RimWorld

RimWorld

VFE Mechanoids - Makeshift Robots
46 Comments
Rachel L 2 Nov, 2023 @ 7:35am 
Someone needs to update this to 1.4
Capataina  [author] 25 Jul, 2023 @ 9:42am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3008937184

For those who want the basic maid mechanoid, I made a new mod for 1.4 that utilises the mech system from vanilla biotech expansion to add a maid mech.
Capataina  [author] 3 Jul, 2023 @ 2:22pm 
If I ever get back to modding, I'll just let the new creator know and we can arrange something then, but until then, this mod is up for anyone to use it and update it and share it as long as they also link this mod.

Thanks everyone.
Capataina  [author] 3 Jul, 2023 @ 2:22pm 
I most likely won't update this mod, just so everyone knows. I stopped developing mods for games so if anyone wants to take this mod and update it, go ahead.
SCVL 28 Oct, 2022 @ 2:15pm 
Will this have 1.4 update?
Capataina  [author] 4 Oct, 2022 @ 3:25am 
I'll change it, thanks
Joomin 3 Oct, 2022 @ 9:33am 
Well i reloaded the save and it fixed the missing parts error, but then I realised I still had an issue with locks only after reading through the comments. Can you please change your description to include mod incompatibility with Locks 2, specifically this part of your mod description 'Should be safe to add mid save and also should be compatible with every other mod out there." Thanks for the great mod.
Joomin 3 Oct, 2022 @ 9:08am 
So i bought a couple of maid bots from a trader, theyve charged up and now they just wonder around not doing any actual work. Mechanoid parts are listed as 0/15? Whats going on here?
Myst Leissa 30 Sep, 2022 @ 3:35pm 
@Captaina, I'm just going to say this for the sake of "Incase you didn't know". No software is immune to bugs; and your denial of their existence (to say nothing of the denial of your human nature) has earned you a spot on my "Don't install this author's mods" list.
Capataina  [author] 18 Sep, 2022 @ 8:22am 
Hello everyone, so for some reason a lot of people are coming in with bug reports. There is literally no way this mod can have any sort of problems or bugs within it. Please check your mod list before posting things about compatibility here.

I utilised Vanilla Expanded Framework and Vanilla Mechanoids Expanded for the robots themselves, meaning if there are any bugs with the robots, its due to the vanilla expanded team themselves, which is highly unlikely.

Generally most of the conflicts are caused by known incompatibilities, conflicts or incompetent modders who released their first ever mods not knowing how to properly write protected overrides or proper harmony fixes.

Hope this clears things up for those who are having problems with their games. Please try and fix your mod list and get rid of the mods known to have multiple conflicts and incompatibilities with other mods. (Locks 2 for example.)
shane_357 17 Sep, 2022 @ 7:03pm 
Okay he successfully 'built' the cleaner. On an empty spot with no station. It's somehow charging.
https://gist.github.com/HugsLibRecordKeeper/c9467ea02913a57ad08447f66bd646aa
shane_357 17 Sep, 2022 @ 7:00pm 
I've got a bug where a pawn keeps wasting components to 'rebuild' a makeshift cleaner. I even got rid of the station and he still goes back to the same spot, using my components.
Capataina  [author] 13 Sep, 2022 @ 11:03am 
locks 2 has known bugs and terrible performance. I'd recommend taking it out in your next playthrough, although ofc you can keep using it but we have heard many other complaints from it
SamB 12 Sep, 2022 @ 3:39pm 
Thanks for the quick response, yeah I am using locks 2 so I assume that is the culprit, I did try to set that up with the makeshift bots under the "allowed creatures" filter for each door but still didn't work.
Capataina  [author] 12 Sep, 2022 @ 3:17pm 
I hope this comment finds its way to you so you can troubleshoot your game, if that doesn't work you can also tag me in troubleshooting chat in discord, my name on discord is the same as here
Capataina  [author] 12 Sep, 2022 @ 3:16pm 
that is most likely caused by locks mod. If you have locks 1 or 2, I'd get that checked out. Otherwise it could also be caused by certain pathfinding mods or even some of the "doors expanded" types of mods. I'm using VFE-Mechanoids core to run the mod and vanilla expanded series are one of the most well known mod series so highly doubt that the bug is caused by anything related to the robots or their state machines
SamB 11 Sep, 2022 @ 3:03pm 
Not sure if it's an issue with this mod specifically or robots in general, but I have found that my makeshift bots struggle with pathfinding, namely they won't go through doors unless I have commanded a colonist to keep them held open
Capataina  [author] 10 Sep, 2022 @ 4:28pm 
bruh
Kiyoshii 8 Sep, 2022 @ 11:26am 
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Bonible 8 Sep, 2022 @ 3:59am 
@Capataina

It's finished! Check it out, see if it's okay.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2860233014
Bonible 7 Sep, 2022 @ 4:08am 
Ooah, okay! Sure thing.
Capataina  [author] 7 Sep, 2022 @ 2:44am 
Hey,

You could use my mod if you want to. I was planning on making a combat extension myself as well, where I add the makeshift versions of the combat mechanoids. Although, if you really want, you could just make it yourself. Just please make sure to add my mod as a required item.
Bonible 7 Sep, 2022 @ 1:21am 
Is it okay if I use/edit this mod as a base for making cheap combat mechs, and upload the result?
I respect your idea of balance, but I have specific niches I wanna fill myself :bfassault:
SirArlen 7 Sep, 2022 @ 12:39am 
since makeshift bots are really bad at skilled labor, stonecutting is probably the best job. No bad tend quality, no low mining yield, no low plant yield, etc..
Gutterpunk 6 Sep, 2022 @ 6:08pm 
Robo-bartender! Sits immobile by a table/bar, tells amusing stories and keeps the bar clean reducing poison chance lol
Capataina  [author] 6 Sep, 2022 @ 3:08pm 
oh that is definitely not possible no. My pawns' thinking tree is using vfe mechanoids framework.
Noisy Koi 6 Sep, 2022 @ 3:01pm 
would it be possible to make this work without needing mechanoids expanded? I seen some other mods use the mechanoid charging stations with just the VE framework dependency
Capataina  [author] 6 Sep, 2022 @ 1:05pm 
the problem is I cannot make it so that they only treat non life threatening things, and I wouldn't want my robot with 3 medical skill to tend my best constructors' infection and waste a whole tending cycle. adding a range limit also is quite hard as I'd need a new thought processor
Luigipunch 6 Sep, 2022 @ 1:03pm 
I feel like a harvesting robot would be the most balanced, maybe exclude them from planting so that food production isn't made too easy.

As for balancing medical robots, maybe make it so they have a limited movement range? That way they can't go out and rescue people but can still help out your better doctors early game.
Capataina  [author] 6 Sep, 2022 @ 12:34pm 
lmao sure I can change it when I update the mod to add the next robot
making a separate just for that is unnecessary amount of work and download for others imo

also, what would you all want to see as the next robot? I'm working on anything excluding robots used in combat as those shouldn't be easily accessible imo. I'm in between a bot that does planting/wood cutting and medical things, which would suck since makeshift bots are generally bad at everything
SirArlen 6 Sep, 2022 @ 12:30pm 
finally, waifu bot. Can i suggest the mood buff be something like "maid bot in colony"? just uwu kinda out of place
Capataina  [author] 6 Sep, 2022 @ 12:11pm 
also, didn't mean to make 3 separate comments but I was mostly planning a makeshift cooking bot and decided to combine it with broadcaster, and a maid seemed like the closest thing to that idea
Capataina  [author] 6 Sep, 2022 @ 12:09pm 
I genuinely don't know how to make things toggleable in settings/xml extensions at all
Capataina  [author] 6 Sep, 2022 @ 12:08pm 
use cherry picker please, its a tool to remove items/things you don't like in the game
The Dutchman 6 Sep, 2022 @ 11:56am 
Dont suppose theres a toggle in settings to get rid of the maid bot? Not a fan of the 12 yr old weeb fetish
node118 6 Sep, 2022 @ 2:11am 
Excellent
Duck56 5 Sep, 2022 @ 1:15pm 
nice!
Capataina  [author] 5 Sep, 2022 @ 11:52am 
New mod released, for those who are interested. Adds all robots from VFE-Mechanoids, along with the robots from the drones and the prison control extensions to traders. These are rarer but as much as I wanted to make them rare, there is literally 15 of them. You might get a fair bit of these on your traders, hence I limited their rates. It feels good, you generally get 3-5 different robots per trader, almost all different robots.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859186786
Capataina  [author] 5 Sep, 2022 @ 10:49am 
the mod should be up in like 30 mins after I'm done with dinner
Annabellee 5 Sep, 2022 @ 10:42am 
ah got you and thanks it the one thing that little miffed me about mechanoids is you can't buy them from traders.
Capataina  [author] 5 Sep, 2022 @ 10:35am 
The extra energy required is the energy needed to charge the bots. That is inherited from the actual mod itself, where the station itself requires 125 charge every second and the robot on it requires 1200 to get charged. I tweaked the values to make them lower. In the original mod its somewhere up there in 1800 for charging and 200 for the station or similar.

Also, I will make patches to add the other ones to traders as well.
Annabellee 5 Sep, 2022 @ 10:31am 
if you do due the orbital traders patch can you add support of VFE - Mechanoids : Drones and VFE - Mechanoids : Prison control droid https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2569327150 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2420140013
Annabellee 5 Sep, 2022 @ 10:24am 
Yes pls also the info said in needs 125w but the actual stations need 1325 w is that when error?
Capataina  [author] 5 Sep, 2022 @ 8:55am 
if you guys want I can add some of those from vfe mechanoids to like orbital traders as well in a separate simple patch
Annabellee 5 Sep, 2022 @ 7:35am 
sweet love these can be bought from traders wish some of the main ones can be bought from traders
Vardens 5 Sep, 2022 @ 6:39am 
Just what I needed. Good work