Oxygen Not Included

Oxygen Not Included

Control your Robots
34 comentarios
Hazel 19 AGO a las 15:56 
having Flydos waste battery life of power banks when they aren't doing anything sucks, and discourages making too many since if they ever run out of work to do and you don't have any work for them to do you have manually turn most of them off
Hazel 19 AGO a las 15:41 
what is the reason for having Flydos unable to benefit from energy saving mode? i understand that logically it is still flying in the air while idle which would take power, however it would be really useful to at least have as an option to effect Flydos
Andocromn 17 FEB a las 20:23 
@Sanchozz I think I understand the problem from a coding perspective. I've found that if I set the door permissions to explicitly allow passage through the doors (rather than unsetting it), then these settings do save. So this works for me

One last thought... the vanilla game behavior allows Flydo to pass through open doors. It might make sense to set the Flydo permission to allow by default on doors that are open. (in the interest of not disrupting vanilla behavior)
Sanchozz  [autor] 14 FEB a las 9:26 
@Andocromn How should the game distinguish the default permissions on the built door from the same default permissions that you reset ? The answer is: nothow.
So, just set up the permissions for the Flydo as you needed. Don't reset them.
Or you can turn off the checkbox in the Options.
Andocromn 14 FEB a las 9:12 
@Sanchozz every time I load the game the doors are all set this way, I click Flydo to set it back to the defaults but after I reload it's like this again
https://i.imgur.com/G3UKQC2.png
Sanchozz  [autor] 14 FEB a las 3:23 
@Andocromn Show me what permissions you've set up there.
Andocromn 13 FEB a las 21:30 
The door permissions for Flydo are not saving and resetting on every load
Sanchozz  [autor] 13 FEB a las 6:54 
@SFX show the priorities of your duplicants
SFX 13 FEB a las 6:00 
Turn on and off robots does not work very well. Duplikans generally do not notice them. After a very long time, I noticed that they were turned off, but after dozens of cycles they still didn't turn them on.
Rodrigues 26 AGO 2024 a las 4:43 
Would it be possible to include the option to rename the rover?
Sanchozz  [autor] 31 MAY 2024 a las 20:30 
@Deadly_Shadow This is a known bug in the base game.
>A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
Deadly_Shadow 31 MAY 2024 a las 13:15 
Just noticed some unexpected behavior: If you increase a priority for the biobots, they will not shutdown on empty battery unless there are no more errands available for that group.
GhaliMark 17 ABR 2024 a las 6:07 
also, did someone find a way to make biobots return to the "sporechid room recharger" when they need to?
GhaliMark 17 ABR 2024 a las 6:04 
can you give the possibility for rovers to do more action like the biobot mod you pinned in comments?
Sanchozz  [autor] 6 FEB 2024 a las 20:42 
@Toekee
recharge the rover has been around for a long time.
recharge the biobot by another author.
Toekee 6 FEB 2024 a las 20:14 
How about adding a recharge option? Is it possible?
Sgt_Imalas 2 FEB 2024 a las 19:56 
@cyberdragonex it is on your end
CyberDragonEX 29 ENE 2024 a las 16:20 
Had to unsub to the mod. Ran into a bug where them mod itself would not activate despite looking right at it, clicking to enable it, restarting the game and seeing it not active like I never activated it. Assuming it was something on my end.
Sanchozz  [autor] 25 DIC 2023 a las 8:34 
added a new feature, Robots Door Access Control
Maxell45146 19 DIC 2023 a las 20:38 
Sorry about that, awfully rude of me lol.
Sanchozz  [autor] 18 DIC 2023 a las 9:00 
@Maxell45146 it looks like an idea for another mod by another author.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089113205
Maxell45146 18 DIC 2023 a las 8:17 
Glad to see the 'move to' option added. Havent read through all of the comments but has a low battery look for spores chore been thought about for the biobots? So for instance if you've made a dedicated spore room they could path to it charge and then leave till low battery again.
Sanchozz  [autor] 18 DIC 2023 a las 1:54 
added a feature.
Duplicants can now carry turned-off Robots, including inside the Rocket.
This way you can transport Robots to other Planetoids.
Sanchozz  [autor] 17 DIC 2023 a las 8:39 
@PhatBeet I just did a quick check. It turned out that robots cannot pass through the rocket door. The Klei developers probably had a good reason to do this.
So the quick answer is no, you can't move biobots to another planetoid.
When I find some free time, I'll see what I can do about it.
PhatBeet 17 DIC 2023 a las 1:09 
Can I move biobots to other planetoids?
Operator 25 NOV 2023 a las 7:09 
Thank you boss, you are the true baller a baller super baller this mod is so cool
Sanchozz  [autor] 21 NOV 2023 a las 9:08 
added a feature(disabled by default)
Robots use less battery when idle.
ne_propheta 21 NOV 2023 a las 6:21 
The on/off feature is wonderful, kudos!
Sanchozz  [autor] 20 NOV 2023 a las 11:02 
added a feature to turn robots on and off.
p0tato. 19 NOV 2023 a las 9:26 
@LORD_K Klei updates aren't bad at all. It's expected that any update is very likely going to break mods for any game. Usually mods are fixed within a couple of days.
3GuB 19 NOV 2023 a las 8:01 
@Sanchozz
thanks
LORD_K 19 NOV 2023 a las 3:55 
i hope have biobot without update. klei updates broken almost installed mods. always. klei updates are bad.
Sanchozz  [autor] 18 NOV 2023 a las 20:06 
@3GuB
> Now both Rover and Biobot robots have a Move To button
3GuB 18 NOV 2023 a las 13:02 
add the same please for rovers