A version of the SIR-5RM8 with new modes which allow it to operate in bulter mode without moving. Each Potted bot retains all the original modes but adds 3 more. Bob's Tall Tails Required.
The three modes are:
In this mode the way the bot handles moving items has been greatly edited with the goal of allowing multiple potted SIR-5RM8s to operate at the same time. Items will be trasferred directly from input to output inventory skipping the bot's inventory entirely. For this reason the bot will ignore item's in it's own inventory and the transferring beam affect will not display. This mode will also use the custom sorting option if enabled.
This is simply an edited version of the vanilla moving logic just without the requirement for the bot to move to the input/output inventories. Items will be moved to the bot's inventory and the beam affect will display.
This is simply an edited version of the vanilla repairing logic just without the requirement for the bot to move to the resource inventories or structures it's repairing. Items will be moved to the bot's inventory and the input beam affect will display. Due to wind turbines now breaking over time new logic has been added to account for this, more details below.
All modes will respect the added range functionality and will only sort/pull from inventories in their specified range. None have a docking staition as they don't move so you dont need a place to resummon them.
Custom Sorting:
To try and improve the prioritisation of tasks the bot performs I have added a toggleable option for a "custom task order" what this does is ensures the bot will perform it's tasks in this order:
Top Priority:
- Any transfer that involves raw items (such as raw meat into grill)
- Any transfer that involves an item cache (such as a death bag)
- Transfers into a trough when transferring a stack of items or more than 100 items, if transferring less than this amount will use medium priority.
Medium Priority:
- All regular transfers that don't fall into the lower categories
Low Priority:
- Transfers out of crop plots
Lowest Priority:
- Transfers out of crop plots where the number of items being transferred is less than 50.
To enable more efficient funtion between multiple bots, the tasks in each priority are randomized, what this means is that raw meat will still be top priority but if theres raw fish meat and raw meat to sort it's a toss up as to which one goes first.
Engrams/Items
Potted SIR-5RM8: Item to spawn the bot, same as vanilla counterpart
- (PrimalItem_Spawner_SirStatue)
- (EngramEntry_Steampunk_SirStatue)
Restore SIR-5RM8: Crafts a vanilla SIR-5RM8 from a Potted variant - useful if removing the mod
- (PrimalItemResource_StatueToNormal)
- (EngramEntry_StatueToNormal)
Both unlocked at the same level as the default SIR-5RM8 costs 0
Feedback and bug reports are greatly apreciated, I tried every scenario I could think of to try and break the new sorting of the faster mode but a sample size of 1 will never be ideal. If you find that items aren't being sorted correctly please let me know and what sorting setup you had so I can replicate, thanks. Due to how the sorting works I don't think it's possible to lose or duplicate items but a world backup especially before first use is (as with all mods) recommended. There shouldn't be any major issue with using the bots together in different butler modes (modded/unmodded or slow/fast) but this may slow them down and does introduce more chance for errors.
The mod should automatically generate you these config options in your GameUserSettings.ini after you place your first Potted SIR-5RM8 but you can also just manually add them.
[Potted S1R5RM8] PottedButler=True PottedButlerSlow=True PottedRepair=True MinWindTurbineRepairHealthPercent=0.5
Change the modes to False to disable them. The Wind Turbine health can be used to set how low a Wind Turbine's health needs to be before the bot will repair it, default 0.5 = 50%.
So if you want to have Wind Turbine's repaired as soon as they drop below 90% change this number to 0.9
Finally...
Due to the bot having a pot on his head, helmets don't really work because of this as you can see in the screenshots I've begun adding creative ways for him to "wear" different helmets. If you find one of your favourites hasn't been accounted for and you have a suggestion please let me know :D
Plans for the future:
- Bug fixes
- Potted Harvest
- More hat support