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Tested with and without and it worked without with the same mod list.
While the drones would no doubt have issues due to missing worktypes they should have done at least some work. If they did absolutely nothing then I'm not sure what the issue would be as they would have had access to all the vanilla worktypes.
I put out an update which adds support for Project RimFactory Revived. It adds the missing worktypes for the drones so they should have access to all worktypes as they should. I'm not sure how the game handles stuff like mod added drones. You may need to remake or respawn them for them to get the new worktypes much like Biotech's mechanoids.
I have to manually select plants within its range for cutting for them to plant cut (which i'm assuming is how it works). And the harvesting job (which should be performed once the plant is fully grown) doesn't work at all.
It says in the description for the drone cultivator that it's supposed to haul things to stockpiles/crates within range but that also doesn't work.
I noticed that the "Workshop Drone Station" mentioned above has the FSF worktypes added to it, so i'm guessing that's what's missing for the rest of the drone stations.
These should be "Drone Cultivator MK1 through 3 (and the extra one called "Drone Cultivator MK2 (sun lamp), which are missing their Harvest and Haul FSF worktypes.
And also the "Mini Fishing Station" and "Mini RimAtomics Station" seem to be missing their Haul worktypes as well (i think that's the only one?).
I only play with the core version of Rimfactory so i don't know what else would need to be added for the "Rimfactory revived - Drones" addon.
Thanks for all the hard work on this mod!
It seems like I missed a bunch when I was searching through the files. Unfortunately I'm not familiar with the mod and the drones themselves are spread out in the mod files so they're easy to miss. I even found a few hiding under the patches folder. I'll go through it again later and patch whatever ones I can find. Thanks for providing the names that'll make searching for them a lot easier.
Alright I've put out an update that patches a ton of drones. Hopefully that's all of them. I also removed the Merge worktype from the existing ones if its enabled as I forgot that clogs up their work routine.
The cultivators seem to work as they should now, thanks a ton!
One thing i will mention though, now the settings menu for cultivators have a few extra unrelated worktypes such as Deliver, Mortuary, Transport and Rearm.
They work fine regardless but i figured i would mention it anyways.
https://imgur.com/a/1FdZ3jg
Those are actually not unrelated. In the vanilla game all of those things fall under Hauling so I'm just putting things back to how they should be.
Having you mention Deliver however made me realise there was a mistake lingering that needed fixing. I took care to have copies of the deliver and merge tasks in Haul specifically for mechanoids/robots so those tasks are done after other tasks as per vanilla. However a number of the patches gave them the Deliver worktype and some also got the Merge worktype. They shouldn't have either though as it causes them to get stuck doing those tasks endlessly before other tasks.
I've uploaded another fix to correct the issue.
It's hauling of drones related so i tough it could come form this mod
Looks like the drone is trying to put stuff in its inventory and failing. I can't really say if its relalted or not since I'm not sure if using the inventory is normal behaviour for them since I haven't used them before.
The only thing the update did was remove a worktype they shouldn't have. I'm not sure how these drones handle something like that. It might be necessary to replace them.
I've uploaded a fix, sorry about that. I forgot to change the worktype when I shuffled around the Merge tasks.
At the moment i have hauling, cleaning and research on 3 3 4 for every pawn in the colony.
They do all their other jobs on 1 and 2 just fine.
They do hauling just fine.
They do cleaning just fine, most of the time.
But then afterwards, despite having enough thinking spots for everyone,
90% of the colony ends up "wandering".
If there is any trash someone rushes to clean, then goes back to wandering.
Sometimes someone start to do research.
Sometimes everything seems to reset and everyone goes to do research for a day.
I am going crazy trying to figure out which mod is messing up the tasks,
especialy since i had a similar setup last campaign and it worked just fine.
At first i thought it my be research reinvented, since there was only a single stack of the item
to be analyzed. But even it thats reserved by someone the others should do normal theoretical
instead.
Im not getting any error about pawn work being interrupted either.
Any idea what i could or should be doing for troubleshooting?