RimWorld

RimWorld

Bots Charge When Idle
30 Comments
PGMP 15 Jul @ 5:12pm 
The mod sometimes also prevents you leaving the map after forming a caravan. Most likely because one of the bots its recharging or something.
PGMP 15 Jul @ 4:16pm 
The mod works ok but the mechs keep going back and forward between tasks. Specifically the agri mech moves back to the recharger ( set at 95% ) , go and chop 1 tree then move back to recharge, then chop another tree... and repeating. Until another mech obstructs the recharger.
ThroatGOAT 15 Jul @ 6:38am 
This mod, unlike the other mod that purports to do the same, actually works. This one is great, and you did a good job updating it. Thank you.
MezzerliptikJay 10 Jul @ 6:50am 
Thank you for the update
Doug  [author] 10 Jul @ 2:36am 
Updated for 1.6
Porcyon 2 Jul @ 6:07pm 
Any thoughts on a 1.6 update?
Wintermist 18 Jun @ 2:35pm 
It does seem to still work in 1.6, so far from what I've seen atleast
Wintermist 16 Jun @ 8:03pm 
Does this work with 1.6 or did they fiddle around too much for that? :D
Monkey Magic 23 May @ 9:58am 
@Doug - Great mod. I was gonna make one myself - glad I don't have to. One thing though, I was planning a "self-charge spot" and have mechs search for, and go there if possible before powering down if no chargers are available.

The idea being to make sure they don't power down who-know's where. It would have just been a standard spot structure, cyan like player-controlled mechs. Think you could add something like that to your mod?

Also, please add the dependency for Biotech and Harmony in your about file.

@Sylen - your issue is likely down to another mod. Parademics work fine with this mod.

@olaflex0306 - Sstats for an item/pawn/building are set on spawn. Unsubbing mods that add items remove them, but unsubbing mods that just change things will only abandon them. Recycling them is always required if possible

As for replacing the newly spawned mech faction - there's an option to set this in dev mode - you so did not really need another mod for that :/
WJSabey 21 Jan @ 6:52pm 
Is it possible to make all mechs that have the "patrolling" job instead of "wandering" exempt from this instead of hardcoding militors? Combat mechs from mods really ought to still patrol when set to work. Anyone who wants them to be dormant can put them in another control group and set them to "charge" mode.
olaflex0306 3 Jan @ 11:50pm 
the fix was to destroy them via dev mode, dev mode more lifters in, teleport my mechanitor to them and having him recontrol those new mechanoids, I needed another mod for this to replace the mech's faction as they spawn in as wild mech
olaflex0306 3 Jan @ 11:45pm 
after I uninstalled this mod, lifters no longer lift anything, just wander

no error logs, im kind of annoyed ;/
1322837 30 Dec, 2024 @ 8:31am 
After i installed this mod lifters no longer carry prisoners to gene extractors
Pasaway 17 Nov, 2024 @ 11:06pm 
@Sylen: (this mod might be stopping paramedics from rescuing people)

I get around this by drafting and un-drafting the paramedic. It isn't ideal, but it does it least work.
megabot 16 Jun, 2024 @ 2:01pm 
I would like to note that the pristine assembler from "alpha mechs", when set to work, says it is "patroling" but ends up in the dormant self charge mode, which means it does not take up any energy but still produces resources. I assume that this is an oversight
Sylen 14 May, 2024 @ 8:28am 
It seems this mod might be stopping paramedics from rescuing people.
I've had my mechanitor downed and the paramedic in work mode just kept sleeping without a care in the world.
Tam 11 May, 2024 @ 2:33am 
You are a godsent. Thank you so much for your work!
Doug  [author] 10 May, 2024 @ 1:17pm 
@Tamm My apologies! That makes perfect sense. I've pushed an update that returns charging interruption logic but only if not a militor or tunneler! Hopefully that satisfies everyone.
Tam 10 May, 2024 @ 5:14am 
Greetings. No clue why you did remove recharge interrupts just because 1 random guy complained - it was the main feature of this mod. While tunellers indeed do not benefit from this mod and have to be set manually, all other bots need this feature - constructoids interrupt recharge and rush to broken component asap, hauler do not let the corpse rot etc etc. Now they do not perform that.
Please return this feature.
DadRadSkittle 30 Apr, 2024 @ 7:35am 
Could there be something added to this so that escort mechs will self charge while their mechaniator is sleeping or resting?
clrns12 29 Apr, 2024 @ 5:57am 
you are the G.O.D
SUPER THANKS!!
Doug  [author] 27 Apr, 2024 @ 6:47pm 
@Puppydoll okay I removed the logic that caused early interruption of charging. If you see any adverse side-effects let me know and I can revert the change.
Puppydoll 27 Apr, 2024 @ 8:57am 
Alright, gotcha. That effectively makes it so they only use 10% battery at any given time though? (If they don't idle, ie have a job at all times) My main problem is my tunneler's going from recharge point to drill way too often since it only charges 10% above its minimum, and then goes to work immediately. This system works fine for bots that have idle time but seems to be a problem for bots that do have work without downtime.
Might just do a patchwork solution and move the charger next to the drill since tunnelers move pretty slow, but.
Doug  [author] 26 Apr, 2024 @ 8:53pm 
@Puppydoll I think if you set minimum to 50% then the bots would charge to 60% (min plus 10%) and then start looking for available jobs.
Puppydoll 26 Apr, 2024 @ 6:57pm 
i see! thank you for pointing that out. will they still stop charging after a moment/not to 100% even if i set it to like 50% minimum, since they're above 10%?
Doug  [author] 26 Apr, 2024 @ 4:15pm 
@Puppydoll yea this mod would be responsible for that. You can see the line of code here https://github.com/dougbenham/Rimworld-BotsChargeWhenIdle/blob/bec75ce131be63794bd85952f1d745bf36b067da/Source/Main.cs#L55

Basically you should set your recharge settings to have a higher minimum. This mod forces bots that are charged to min+10% to start looking for jobs.
Puppydoll 26 Apr, 2024 @ 1:28pm 
i assume this is the culprit but i seem to be having an issue where tunnelers specifically when recharging seem to apply the behavior while at a charger? i'll watch them and notice the charging animation flicks off for a second like the dormant ones do when they're idle, and thus my tunneler seems to charge only to 15% before going back to work despite being set to charge to full.
wws_kyon 21 Apr, 2024 @ 8:31pm 
Thanks for your work
Doug  [author] 20 Apr, 2024 @ 3:09pm 
Sure, done
gclef 20 Apr, 2024 @ 12:26pm 
thanks for updating! can you send a PR to the github with your update if possible? I don't mind your update to this being the main mod for 1.6 as long as it has the github link