncertain on how to get that please check: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log
Smock 19th BN 15 Sep, 2024 @ 7:56pm 
after a few days of drones, I have them stopping all over the map, throwing job logging excepetions for object refer3ence not set to an instance of an object. Any fixes? Ive been deleting them thru dev, but theres so many
FrozenSnowFox 10 Sep, 2024 @ 9:45pm 
Could you please remove the compatibility patch you have included for Complex Jobs 1.5. Its outdated and causing issues for people. Also the 1.5 version of my mod includes its own compatibility patch for Project RimFactory - Drones already so its not necessary anymore.
Bard 19 Aug, 2024 @ 7:05am 
restarted the game and it worked fine... did not change anything... probably some other mod created a conflict that broke it for a while. But thanks for the help since I discovered that HugsLib logs are a thing! Will be very useful
[IoD]Sn1p3rr3c0n  [author] 17 Aug, 2024 @ 10:22am 
@Bard
Drone should be able to interact with IO Ports.
If they are not it might be a Modconflict. A HugsLib Log may reveal more details.
Besides that, you could test with just rimfactory and that should work.
To find the conflicting mod a Binary Search is very efficient.
By removing ~50% of your mods recursively you should be able to narrow things down fairly quickly

If you figure out what is causing this issue please let us know.
Bard 17 Aug, 2024 @ 9:42am 
for some reaons it seems that the drones are not interacting with the I/O ports for the Archival Storage unit? (Or probably no IO ports at all) Is there a setting I am missing or something?
[IoD]Sn1p3rr3c0n  [author] 5 Aug, 2024 @ 8:02am 
@Cassie
Should be resolved as of Rimfactory v2.8.6

@XiaoXiao
I’m afraid I don’t really understand your question.
Flopius lll 3 Aug, 2024 @ 8:34pm 
Might be a stupid question but why this mod over mechanaitor?
Cassie 5 Jun, 2024 @ 2:15pm 
Nailed it down to it stopping to work at a certain amount of stacks full. A temp workaround is to deposit a few items out until the drones work again and pausing any more depositing to the storages until you trim the stacks down more.
Cassie 5 Jun, 2024 @ 1:44pm 
Did some more testing and it started working again when I deleted all digital storages. Could be something with stacking maybe, or too many products in there.
Actually tried again, deleted a 700 stack storage and it started working again. Definitely problem with stacking
Cassie 5 Jun, 2024 @ 12:32pm 
I am getting the caretaker drone getting stuck at home plate but not with Advanced IO. I had normal IO built and linked to digital storage, then after a while they stopped working. Tried the suggested with zones here and it did not work. So I deleted all the IOs, and it did not work again. There must be something else at play here. I have no IOs at all on the map now and they are still stuck.
Phoxly 31 May, 2024 @ 9:32pm 
For some reason my Mk. II cultivator drones won't harvest neutroaleaf from:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222103279
[IoD]Sn1p3rr3c0n  [author] 31 May, 2024 @ 3:01am 
@OMG67
Your Error appears to be caused by “EnhancedBeliefs” maybe report it to them.
[Я_Я] OMG67 28 May, 2024 @ 9:16am 
This error pops up constantly in my game:

Exception ticking Drone (at (143, 0, 63)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4D282607] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Here's my log:
https://gist.github.com/HugsLibRecordKeeper/a23c09f7603a09a79c8c73f48514bdac
Potato.tech 26 May, 2024 @ 4:37pm 
@kezzack thanks for that. sounds like a good temp fix for now
Cairtean 24 May, 2024 @ 2:46pm 
@Potato.tech assigning drone stations to a zone just for them that covers your base but excludes tiles with advanced io ports seems to work for me
[IoD]Sn1p3rr3c0n  [author] 22 May, 2024 @ 2:38am 
@Potato. tech
Hmm while I did not see those errors in my log, i finally was able to reproduce the issue.
It will be tracked under https://github.com/zymex22/Project-RimFactory-Revived/issues/793
Potato.tech 22 May, 2024 @ 2:24am 
@[IoD]Sn1p3rr3c0n that log is from during the issue

to recap, with an advanced io port on the map targeted to a digital storage unit, house keeper drones will pile up on their home plate

removal / deactivation of the io port restores functionality to the house keepr drones
[IoD]Sn1p3rr3c0n  [author] 22 May, 2024 @ 2:06am 
@Potato. tech
Is that log from after the issue occurred for you?
MercuryDoll 19 May, 2024 @ 2:20am 
I noticed that drones are not unimpeded by terrain and slow down crossing snow and water. Is it possible to "fix" this by patching VEframework's thing in somehow?
Potato.tech 16 May, 2024 @ 7:07am 
narrowed it down to the advanced io. also, this is happening on 1.5
Potato.tech 16 May, 2024 @ 6:45am 
after deleting my io ports and advanced io ports, the drones began normal behavior once again
i took a gamble seeing as that was the turning point in the drones no longer functioning for me, and it turns out that was the case

tl/dr, it seems something about the io / advanced io ports and the drones do not mix
Potato.tech 16 May, 2024 @ 6:40am 
Potato.tech 16 May, 2024 @ 6:38am 
okay, so i am not the only one having weird drone errors
like @MR.Vasiriev my caretaker drones will pile up after awhile. taking them back to the station does not fix it, and neither does replacing the station
side note, forbidding some items on the floor will get them to go back to the drone station. unforbidding them will make the drones pile up once more
[IoD]Sn1p3rr3c0n  [author] 12 May, 2024 @ 11:31am 
@bena
Tbh I’m not sure at that point, maybe they have some special constraints.

@MR.Vasiriev
Please don’t post raw error messages, instead post a Hugs Lib Log.
Fore more details on how to make a Report please check: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
MR.Vasiriev 12 May, 2024 @ 6:24am 
ProjectRimFactory.Common.HarmonyPatches.Patch_EndCurrentJob_DroneJobs:Prefix (Verse.AI.Pawn_JobTracker,Verse.Pawn,Verse.AI.JobCondition,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:Notify_PatherFailed ()
Verse.AI.Pawn_PathFollower:PatherFailed ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
ProjectRimFactory.Drones.Pawn_Drone:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
MR.Vasiriev 12 May, 2024 @ 6:24am 
starting job PRFDrone_ReturnToStation (Job_619590) A = Thing_ConstructionDroneStation11683 from JobGiver while already having job Mine (Job_616775) A = Thing_Limestone3483 Giver = JobGiver_DroneMain [workGiverDef: null] without a specific job end condition.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
MR.Vasiriev 12 May, 2024 @ 6:24am 
@[IoD]Sn1p3rr3c0n
I now find that even loading the factory series mod alone will cause the delivery drone to stop working after the game is running for a while (it will stop in place, turn off the base station and then summon the drones to pile up), and this will also cause the in-game Characters don't work either。
benai 11 May, 2024 @ 3:30am 
Can you tell me why your Wild plant collector isnt planting Neutrophyria (Mod: Underground Food) or Paracyte Thornbush (Mod: A RimWorld of Magic) and yes they are at 20?
aef8234 10 May, 2024 @ 2:35pm 
For power usage per drone, maybe there's a way to tie-in the overclock system with the fuel system? So that when the set fuel level is at X the building uses more power?

Also I would like some sort of building for "decoy" harrier drones: essentially drones that activate when a raid happens, then goes into melee doing 0 damage like all decoys to tie up raids/shamblers. Maybe even have them explode on death.
Tawnylure 1 May, 2024 @ 1:13pm 
Hey, reason people are asking is because it says its incompatible. If it is indeed compatible just update the mod so it reports its 1.5 ready!
[IoD]Sn1p3rr3c0n  [author] 28 Apr, 2024 @ 4:04am 
This is already compatible with 1.5 assuming you have Project Rimfactory Version 2.8.4 or later installed.
specopsbarton 19 Apr, 2024 @ 4:57am 
Update pls 1.5?
Kizzycocoa 13 Apr, 2024 @ 5:12am 
Will you be updating this for 1.5?
[IoD]Sn1p3rr3c0n  [author] 9 Feb, 2024 @ 12:22am 
@Zappy The Floof
Thanks for the Report. We will look into it.
Zappy The Floof 8 Feb, 2024 @ 8:45pm 
due to something changing in the SOS for 1.4 beta the drones now take decompression damage when outside the ship. Im not sure if this is something that i need to inform the SOS devs about
RabidHamster 22 Nov, 2023 @ 7:50pm 
Okay, removing [FSF] Complex Jobs 1.4 Remaster solved my issue. I'll miss the fine-tuning of work types, but getting my base hauled into order is more important.
RabidHamster 21 Nov, 2023 @ 2:00pm 
Is there anything I need to do to get the caretaker drones to haul? I've got materials strewn around my base waiting to go into the stockpile, and the caretakers will only clean and firefight. If I turn off cleaning (again with properly configured stockpiles with available space), all of the drones just go back intoto their station. The only checkable settings on the itab are: Firefight, basic, maintenance, and clean.
Dirmagnos 26 Oct, 2023 @ 8:52am 
I have no idea what is going on. Played for several hours today and everything was fine.
Maybe some script broke. Because it is the same save, nothing changed.
So somehow this problem was resolved.
[IoD]Sn1p3rr3c0n  [author] 23 Oct, 2023 @ 9:02am 
@Dirmagnos
Please consider submitting a Bug Report. For more details on how to do so please check https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Dirmagnos 23 Oct, 2023 @ 7:01am 
Started new game. Everything went fine for awhile. But then again, game started to stutter and active drones revert to packed status(game stutters only when there are drones around). Also 0 stack items started to appear at about same time.
Drone station has been on the same spot for hours and everything worked fine.
Dirmagnos 9 Oct, 2023 @ 11:07am 
Weird. No path blocking. Drone just goes about it day, then slight stutter occurs and its packed. I thought it maybe was some sort of error, but nothing in logs.
Drone station location itself has numerous entrances, none of them blocked. Maybe it has something to do with all of them being regulars doors, so they are rather slow. Dunno.
Before that station was positioned in a different area, main complex, no doors in it immediate vicinity as it was "general" zone. Then it worked fine.
Would it still happen, packing, even if drone is going out, not tries to get back to the station?
[IoD]Sn1p3rr3c0n  [author] 8 Oct, 2023 @ 9:21am 
@Dirmagnos
The Update I was referring to is already out. (Rimfactory V2.8.1)
Drones will only turn into their Packaged form, if you block their path back to the station.
Dirmagnos 5 Oct, 2023 @ 6:01pm 
I presume it is from same category, but i have periodic stutters and then drones just turn into pump...i mean packed versions.
Gonna wait for that update.