They are not wrong. The bot does bug out. Sometimes he works, then he stands around somewhere - then he starts picking up your stuff, stands around again, may weld one block, gets confused in a weird corner without being blocked - all the while playing the pick up animation even though he stands in the middle of nowhere without cargo in sight. I love my little Willson, but he has a bit of a temperament just like the bot factory itself. Which for example keeps insisting that I have a bot even though I removed that bot myself. Furthermore, considering that this is a framework AND a gamechanger, it should be compatible with as many mods as possible. I don't think that in the long run anyone will play without the mod - so it naturally needs to accommodate others. (two way street tho, other modders need to make their stuff work with yours as well)
Thing is, I’ve yet to see it NOT work without a direct cause (ie mod conflict) or the fact that people misunderstood what something does (ie the Follow command). I’ve seen it bug out in heavily modded worlds, sure, but given the lengths I’ve gone to to make it work - period - there isn’t much I can do in the way of mod compatibility aside from adding mod blocks to the pathfinding system. Mods that alter character definitions or place restrictions on them will affect the bots. That’s not something I can work around. Jetpack nerfs will affect the repair bot, etc etc. I am of course doing what I can to figure out the root cause, but that will take time.
Of note tho, typically the “standing around” is when the bot is attempting to get to a number of places that it cannot - so it tries one, fails, adds it to a temp ignore list, tries another, etc until it finds a block it can path to. The ignore list is cleared every minute so the bot will try them over again at that time. If you have a great number of mod blocks it is possible the bot can get stuck trying to path because it can’t find a way to get anywhere.
I'm on the point, where I insta-like all of your videos the moment I see them uploaded. Impressive work! Can you make bots that mine out marked ore deposits, only carving out as much stone as necessary in order to clean up the whole thing?
He’s programmed to sing when seated. He’s also programmed to sing during fights but I think there’s an issue with my math keeping that from happening. You can use the command “botai music” to turn off the singing if you want
So you are saying you released the mod? :D
YAY!
Yes, AiEnabled [Beta] on the workshop :)
@@jturp6635 Thanks, i'll check it out.
They are not wrong. The bot does bug out. Sometimes he works, then he stands around somewhere - then he starts picking up your stuff, stands around again, may weld one block, gets confused in a weird corner without being blocked - all the while playing the pick up animation even though he stands in the middle of nowhere without cargo in sight.
I love my little Willson, but he has a bit of a temperament just like the bot factory itself. Which for example keeps insisting that I have a bot even though I removed that bot myself.
Furthermore, considering that this is a framework AND a gamechanger, it should be compatible with as many mods as possible. I don't think that in the long run anyone will play without the mod - so it naturally needs to accommodate others. (two way street tho, other modders need to make their stuff work with yours as well)
Thing is, I’ve yet to see it NOT work without a direct cause (ie mod conflict) or the fact that people misunderstood what something does (ie the Follow command). I’ve seen it bug out in heavily modded worlds, sure, but given the lengths I’ve gone to to make it work - period - there isn’t much I can do in the way of mod compatibility aside from adding mod blocks to the pathfinding system.
Mods that alter character definitions or place restrictions on them will affect the bots. That’s not something I can work around. Jetpack nerfs will affect the repair bot, etc etc.
I am of course doing what I can to figure out the root cause, but that will take time.
Of note tho, typically the “standing around” is when the bot is attempting to get to a number of places that it cannot - so it tries one, fails, adds it to a temp ignore list, tries another, etc until it finds a block it can path to.
The ignore list is cleared every minute so the bot will try them over again at that time. If you have a great number of mod blocks it is possible the bot can get stuck trying to path because it can’t find a way to get anywhere.
👍👍👍
Suggestion. When he is out of components and heads for the cargo, make it queue multiple and carry more from the container.
Very impressive work
I'm on the point, where I insta-like all of your videos the moment I see them uploaded. Impressive work!
Can you make bots that mine out marked ore deposits, only carving out as much stone as necessary in order to clean up the whole thing?
Hey, not to add to your workload but how about adding some posters to the mod (for advertising purposes)... Loving the Mod!
I have a suggestion, you can create a block to store the robots after they are produced
You can store them in the building block
Uh... weird question but why does the robot keep playing "bad to the bone" when I'm taking off out of atmosphere?
He’s programmed to sing when seated. He’s also programmed to sing during fights but I think there’s an issue with my math keeping that from happening.
You can use the command “botai music” to turn off the singing if you want
@@jturp6635 I like it reminds me of terminator :p
Cool
Cool.
It would be cool to have a companion robot.
Can you link the "repair bot mod" in your video description ?
I’m waiting to use this when I get back to shore but I have a questions. Is this capable of building blueprints?
Not yet, a few things have to happen before that gets added