Bot (golem) hangars to store excsessive or spare mechanical workers (bot storage)
A large solid building for storing currently unneeded barrelbots and cogheads.
1. Building interface has a input to control max number of golems in it's district. Excessive production or migration will take available space in the storing hangar where bots will be preserved inactive without decay (another option - much slower decay and no more that to, say 50%) Released when they are needed.
2. Jobless golems will go into it if space is available to preserve durability
3. Broken golems stored until repair \ disposal facility is available
+ Iron Tooth hangar doubles as slow charging station
Comments: 33
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15 Jul, '22
Gin Fuyou SystemHighlighted comment
"Consider assembled Golem storage facilities" (suggested by Kyle on 2022-07-14), including upvotes (1) and comments (0), was merged into this suggestion. -
23 Jun, '22
Chris MergedIt would be great if we could turn golems off or make them do nothing when they're unemployed. As Iron Teeth, when I have to turn off repair stations, charging stations, and control towers because I'm low on power, the golems mill about aimlessly, using up their energy and draining their durability. Draining durability is especially a problem; golems end up exploding if I can't provide power.
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14 Jul, '22
Kyle MergedSometimes I want a whole bunch of golems for a new district that will need many golems, like a large farming district without housing for Folktails, or a small metalworking colony without food or water for Ironteeth. I can only make golems at ~1 per day per factory. If I just make the golems, then they're either going to be just sitting there consuming durability, or I'm going to have to golem and un-golem a whole bunch of buildings, which I find annoying. This is especially true for Ironteeth, who have to set up a district before sending Golems. I get that it's a balancing issue for golems, but perhaps you can make the storage facility cost repair kits daily, or make it quite expensive, or some such solution. I just think it would be cool to be able to store my golems when I don't need them or can't afford them. I also think it might be cool to be able to store beavers in stasis during droughts or something in the late game. Just an idea!
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26 Nov, '22
Alain MergedGolems are great! however, I found it sad that idle golems (golems that aren't asigned to a workstation) are discharged at the same rate as working golems. I'd love for a way to make idle golems discharge slower, maybe with a new specialized building? that way we can better handle golem population in the endgame ;)
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28 Nov, '22
Gin Fuyou System"[Suggestion] Idle golems" (suggested by Alain on 2022-11-26), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Jan, '23
Rafe Ney Mergeda bot warehouse where unused timberbots go, when it gets full of timberbots it stops the production of timberbots so as not to flood the map with bots. when a bot "dies", another bot from the warehouse takes it's place and then the assembler turns back on. this could be used to keep resources in check. Ex. i left the game running after i unlocked bots and when i came back in the morning all of my resources were gone and i had over 69 bots (not a joke the last bot that was made was bot 69). this could save a lot of players resources and provide for more automation for later stages in the game
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22 Jan, '23
Gin Fuyou System"Add a Bot warehouse" (suggested by Rafe Ney on 2023-01-13), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Feb, '23
HORRIORNot only would this be very useful, it would also reduce frame rate lag caused by idle golems roaming the world.
Also it would be nice to have a new housing sized building that can conduct power from building to building. -
05 Mar, '23
Miao MergedWith a robot warehouse, the robot will go to the warehouse after robot reaches it maximum amount. And then the factory will stop making robot. If not, then the robot will always have new and not working and we need to manually shut off the factory. It just too much trouble.
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09 Mar, '23
FreyaAdding a building where you can store unused bot and an building when you can repair them will be great. It's really frustrating that they broke and disapear, especially because it takes a lot off time and ressources to produce only one.
Bots are a great improve in the game, i'm looking forward to see how it will evolve. -
14 Mar, '23
Gin Fuyou System"Add Robot warehouse" (suggested by Miao on 2023-03-05), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Apr, '23
Blakmoon MergedMy suggestion is about unemployed bots wandering in the district. Why do they have to still consume energy or fuel? When I don't use my car, it doesn't.
So instead, why not storing them somewhere, awaiting to be employed or send in another district?
The advantage of it is that the bots in this place aren't consuming fuel or energy.
Once build, a bot takes fuel to be full (for Folktails) then go to this place.
For Iron Teeth, this building may need some energy (but not too much) to keep them charged to be able to work when needed.
Of course, if the building is full, the bots still wander and consume fuel and energy... -
11 Apr, '23
SirMichael System"A place to store unemployed bots and they don't use fuel if stored" (suggested by Blakmoon on 2023-04-09), including upvotes (1) and comments (0), was merged into this suggestion.
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18 May, '23
Jcheung System"Make it possible to turn golems off" (suggested by Chris on 2022-06-23), including upvotes (4) and comments (0), was merged into this suggestion.
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07 Jul, '23
zhangboda MergedAdd a robot parking lot where robots that are not working are on standby and do not consume electricity.
If there is a major power outage, robots in the parking lot will participate in work.
There are Charging station in the parking lot -
07 Jul, '23
Gin Fuyou System"Robot parking lot" (suggested by zhangboda on 2023-07-07), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Dec, '23
stwfYeah, both are strange, the only constructed thing that won't stop being built no matter how man there are. So I end up with dozens of idle bots hanging around, then turn off some assemblers and a few cycles later have a crash because there are not enough bots. This is FolkTails.
I understand it could be hard to know the difference between an idle bot, and one that needs to go into storage unless you just used the minimums set in migration panel? Any bots over the minimum, if there's a storage available in the district go in there, and when its full the assemblers will stop? IDK if this is a chore you would prefer to keep manual but it is annoying when you get so many extra bots and yet have no planks or gears for other things. -
08 Jan, '24
Robin Blood MergedEverything has to end at some point, like the life of the beavers after years of hard labor ;-)
But I think the bots should not degrade if they are unemployed.
Or at least the Durability should drop slower. -
09 Jan, '24
Jcheung System"unemployed bots should not degrade / loose durability" (suggested by <Hidden> on 2024-01-08), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jul, '24
Anders MergedAlright hear me out, a storage hall for excess robots. The Iron Teeth would definitely have that. It would neaten up the area in front of the District Center when the production is going in top gear, AND it could work like a sort of robots-in-this-building-don't-consume-power thing.
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13 Aug, '24
Gin Fuyou System"Robot Storage" (suggested by <Hidden> on 2024-07-21), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Nov, '24
NULLPlease, this feature request has been made more than 2y ago, do something about it, at least comment anything besides merging other feature requests and ignoring the main (this) one. What the hell...
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12 Nov, '24
Jcheungassuming that the devs had an infinite amount of time to work on things and could complete an infinite amount of tasks per day, there are many, far older requests out there than this one.
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13 May, '25
izual69 MergedFPS drops when there are too much unemployed robots around the district center. There should be a building where we should be able to store the unemployed robots to avoid them roaming around the district center.
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16 May, '25
Gin Fuyou System"Unemployed robots are drops FPS" (suggested by <Hidden> on 2025-05-13), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Jun, '25
Old·G Merged1.Allow robotic beavers to switch to standby mode ,they don't work and their lifespan or enegy does not decrease in standby mode.
2.Adding robotic beavers standby building ,which enable robotic beavers to enter the building and turn on the "substitute" mode. In this mode, when there is an idle working position within a certain range, the robot will automatically restock the position to work, rather than manually specifying the work by the player.
3.Add robotic beavers maintenance stations to spend a certain amount of resources and working hours to maintain low-life robots.
4.Adding robotic beavers upgrade station,which allows upgrading robotic beavers to improve their ability, such as upgrading wall claws to allow wall climbing, and jumping a certain distance of cliffs after upgrading spring legs. . .and so on...
I think the gameplay of the machine beaver can be further expanded. -
08 Jul, '25
Gin Fuyou System"Robotic Beavers improvement suggestions" (suggested by <Hidden> on 2025-06-29), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Nov, '25
MarkusI came into suggest a bot storage warehouse so adding my voice to this. It should be expensive to build, premium like a badwater rig. I think it'd be hilarious to trigger an event and see all the activated bots come boiling out of the building.
It might double as a "healing" or "repair" center for bots. -
08 Dec, '25
MarkusAn interesting way to do this might be to paint a square as a storage square. One square to store one bot. Now you can use the tunnel tool to dig into a hillside, build levels with platforms & stairs, & finally paint the floor as a bot storage square. They'd sleep in a square & consume resources at 10%. When they wake, they'd be in "hungry mode" & would have to fuel up before being useful.
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30 Mar
kmnr MergedA place where a specific number of bots come when idle, instead of being idle in front of the district center. Can be a central place to store and provide bot necessities such as Biofuel, Catalyst, and Punch Cards for FT, and Grease for IT.
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30 Mar
Gin Fuyou System"Bot Hut" (suggested by <Hidden> on 2026-03-30), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Apr
ringelmax MergedIt would be nice to have some sort of parking lots for robots
Like chargers, but where unemployed robots can stay permanently until they are needed (maybe with slow charging and slower health loss)
At the moment they all hang out at the towncenter which is a bit messy, at least if you wanna have the towncenter at the center of your town -
02 Apr
Gin Fuyou System"Parking lot for Robots" (suggested by <Hidden> on 2026-04-02), including upvotes (1) and comments (0), was merged into this suggestion.