Companion Drones for 2.0


UPDATE 3.1 Tired of the lonely factory life? This drone(s) will follow, assist, and protect you, handling construction, repairs, combat, and manage its inventory all by itself. Toggle between building and combat roles on the fly with hotkeys or the shortcut bar, fine-tune its behavior with customizeable options, and toggle between Modes to enable progression over time or to make the mod more suitable for large modpacks like Angels or Bob's. Maintained by Maoman

Content
6 days ago
2.0
3.66K
Logistics Combat

g [BUG REPORTS] All reports for version 3.1.0 go here please!

7 days ago
(updated 7 days ago)

We've just release a moderate sized update so I expect some bugs to pop up. Please be detailed and give the exact error if possible.

If you're reporting a bug that you've already brought up once in the other thread, please explain it in full again so I can keep track more easily.

6 days ago
(updated 6 days ago)

Since updating and going back to my previously established save file, my Companion Drone (singular, as I am in Challenge Mode) has seemingly become inept. It'll do the occasional deconstruct I queue for it, but otherwise it just.. doesn't. Do anything. Sometimes I need to put the stuff in it's inventory itself, sometimes I put the stuff in and it just refuses to build either way.

6 days ago
(updated 6 days ago)

Reset-Companions only works to make the drone deconstruct like regular again. However, it no longer likes to pull anything from my inventory anymore, nor place things.. or repair things. It might be worth noting that I currently have a mod on that is increasing my inventory slots WAY over the regular.

6 days ago

Very strange. I'll take a look see what I can figure out but I'm not sure what I can do since my companion is behaving normally. Can you upload a copy of your save somewhere and give me a link? That will help me diagnose.

6 days ago
(updated 6 days ago)

Okay so on my machine, the drone deconstructs just fine all the time, but when personal roboport is disabled, it does not construct (I never noticed because my personal roboport is always on). Does that line up with your observations?

I've just released an update that fixes this problem, let me know if it fixed yours too.

2 days ago

After installing an update on my already ongoing save, every time im trying to place a new drone I get a crash with this text:

The mod Companion Drones 2.0 (3.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event companion-drones-mjlfix::on_built_entity (ID 6)
companion-drones-mjlfix/script/companion.lua:287: attempt to compare nil with number
stack traceback:
companion-drones-mjlfix/script/companion.lua:287: in function 'new'
companion-drones-mjlfix/script/companion.lua:1258: in function 'handler'
core/lualib/event_handler.lua:72: in function <core/lualib/event_handler.lua:70>

a day ago
(updated a day ago)

Okay, I am out of town but I'll take a look at it as soon as I get back, probably Wednesday evening.

a day ago
(updated a day ago)

Also them seem super cracked after the update, they are working much faster than usual, it's fine on singleplayer but on multiplayer my friend is lagging hard when he or myself let drones build/dismantle a lot of stuff at once, at the moment we have 2 drones each(4 total) with 10 ticks interval, but I don't think it matters in this situation.

a day ago
(updated a day ago)

Multiplayer is not safe, as it says in the description. There are too many global variables from the original mod author that need to be refactored into player specific tables, it will require a major refactor to make it multiplayer compatible.

23 hours ago

I'm having the same issue as Shadovek with the crash, will look to downgrade for now

23 hours ago

Multiplayer is not safe, as it says in the description. There are too many global variables from the original mod author that need to be refactored into player specific tables, it will require a major refactor to make it multiplayer compatible.

Did you do anything with how their lasers work now? Before 3.0 they were pretty conservative with it's usage and only used them on specific items that were to be dismantled, right now I've noticed they are using shit ton of them even if there is less than 100 items to be dismantled, it looks like a spider that crawls towards their target (however dumb that sounds), I think that's the reason why them seem much more powerful but laggy in the current version

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