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Some Ideas To Expand Your Robot Plots

zebez101

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Robot Shop, instead of producing robots for defense, they can built to have purposes that will work with certain types of plots like a medical doctor, construction worker, the happy salesman from Graygarden or the garden tender to help fill in some missing areas in your settlements, but it's very expensive to produce because of the complex machinery that is needed to make them.
 
I guess I'm a bit confused, robots can be assigned to any job plot but commercial already (they are vanilla automatrons, you can assign them to commercial, but they don't have the shop dialog)
 
Or you can create the robots without the need for plots so you will have a doctor robot wandering around the settlement, the construction robot to produce materials like steel,wood,construction, the happy sales man to go around and greeting everyone, the garden tender to produce extra food. Well it's the same thing as hiring a settler to become a fully fledged doctor even though they had no experience whatsoever. Overall great mod!
 
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That's pretty far out of scope of this mod, although certainly a mod could do that if you wanted to tackle it.

At most, I might make a settlement-unique or world-unique plot that grants upgrades to robot settlers to provide Happiness or Defense.
 
At most, I might make a settlement-unique or world-unique plot that grants upgrades to robot settlers to provide Happiness or Defense.

I like this idea as an upgrade option. Perhaps another route may be to make it an advanced industrial plot with one tree for defense, and one for happiness? If you are considering using Nuka-World as a master at any point, there are plenty of "hap-hap-happiest" NW robot mods you could take advantage of.
 
I like this idea as an upgrade option. Perhaps another route may be to make it an advanced industrial plot with one tree for defense, and one for happiness? If you are considering using Nuka-World as a master at any point, there are plenty of "hap-hap-happiest" NW robot mods you could take advantage of.

Yeah, the branching plot is how I'm hoping to handle this currently.

Basically the plan is to start out with the current level 1 robotics recycler, and split into 3 branches: recycling (scrap generation), mod production (no robots, but makes robot mods that can be attached to automatrons), and robot production.

I would make the robot production branch fan out into 4 different types of level 3 robot construction: domestic, civil services, military, junk bots (which is the current type).

Domestic would provide unmodifiable Mr. Handy and Miss Nanny robots, provide some happiness (not enough to bring them up to a humans potential, but enough to help offset their flat 50), but couldn't be provisioners

Civil Services would be various types of unmodifiable protectron (fire, police, etc), provide a little bit of happiness, little bit of defense and unlock a martial or recreational plot (not sure which yet, probably a 1x1 martial)

Military would produce unmodifiable factory sentrybots, robobrains and assaultrons, provide a small amount of defense and unlock a martial plot

junkbots would work exactly like the robots that come out of the current robotics workshop and be fully modifiable automatrons
 
Yeah, the branching plot is how I'm hoping to handle this currently.

Basically the plan is to start out with the current level 1 robotics recycler, and split into 3 branches: recycling (scrap generation), mod production (no robots, but makes robot mods that can be attached to automatrons), and robot production.

I would make the robot production branch fan out into 4 different types of level 3 robot construction: domestic, civil services, military, junk bots (which is the current type).

Domestic would provide unmodifiable Mr. Handy and Miss Nanny robots, provide some happiness (not enough to bring them up to a humans potential, but enough to help offset their flat 50), but couldn't be provisioners

Civil Services would be various types of unmodifiable protectron (fire, police, etc), provide a little bit of happiness, little bit of defense and unlock a martial or recreational plot (not sure which yet, probably a 1x1 martial)

Military would produce unmodifiable factory sentrybots, robobrains and assaultrons, provide a small amount of defense and unlock a martial plot

junkbots would work exactly like the robots that come out of the current robotics workshop and be fully modifiable automatrons
This sounds awesome!
 
I like your robot plots and they served as the inspiration for the first (mostly, somewhat, partially, maybe) complete section of my newest settlement build - Thanks Mytigio!
 
an idea for you while i was in the CK. robot repair shop as in they will get damaged. and having robot pacific settlers needed for a particular plot like something very dangerous for humans OR both so the robot is a helper like state. like the cats in some of the houses that can spawn that ive seen
 
I did an all robot Settlement at Graygarden using the Robotics Workshop to populate it with "settlers"
Works well.
I would be cool to have plots that are specific to robots
 
I did an all robot Settlement at Graygarden using the Robotics Workshop to populate it with "settlers"
Works well.
I would be cool to have plots that are specific to robots

AFAIK, That would require kinggath to make plots that can only be assigned to robots.
 
AFAIK, That would require kinggath to make plots that can only be assigned to robots.

I wouldnt want plots that only robots can be assigned to. Both Human and Robots should be assignable to plots.
What I actually meant was 2 things. First was more "open area" Industrial plots that robots can access. Since they dont really "work" the plot and cant open doors or get in small buildings.
Second was robot themed or focused plots. Like the Robot Repair that was mentioned before. Maybe a RoboWash and Polish.
 
I wouldnt want plots that only robots can be assigned to. Both Human and Robots should be assignable to plots.
What I actually meant was 2 things. First was more "open area" Industrial plots that robots can access. Since they dont really "work" the plot and cant open doors or get in small buildings.
Second was robot themed or focused plots. Like the Robot Repair that was mentioned before. Maybe a RoboWash and Polish.

Ah gotcha, I'll be adding a few robot focused martial plots and possibly one robot focus farm and unlikely but if I can work out the details of scaling down robots and making them fight only each other, a robot focused recreational plot, but those will be using robot workers, not a service industry focused on supporting the robots.
 
another idea to an idea lol linking other plots with the ones you have made and with the other addon plots. kinda create a group effort thing so all these addons can benefit from a robot specific plot maybe increase industrial progression even further because of robots being built by your mod. like the star wars movies and getting robots to mine because its dangerous and robots would be more effective than humans or on stellaris where robots can colonize nuke bombed worlds humans cant do that

*edit* and i would love to be apart of this helping is some small way making this in the ck
 
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another idea to an idea lol linking other plots with the ones you have made and with the other addon plots. kinda create a group effort thing so all these addons can benefit from a robot specific plot maybe increase industrial progression even further because of robots being built by your mod. like the star wars movies and getting robots to mine because its dangerous and robots would be more effective than humans or on stellaris where robots can colonize nuke bombed worlds humans cant do that

Actually what would be neat, but probably too overpowered, would be if kinggath changed resource generation for any 24/7 worker. (like robots, but there are some others that count as 24/7 workers).

Having said that, for other add-ons to require/rely on my plots (or visa versa), they would have to make my mod a master or the modders would have to take some pretty specific scripting steps to make it work, so any changes that links the plots together have to be made in the overall framework to be used in any kind of widespread way.

Industrial Revolution takes the first steps toward that by allowing us to configure AV's and keywords that our plots increment (so for example I can make a plot that counts as a way to unlock specialty plots in kinggaths mod), but to make it really shine kinggath would have to add dozens more keywords and AVs for us to latch onto and increment instead of making our own.

Basically, due to how the CK/esp's work, you can't easily arbitrarily check for things that aren't in your own mod or a master.
 
Ah gotcha, I'll be adding a few robot focused martial plots and possibly one robot focus farm and unlikely but if I can work out the details of scaling down robots and making them fight only each other, a robot focused recreational plot, but those will be using robot workers, not a service industry focused on supporting the robots.
The more open or large a plot build is, the easier it is for an Automatron or Robot "Settler" to navigate and simulate working the plot.
A Factory with Robot Workers run by an Automatron Boss would be awesome.

BTW, while Ive got you here, I was wondering if its possible to add some management features to the RobCo AFMS for the Robotics Workshop. Currently you can set "Make Robots: True/False" Could you add what Level is being made (1,2 or 3)? I liked some of the little robots made at lvl1, but they never get made once the Factory upgrades.
Also Im guessing the assembly is random, but is there a way to add a "Reset" to the current build? I sometimes get a run of the same style Automatron.

Thanks for the Factories
 
The more open or large a plot build is, the easier it is for an Automatron or Robot "Settler" to navigate and simulate working the plot.
A Factory with Robot Workers run by an Automatron Boss would be awesome.

BTW, while Ive got you here, I was wondering if its possible to add some management features to the RobCo AFMS for the Robotics Workshop. Currently you can set "Make Robots: True/False" Could you add what Level is being made (1,2 or 3)? I liked some of the little robots made at lvl1, but they never get made once the Factory upgrades.
Also Im guessing the assembly is random, but is there a way to add a "Reset" to the current build? I sometimes get a run of the same style Automatron.

Thanks for the Factories

So, any robot available at level 1 is also available at 2 or 3, you just get more possibilities of basic leg/race (level 1 you can only get protectrons, level 2 you get 50% protectrons, 25% robobrain, 25% assaultron legs, level 3 you get a 30/30/30 on protectrons/robobrain/assaultron, and a 10% on sentrybot.) The only option I've considered adding is disabling sentrybots at level 3 just due to their size. I'll see about other changes and the work they'll take after I release the robotics advanced industrial tree (it's a ways off again, my CK crashed and I lost several days of work, but it did prompt me to build an automatic backup system! :P).

the torsos, arms, hands and head chances don't change from level to level.

The assembly is random, and I'm not doing the randomization, the robots (at all 3 levels) are given the list of all torsos, basic arms for each robot type, basic claw hands (so really only 3 hands are available, protectron, assualtron, robobrain), and all heads (mr. handy torso is an exception and always gets a single Mr. Handy eye with his torso because he can't have a head on him). So "resetting" won't do any good. The reason you see the same robot come up repeatedly is honestly there just aren't that many torsos, arms and heads, so getting the same set isn't that unlikely :P

The legs are selected first and determine the race of the robot.

All of these mods are put into a list, and the engine is what selects one, so "resetting" isn't going to do anything, I don't keep track of the distribution in the code and the seeding on the randomize function is handled by the engine.

Having said that, if you disable/reenable a robot (or if it gets caught in the provisioner reset bug), then it'll get a new random configuration of parts (but retain the same base robot type).
 
So, any robot available at level 1 is also available at 2 or 3, you just get more possibilities of basic leg/race (level 1 you can only get protectrons, level 2 you get 50% protectrons, 25% robobrain, 25% assaultron legs, level 3 you get a 30/30/30 on protectrons/robobrain/assaultron, and a 10% on sentrybot.) The only option I've considered adding is disabling sentrybots at level 3 just due to their size. I'll see about other changes and the work they'll take after I release the robotics advanced industrial tree (it's a ways off again, my CK crashed and I lost several days of work, but it did prompt me to build an automatic backup system! :P).

the torsos, arms, hands and head chances don't change from level to level.

The assembly is random, and I'm not doing the randomization, the robots (at all 3 levels) are given the list of all torsos, basic arms for each robot type, basic claw hands (so really only 3 hands are available, protectron, assualtron, robobrain), and all heads (mr. handy torso is an exception and always gets a single Mr. Handy eye with his torso because he can't have a head on him). So "resetting" won't do any good. The reason you see the same robot come up repeatedly is honestly there just aren't that many torsos, arms and heads, so getting the same set isn't that unlikely :P

The legs are selected first and determine the race of the robot.

All of these mods are put into a list, and the engine is what selects one, so "resetting" isn't going to do anything, I don't keep track of the distribution in the code and the seeding on the randomize function is handled by the engine.

Having said that, if you disable/reenable a robot (or if it gets caught in the provisioner reset bug), then it'll get a new random configuration of parts (but retain the same base robot type).

The reason I wanted a reset button is because when I first see those Sentrybot legs Im like "Crap!"
Ive gotten 5 with Sentrybot legs and either robobrain or protectron body with assaultron or Handy eye. They look cool, but after 2 they get a bit much because of the size.
I have 3 robobrain tracks with assaultron body and head, which I do like because they are fairly small and fast with that nice laser eye beam.
My other 4 have either protectron or assaultron body and legs, 2 have assaultron heads, 1 with a Handy eye and 1 robobrain.
No Handy Torso or Jet yet.

Also a Self Destruct or Scrap function per robot would be nice.
Only option of scrapping of a manufactured bot Ive found is to send it to another Settlement, then follow it and destroy it with a good missile barrage from a safe spot.

Idea for Industrial plot - RoboScrapper- it could scrap "dead" robots in the area, or "live" robots that have been flagged for scrapping.
 
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