Oxygen Not Included

Oxygen Not Included

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Control your Robots
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17 Nov, 2023 @ 9:35pm
19 Nov @ 3:20am
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Control your Robots

In 1 collection by Sanchozz
Sanchozz's mods
50 items
Description

Description
This mod adds a couple of features so that you can better control your robots.
Some features are disabled by default for balance reasons. You can enable and configure them via the Main menu -> Mods -> Control your Robots -> Options

Move To
Now both two Rover and Biobot robots have a Move To button and you can order them to move to the specified location similar as Duplicants or Flydo.

Turn Off/On
Now both three Rover, Biobot and Flydo robots have a Turn Off/On button. You can turn off the Robot to save its battery, for example, if there is no work for the Robot. And then later turn it back on when you need it.
When the Robot is turned off, it does not consume its battery.

Please keep in mind. Robots consider it unethical to touch the main switch of other Robots. Therefore, only the Duplicant can turn on or off the Robot.

Normally, Robots can't get through the Rocket Door. But if you use the Relocate To button on a turned-off Robot, your Duplicants will be able to carry this Robot to the specified location, even inside the Rocket. This way you can transport Robots to other Planetoids.

Energy saving mode
When the Robot has no work, and it is idle, just stands still, does not go anywhere and does nothing, the Robot will consume its battery at a slower rate.

Flydo will landed to floor after small timeout.

Misc
Now you can adjust Priorities, separately for all Rovers and for all Biobots.
Note: If all robots of the same type are destroyed, their priorities will be reset to the default value.

Both Rover and Biobot can do Life Support Supply.

Flydo can pick up the Power Bank for itself.

Flydo can pick up underwater things. disabled by default.

Flydo can use Pitcher Pump, Bottle Fillers, Ice Liquefier ect, also don't have animation like Rover and Biobot.

Flydo returns the materials from which it was made when destroyed. disabled by default.

Flydo prefers a straight movement instead of a zigzag. disabled by default.

You can configure whether the game should auto-create the errand to deconstruct a dead Biobot/Rover.

Support / Links
In case of problems with this mod:
a) First of all, make sure that your game really uses the latest version of the mod.
Use the Mod Updater to force the game to update mods.
b) Then please open an issue on the GitHub[github.com] And remember to attach the game logs.

A local download for this mod is also available on GitHub[github.com]

This mod uses Peter Han's PLib[github.com] library under the MIT license[opensource.org]
38 Comments
Vakuos 20 Nov @ 5:39am 
if you would add another feature, could you make the biobots go towards the printing pod / biobot builder when they reach critical battery levels? for example, if they have about 0.3 cycles of lifetime remaining, they go towards an area where duplicants can deconstruct them whitout needing to build ladders to reach em
Sanchozz  [author] 19 Nov @ 3:41am 
Starting with version U57, the mod no longer affects the relationship of Robots with Doors.
Now it's a feature of the vanilla game. All claims to the Klei.
AquaTech 18 Nov @ 7:10pm 
Hi I created a ticket on Github for a bug with the Flydo : https://github.com/SanchozzDeponianin/ONIMods/issues/113
Sanchozz  [author] 3 Nov @ 8:41pm 
@Nick You do understand that Klei rewritten half of the internal subsystems under the hood again, right?
Nick 2 Nov @ 7:53am 
mod crashes the game in the new public testing branch if you open the consumables/priorities tab
Hazel 19 Aug @ 3:56pm 
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 Aug @ 3:41pm 
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 @ 8:23pm 
@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  [author] 14 Feb @ 9:26am 
@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 @ 9:12am 
@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