RimWorld

RimWorld

Autocleaner
427 Comments
can you make it vaccum proof ?
Kamis[Fhtagn] 3 Oct @ 12:02am 
mod is a must have but it's partially working for the moment. it doesn't open doors even on basic version of the game. also it made my game crash on save load. after disabling mod issue was resolved.
BABA YAGA 10 Sep @ 8:42pm 
best mod love it
Chelsea T 3 Sep @ 2:37pm 
Broken after 1.6, it won't go through doors on its own and mostly just gets stuck "standing". I've also had autocleaners that won't activite and charge.
Aquifel 22 Aug @ 6:02pm 
I see a ton of messages with this issue going back years it looks like, but has anyone managed to figure out the issue where the autocleaner just dies once it hits 25% and never tries to charge or do anything ever again?
RustySpore 22 Aug @ 12:09am 
Also have the "Autocleaner won't open doors" bug, have none of DLC and my mod list mostly same since 1.5 unless for the following, "Harvest Everything!", "
Adaptive Storage Framework", "[sbz] Neat Storage" and "Reasonable Components", if I would guess if it was not meant be "nerf" the game are seeing the cleaner as pen animal not as colonist or pet.
ziplock9000 14 Aug @ 6:25am 
It shouldn't take that long to make. It's just a Rumba and 100x less complicated than other things you can build much quicker.
3djbailey 12 Aug @ 10:41pm 
My autocleaner keeps dying to toxic build up in the polluted zone (running a pollution settlement). Is that a feature or an oversight? I'm sure not many people run into this scenario.
Katikar 9 Aug @ 6:19pm 
The autocleaner keeps dying in vacuum because it leaves its allowed area, which it shouldn't even be able to do in the first place. Extremely frustrating.
Deszeraeth 9 Aug @ 1:34pm 
Thank you for this mod.

Found 2 small issues.

Autocleaner activated while being carried results in it disappearing.
Autocleaner dying while on an Odyssey DLC ship seems to make the corpse invisible which can cause some small issues.
Dezzy 9 Aug @ 7:20am 
I would die for a retexture that adds a cat riding on the autocleaner.
uberjew1 3 Aug @ 8:28pm 
great mod, early colony cleaning made easy. only problem is they wont respect zones and leave assigned zones to charge. And they really love to charge in my kill box and set off my fire foam traps.
Ridigan 30 Jul @ 10:00am 
is there a reason why my autocleaner keeps shutting off? it's just sitting on the floor at 25% charge.
SadPlastic 27 Jul @ 7:05pm 
Content rule: First is always goated, rest is just prequel.
Raziel 27 Jul @ 1:05pm 
As someone else has said, my auto cleaner won't open doors, so its stuck inside of the room it originally got activated it unless I hold door open, is this intended?
Trixter 25 Jul @ 6:17pm 
The auto cleaners are basically unusable in space (Odyssey DLC) because of them leaving the assigned allowed area and getting killed in vacuum. Is it possible to make them vacuum immune or stop them from leaving the allowed area?
Trixc 24 Jul @ 8:17pm 
Could you add an option to make the autocleaner immune to vacuum cuz when in space it will sometimes wander out of the assigned area to charge and be exposed to the vacuum.
Pizza Mafia 20 Jul @ 11:14am 
10/10. honestly love this mod. makes much more sense to have a roomba than a cleansweeper which is slower and takes up bandwith.
Zork Badfellow 19 Jul @ 7:00pm 
Did you hear about the roomba that went to space?

They say it couldn't stand the vacuum! *badumtssh*
RogerRackham 18 Jul @ 3:27pm 
lol the autocleaner gets damaged by vacuum
The Fat Puppers 18 Jul @ 8:42am 
it wont charge
UndeadZombie 17 Jul @ 11:18am 
my autocleaner will not path through doors unless there held open
ireth92 17 Jul @ 9:51am 
My autocleaner died from vaccuum exposure... *sad noises*
Tawnylure 16 Jul @ 9:20pm 
1.6 doesn't seem to work. Doesn't do anything when activated
Bobbarækus 15 Jul @ 11:07am 
Autocleaner my beloved, why do you get radioactive sickness and smoke poisoning.
The Dude with shogun 15 Jul @ 6:01am 
I had some issue, mostly just red error spam or DoT(like acid) causing error spams. But it never broke my save. And worked as intended. It might be fixed now.
Fiur 15 Jul @ 4:41am 
This mod prevents me from loading my save file. So I assume it's not 1.6 ready yet.
Fiur 14 Jul @ 2:27pm 
Is this mod safe to use?
Daunted 14 Jul @ 4:23am 
1.6 prevents me from getting past, selecting the scenario for example mechinator
Iced_Delulu 13 Jul @ 12:33am 
I think the autocleaner needs a corpse version, hence the continuous error reports. Probably best to make a corpse, could be a super easily decaying one or just one easily disassembled. Either would work
Teemo 9 Jul @ 6:32am 
Yeah
Fenc 6 Jul @ 10:34am 
could we get a spot for it to stay at when its done cleaning/charging? like a dock of sorts?
AikiAimi 29 Jun @ 5:37am 
@Teemo is the problem still there even with the new update from mod author
Teemo 24 Jun @ 6:26am 
If you kill the autocleaner using the kill command it drops a proper corpse with no errors, however if it dies to enemies it doesn't and instead throws errors like everyone else is saying.
Icarus 20 Jun @ 11:17pm 
It looks like auto-cleaners can suffer from toxic buildup from Toxic fallout. Uncertain if this is intended.
Miguelh1020 17 Jun @ 1:48pm 
You can cremate the autocleaners like any other corpse. I can also disassemble them like the mechanites corpses but that may be the RimFactory Mod
CommanderJason 16 Jun @ 11:48pm 
Does anyone know how to get rid of the dead autocleaners? Getting some lag from all the error messages.
月空 16 Jun @ 11:30pm 
When the Autocleaner dies, it triggers a looping error: "Exception drawing Corpse_Autocleaner39715: System.NullReferenceException"
Deconvolution 10 Jun @ 1:58am 
Exception drawing Corpse_Autocleaner5496449: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 47C068FD] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

so this just kept showing up what's the problem with it?
joyciefruit 2 Jun @ 5:29pm 
its not compatible with multiplayer mod. I hope you amend this mod :)
Miguelh1020 16 Apr @ 6:53am 
It half works.
For me, sometimes they stand around like idiots and do nothing. I notice this happens around 15-20 charge so I assume they are trying to go somewhere and recharge but can't or won't.
The solution is to deactivate them, take them to a stockpile directly on top of wires, and there when activated they go to a corner and start charging again.
I like it when it works, but that is half the time
Iced_Delulu 23 Mar @ 3:09pm 
This can be ameliorated if you know about it by doing dev mode kill and then finding the invisible dead autocleaners
Iced_Delulu 23 Mar @ 11:21am 
I think the game struggles with the robot dying. Gives me a ton of continuous error messages. I presume because, while the corpse is present, there is no model for it. So there is a void of a corpse somewhere and it makes continuous errors.
Ransak 9 Mar @ 10:21pm 
It's great (maybe a little too great, but not complaining). One bug with it: if you select the person carrying it (such as the person who just crafted it) and choose 'Activate' it just disappears. Poof, gone.
๖ۣۜPrincess Łuna๖ 27 Feb @ 6:09am 
Can confirm robot breaks if gas is present, so your pawns constantly haul components to repair it. Solution to "fix" it - disable robot via "deactivate" button and wait until gas completely disappears. :steamdeadpan:
Parciwel 26 Jan @ 10:55am 
the are constantly in abroken state, as something always steps on them (even if it's another autocleaner) and they don't avoid it, so the just tear through mechanical parts.
The Dude with shogun 8 Jan @ 7:39am 
I dont think author give f*. Last update 16 jul 21.
Чекист 7 Jan @ 1:38pm 
Hi guys! The robot does not want to charge at 1.5. It just goes to a corner and does not receive a charge, if you run a wire through it, it runs away from it. There is also a bug if there are two of them in one stack, then one will remain when activated.Who can tell if it is possible to turn off his electricity requirement?
Halfelfaedyn 25 Dec, 2024 @ 11:04pm 
These saved my butt. No more nasty grungy colony!
The Dude with shogun 7 Dec, 2024 @ 7:59am 
Any idea guys?