Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Exception ticking RPP_RechargeStation_Kitchen_V6679 (at (150, 0, 168)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B41E2F0F]
Please continue to report any bugs you find to the best of your ability, and enjoy using your Miscellaneous Robots in space!
@DerBastian Misc Robots came way before that DLC, and thus uses a completely different system. If we were to ever change over to the DLC system, it would be by the decision of the base mod's author - but I don't see that as being likely. For now, I'd suggest setting up areas which allow your robots to go everywhere except those workbenches you don't want them using.
@Komchan The root cause is probably a mod incompatibility, but extreme lag while one robot is trying to work is usually from it attempting to do a task, failing, but trying again every single frame. Enable debug mode and check the log to see what task is failing - that might give you a hint as to which mod is causing trouble.
a red log : https://pastebin.com/tqFYASbq
You can make a new mod (with About and Defs folders) and make a new recipe using the stock one as a reference. In this workshop mod's folder, there should be a Defs/RecipeDefs folder containing an xml which should have the definition for the component recipe. You could copy that, change the recipe's name and label, and increase the amounts for the "ingredients" and "products" by some bulk constant. Maybe add a line to give it a higher "workAmount" to make it a bit more balanced (the stock one is 100 work, defined by RPP_Recipe_FastItem).
Load your new mod after this one, and presto!
Because I mainly use robots++, I overwrite the top-level AIRobot, for simplicity. It can have a smaller coverage area.
<?xml version="1.0" encoding="UTF-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Pick Up And Haul</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="Base_X2_AIRobot"]/comps</xpath>
<value>
<li>
<compClass>PickUpAndHaul.CompHauledToInventory</compClass>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
Most recently, however, I have noticed something odd with the Medical Bots, in my current play through; specifically, they (ER Bot) won't perform surgeries on pawns. Never really had this problem with them in the past, but I wouldn't be surprised to learn that this is due to a mod conflict, as I am currently running the game with over 230 active mods. Still, perhaps there is a chance that this is my fault, due to a setting I'm not using properly, or something else rather. Regardless, any attempted assistance would be very much appreciated.
Thank you for reading, and have a lovely day.
@gibson8088 Ideoligion building style has been a known issue since that DLC was released. Unfortunately, due to the way that the robots are internally coded, I do not believe this is something that would be quick and easy to fix, requiring some workaround in C#. It should be possible, but beyond my current capabilities.