RimWorld

RimWorld

Misc. Robots++
208 Comments
jimmyvision 1 hour ago 
If it helps at all -

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]
jimmyvision 1 hour ago 
Love your work - just FYI kitchen robot isnt working for me at the moment. Just flagging in case it is impacting others (it might be a me problem, I am running like 100 mods) but it did work before the recent expansion with the same set.
cabmoomoo  [author] 4 hours ago 
Update, courtesy of MrKev312 on Github [github.com], has been uploaded. There are no expected issues, and exclusively back-end changes that do not affect gameplay at all, so no action should be required on your end (unless you really want the mod name to stop being yellow on the Mods screen).
Please continue to report any bugs you find to the best of your ability, and enjoy using your Miscellaneous Robots in space!
Elvanance 12 Jul @ 5:56pm 
your bots are so darn useful <3
Errant_Prophet 12 Jul @ 4:49pm 
@cabmoomoo we don't deserve you 🙏
WiseDew 12 Jul @ 4:10pm 
thank you for notice us, good work :steamthis:
Capnbludd 12 Jul @ 3:11pm 
Oh this is good news, I miss my level ones doing drudge work!
Thomarus 12 Jul @ 4:25am 
Cab, thanks for keeping this mod alive. Looking forward to the update when you have some time :)
Willow 12 Jul @ 1:52am 
Thanks for updating us on the status and keeping up with the mod, it's very appreciated.
Radhazord 11 Jul @ 9:15pm 
I have been playing with this mod for several hours today and can confirm, seems to be fully compatible with 1.6. No issues so far
cabmoomoo  [author] 11 Jul @ 7:04pm 
This mod seems to be / should be fully compatible with 1.6 as-is . I cannot currently update the Steam Workshop upload to reflect this, but I will be doing within a few days. In the meantime, feel free to ignore any warnings of potential incompatibility and report any bugs you may encounter - even without the "Compatible with 1.6" tag, there should be no issues. Thanks for your patience.
Cute cat 11 Jul @ 1:28pm 
when 1.6? the base mod is already on 1.5
kurikinton 10 Jul @ 5:59pm 
Just FYI, Misc. Robots has been updated, so it is OK to update this mod as well.
Talanist 4 Jul @ 7:46am 
@TheEpicGamer1997 the kitchen bot should be able to help with handling to an extent
TheEpicGamer1997 3 Jul @ 1:29pm 
Can we get a bot that does Handling or make it so the Omni bot does it please, cant find any robot mod that adds one
OTFSxdi2 2 Jul @ 8:00pm 
The mod is really good but im getting lag spikes with the omni bots, not sure why
cabmoomoo  [author] 30 Jun @ 6:06pm 
@southernrock18 Versioning of this mod depends fully on the base mod Misc. Robots. The developer of that mod has stated that it will be a few weeks (from June 19th) before he can work on anything modding related due to outside factors. So hopefully before the full release of 1.6, but we shall have to see. Unless significant changes are made to accommodate the update, R++ should be fairly reasonable to update quickly following the release of Misc. Robots.
southernrock18 30 Jun @ 2:26pm 
any 1.6 eta?
Gr13nSl1me 27 Jun @ 8:40am 
Love the mod, but have noticed that the extreme weather events from the Kraltech mod also affect the robots from this mod. I presume that is to do with how they are classified? Is there a relatively easy fix that anyone is aware of please?
cabmoomoo  [author] 24 Jun @ 7:22pm 
@MountSwolmore Usually, compatibility with new job types has to be added on a per-mod basis. Sometimes, those mods will put in the extra effort to make their changes universally compatible (such as by manipulating all existing work types at a late stage in loading, catching both base game and mods), or by adding a patch for this mod specifically. Otherwise, we'll need to put in the (usually small amount of) work required to make a patch on this end. We already have patches for Quarry, Pick Up and Haul, and Rimatomics, as examples. The other option is something like Misc Robots WorkTab Support which is a third mod that does exactly what you're talking about for Fluffy's WorkTab. Let me know what mod you're specifically talking about and we can see what we can do.
cabmoomoo  [author] 24 Jun @ 7:22pm 
@HunterAlpha1 The robots from Misc Robots++ require their own research to create, contained within a specific tab. Refer to the preview images at the top of the page. If you're certain you have the mod installed and active, but don't see that tab, let me know.
@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.
MountSwolmore 24 Jun @ 6:43am 
Is it possible to edit the job types the bots can do? With vanilla, a bot set to "Mining" will operate a drill. Mods that break out subjobs like drilling prevent the bots from using the drill because they cannot be assigned that job.
HunterAlpha1 12 Jun @ 12:24pm 
How do I build the base station? I have Basic Mechtech and everything, but I don't see anywhere that I can build the base stations.
DerBastian 25 May @ 8:31am 
I use a Mod to up my skills to 100. In workbenches i setted up, that ouly humans build the stuff with quality. But the crafter robots still crafts that stuff. could you change them to be categorized as mechs, so this option in workbenches work properly? They somehow count as human for crafting.
cabmoomoo  [author] 25 May @ 4:46am 
@bell Yes, you should be able to drop R++ into any active save with no issues. Removal mid-game will throw some nasty errors if you have robots in your world, but ought to go okay. You should always keep backups when playing with mods anyway, but especially when adding or removing.
bell 24 May @ 7:15pm 
Is it compatible with saved games?
Adridenn 11 May @ 9:08am 
@cabmoomoo I couldn't figure it out, and I didn't have any mods that changed roof's as far as I could tell. Funny enough, the way I was able to fix it was by adding a mod that changed the roof mechanics. I added solar roofs to test, and the robots started building the regular roofs with no issues. I must have a mod that's changing them indirectly.
cabmoomoo  [author] 11 May @ 5:21am 
@Adridenn This problem has been reported for the past several versions of Rimworld. In vanilla+robots, they seem to work fine, so it's likely a mod incompatibility. Do you have any mods that add roofs or might mess with the roof construction logic? Feel free to start a discussion on here or an Issue on the Github repository so we can troubleshoot some more.
@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.
Adridenn 10 May @ 2:25pm 
Love this mod, and I can usually get it to work with everything I run it with. Thou for some reason I can never get the robots to build roofs for some reason. They just build everything else and ignore the roofs for some reason.
Komchan 4 May @ 9:49am 
Facing a problem where the bots seem to just lag my game an extreme amount (Omni Tier 5s)
Anyone experiencing small lag when robot plants or harvests a plant?
Jeremie 15 Apr @ 2:46am 
when use with `MultiFloors` https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3384660931 , the robot (example: OmniBot) , can auto change floors to do the work (example build roof) . but after work done , when the OmniBot try to go back the bot base to charge , it will get lost on the other wrong floor that not the base at , and always try to goto the same pos that the base pos .

a red log : https://pastebin.com/tqFYASbq
PopeSlayer 12 Apr @ 8:48am 
Has anyone else had the issue where their building and hauler bots will not haul materials to blueprints?
cabmoomoo  [author] 1 Apr @ 11:40am 
@幸运长笛 Seems to work quite well. The robots have a bit of a small inventory, as it looks to be based purely off of size, but it functions perfectly within that restriction. I've added your patch the to mod and updated it on Steam. Thanks for the contribution!
Honshitsu 28 Mar @ 12:02pm 
@Bamalo , why not try to make one yourself?

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!
Bamalo 28 Mar @ 10:51am 
Is there any chance someone could make a bulk robotics component recipe? Making a single one at a time is mind-numbing.
Bamalo 28 Mar @ 10:49am 
@unthinkable I had that issue too. I had to unsubscribe, then go in and physically delete the mod out of the steam folder and then resubscribe.
unthinkable 22 Mar @ 10:27am 
This Mod doesn't work with 1.5 when it used to work with my previous versions. I have tried disabling DLC's, unsubscribe and resubscribe,disabling all but the essential mods and nothing. The Bots and anything related to them do not show up when I start the game. In fact it has gotten so bad that it is removing core game items and images like armor, functions and even colonists. Am I missing something here like a adjustment in code or has anyone else ran into this issue?
幸运长笛 21 Mar @ 12:09pm 
The patch that comes with the pick up and haul mod is for class="pawn", and the class of robots is AIRobot.X2_ThingDef_AIRobot, so it is invalid (and has no relation to the location of the pick up and haul mod). I wrote the following patch. Tested valid in robots++.
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>
FJSA 17 Mar @ 2:41pm 
Can you please support for DeepRim and Multifloor?
gibson8088 28 Feb @ 2:11pm 
@cabmoomoo Thank you for the update. I can imagine it would take that much effort to try and don't feel it's worth that much trouble for you. I already love what you've given us and want to say thank you for it.
Crouton 28 Feb @ 10:00am 
oh that seemed to be the issue, thanks for the help!
cabmoomoo  [author] 26 Feb @ 5:10pm 
@Dexidus606 The base mod added compatibility some time ago. Others who have recently reported this issue found success in removing the locally downloaded version of SOS2. Even if the locally downloaded version is not active, it causes a bug with the packageID of the Steam version (which is what is used for patches). You can look at this Github Issue [github.com] for more details.
Crouton 26 Feb @ 1:26pm 
can you by any chance make the robots compatible with Save Our Ship 2? whenever the robots go into space they end up dying of hypoxia and decompression which really sucks
cabmoomoo  [author] 26 Feb @ 4:53am 
@Pinks robots seem to be able to perform operations in near-vanilla, so it almost certainly is a mod incompatibility. You could try using areas or forbidden doors to make sure no one else is stealing the job, but it is probably a mod that messes with the surgery worktype in a way that would require a compatibility patch. If you can single out the mod doing that, I'd love to investigate making that patch, but otherwise there's not a lot I can do.
Howdy, firstly I'd like to say that I love this mod, and have been using it, forever. I am delighted that it is still quite alive.

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.
sioul03 25 Feb @ 6:26am 
i think you right about Ideoligion DLC i've seen problems with this DLC and the misc ++ No problem i use the robotics Workbench i have all craft on it . i just wanted to find about the workshop :) Than'ks for the informations :)
cabmoomoo  [author] 25 Feb @ 4:51am 
@sioul03 The Robotics Workbench is still the primary crafting location for this mod. Please make sure you have researched both the variety of bot you want (cleaner, ER, an so on) as well as the tier of matrix you want to craft.
@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.
sioul03 25 Feb @ 4:39am 
hello ,I have a problem with the robotic matrix craft. I can't craft them in the workshop and I have the Robotic workbench when in theory it should no longer exist. I can craft robot cleaners and so on, but I can't craft robot components. Could this be caused by an incompatible mod?
gibson8088 18 Feb @ 11:37am 
@cabmoomoo Would it be possible to "program" the robots to construct using a specific "dominant style"?