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im new to the game and i wonder how you add a belt to a belt transmission

thanks for any help

Great question!

It is already added.  Just pull the pulley out and the belt will lengthen automatically.

thanks, also it would be nice if the motors  could say if they are speed centered or torque centered

Agreed.  For now, if it is a real life motor (i.e. the Motenergy 0708), you can look up the torque and speed characteristics of the motor online.  Eventually we are going to need to make the numbers visible to the players.

ok thanks

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For some reason my spinner's weapons seem to fall off more easily now. So after 1-2 hits it will stop then just fall off

I would adjust damage settings below 100% 


Working on that over the next few days.  I just finished a lightweight competition and have a bunch of real-life energy numbers that I can compare to damage.  I’m planning to use these numbers to tweak the in-game damage model.

Its really really hard to place on 3in brushless motors


Fixing on the next build!



there is a bug on .zip , making it impossible for me to update the game. any tips? Im stuck on the October build. help ;-;


im computer illiterate just saying


...aaaaaand i uninstalled it by accident. great.


the updates are basically a new version of the game. All you need to do is download and extract the new version. 


When will the next update be 


new update happened 2 days ago


All of the flippers won't work for me. Looks like the plunger that is suppost to push it up just goes through it. 


That's weird.

Regardless, the robots that are currently there are just placeholders and prototypes.  We will be reconstructing all of the preexisting robots with robots that are built in the workshop.  Expect the robots to go away and be replaced over the next year.


Are you referring to the pre-existing bots or a custom one you made?


It seems that spinners crash the game now


The latest build fixes that glitch.


I can't seem to do any damage to any robot, and the only place i've seen damage is when a robot is eliminated. Is it meant to be like this without the old damage system?

That’s correct. We haven’t started in damage computation yet. I’m still working on spinner impulse response. Once that is ready I can make a start at damage. It will probably be several months before we are satisfied with it.

Hi! I noticed that when you hit wheels with high KE weapons, the wheels don't break off, the motors do. Is this supposed to happen?

This was a poorly implemented bug fix to try to solve a problem when all of the components were broken off of an axle.  For some reason a substantial amount of mass was left behind.  I just wrapped up the finishing touches on an improved bug fix that doesn't rip off the whole motor in the process of getting rid of the axle's mass.

The new fix should be up shortly...

Over on GTM I posted a video of a glitch I noticed with the 03January build. Can you look at it?

By any chance did the 08January build fix the problem?

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I just tested it and it STILL gyrodances around. I think it has something to do with the motor. Maybe disabling the motor after what is attached to it breaks off will fix it. 

EDIT: But the spinner physics are AWESOME!!!!! Spinner mass reduction of 25% is super realistic.

EDIT 2: Shouldn't spinners spark when they nick the floor?

Spinners should spark when they hit the floor, but we haven't gotten that far yet. :)

Have you fixed the flippers

I’m not sure what you mean by this.  We haven’t touched the flipper mechanics in a while.  

At some point we will go back and sort out pneumatics, but motor driven flippers work pretty well now.

The prebuilt flippers are kinda weird. Sometimes they flip but theirs no animation from the arm just a puff of gas. Most times they dont work at all. Player deigned ones do though 

Gotcha!  We are putting zero development time into the prebuilt robots.  They aren’t currently built using the robot workshop, and will need to be redone once the workshop is ready.

Great! Will damage be fixed soon?


Working on it!  Damage is a long process.  I need to figure out spinner “bite” so that we can get damageable chassis plates working.  After that will be puncture damage.  Polycarbonate needs to handle punctures and spinner damage differently than UHMW, for example.  Once all of the mechanics are in place it will take a while to tweak all of the numbers.


Damage doesn't seem to to be working right now :( Can't even kill a 1lb ant

Also When will you(if ever) start on a brush less motor, so far all of the motors look like a brushed motor

More ideas because I can only think of this game

  • Banana for scale

Hmm.  Interesting.  The tools on the workbench should be to scale.  Also, the chassis shape grid is a 1 meter square.


definitely, it also seems like the bugglebots arena pit is still broken


i Notice a another problem for robot rumble 2 the flipper for earthquake and TR2 and manta are not working right 


Are you planning on keeping the RR2 Twitter up to date, or is it a lost cause?


Working on it.  We might be in need of a social media guru.  I’ll know more soon.

one of the main issues I’ve had with the Oct 10 build is that the bot direction and AI reset every time you enter into the workshop, which makes checking tourney bots really complicated. I’m not sure if this was fixed in this new update, but I thought it would be best to bring this to your attention.


Shoot.  I wasn’t aware of the issue.  Is this a problem with the AI system?

yeah. It just resets to the default AI after I look at the bot in the workshop. Also, if the front needs to be at 180 degrees, it resets to 0 whenever you go back to the workshop.


Drat.  I wasn’t planning to look at AI until after damage.  What absolutely positively needs to be fixed to run the tournament?

Nah, man, its fine. Just a bit of a hassle is all. I just was making you aware of it is all.

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I found a problem. Fire damage instantly makes all small parts fall off.

I drove a panel bot within a foot of the flame pit - not even on it - and it just collapsed in a heap.

Oh wow.  I didn’t notice that!  What were the panels made from?  How thick? Maybe wooden panels should burn? 🙂

Steel and polycarb, all 5mm.


I found the source of the problem, and should be able to put out a fix today.  There was some errant code in the flame pit that was directly changing the health of a component every tick, rather than going through the takeHeat() method.

We're still in the process of reworking damage, and this was a super-helpful catch.  Thank you!


Aye, Happy Finals Week, Chris! Glad to see you’ve awakened from your slumber. I’ve been doing my best to keep RR2 relevant with SvL while you were away, and I can’t wait to see what you come up with over break!


You are amazing.  Thank you!

PS - The new build is up!


I've been thinking about rollers for wheels, after my attempts to build some ate the entire frame rate

What I'm wondering is if it would be plausible to have an object that has significant friction in - say - the X axis, but none in Y or Z.

Assuming directional friction is possible in the engine, it would allow rollers on wheels - or in other places - to function without having to complicate the game's calculations with moving hinges.


It turns out that a big problem with player-made wheels was that the game was recognizing them as high-speed spinning weapons and adding Weapon_Blur_Cylinders to them.  The Weapon_Blur_Cylinders are designed to correctly calculate the result of impacts when a steel bar is spinning faster than approximately 400 RPM.  At this speed, the physics engine is essentially "teleporting" the spinning thing to its new location every tick.

Weapon_Blur_Cylinders do apply tangential forces, but they don't simulate friction, so driving with them is a terrible experience.

In the new build if you create a shape and set the material to "Rubber", the game will not create a Weapon_Blur_Cylinder at all.  This means that the game will use its normal friction system, and the robot will drive exactly like it would if you used premade wheels.


quick question as i haven't seen it posted an di'm new af to this game, how do you add robots that others have made to the game please, i'm looking for stuff in the game folders and i can't see anything

i think I can help. When you go to files, type “%APPDATA%” and hit enter. Next, use the drop-down menu where it says AppData and select LocalLow. Then select Nerd Lab Studios and then select Robots. Your personal bot files should all be located there. When downloading other people’s bots, just copy-paste them to that folder. Hope this helps you!


When the paint system gets properly built, we need the option to make custom paint shapes and to use coordinates to place them. I'd never be able to make a paint job like this without those two things's-rr2-sh...


Hey! Any news or progress?
IK that you have a class to teach so yeah, no rush


No news or progress for the past six weeks.  We have been rewriting our entire physics course curriculum, one day at a time.  It has been a bit overwhelming.  I'm REALLY looking forward to things calming down so I can resume work on the game.


Aye, man. Take your time. We can wait. At least this will give me enough time to finish my tournament.


hey so Im a huge fan of the game, but I have a few questions.

1.   Are you going to make any other robots e.g. Behemoth, Magnetar, (Im choosing these 2 as they would be worthy apponents of TR3 and Manta)?

2.   When can we make our own arenas?

3.    Why does Bubblegum not work properly anymore?

4.    Why do player-made spinner robots randomly start flying when they reach a certain RPM?

I don't mind about Q2 but I think you guys need to look at 3&4 now and maybe Q1 later on once your happy with the physics and AI and damage system. Anyway, I like how this game is in constant development *cough* robot arena 3 *cough* and I cant wait for the next update. Again, great work guys, Im a huge fan, and I cant wait to see what the next update brings.



1. I doubt that they can use the bots you said because they are under the RW license, and they would need to acqure the rights which is hard

2. I honestly would like that, maybe it should work like Bot Builder?

3. Uh they will fix it most likely after the physics rework

4. I also experienced that which is weird

but behemoth and magnetar are free to use though


with number 1, there are people that have actually built really nice replicas of those bots along with many other awesome bots as well! I’d recommend asking Wham over on Gametechmods to see when he’s planning on releasing his reps to the public. I’d also recommend checking out his showcase, as the bots that he’s built over the past many months are absolutely stunning! Hopefully this comment helps!


1. We don’t have any plans currently.  I would like to get to the point where we can rebuild everything in the botlab first.  Maybe that’sa pipe dream, but it’s my pipe dream.

2.  The arena builder is still in the back of my mind.  We’re working on other things at the moment.

3. I found a bug with the collider for the weapon blur cylinder.  Hopefully this fixes Bubblegum.  I will check tomorrow.

4.  See #3.  I think it will be fixed on the next build.

When are we getting buffed HP, and no axle damage?

Not sure yet.  The going has been slow.  HP probably won’t even be a thing in the first few rewrites of the damage system.  The idea is that if a motor or ESC takes a hit, it stops working immediately.

I’m starting with breakable armor plates.  The plates will break off only if they are hit hard enough.  HP as a concept isn’t necessary for this, so I am leaving it out for now.

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This is actually  a great idea! Cant wait for it!

Are plates gonna be KJ limited? 

Like UHMW part will break off with less KJ, than Steel part?

Also White alu and steel when?


Yes, though I think UHMW will need special treatment because it is so slippery.  I want to make it really difficult to bite into UHMW.

It would be really handy to be able to set how fast a motor turns, or to have a higher limit to how big of a ratio you can set on a gearbox. My Panic Attack rep has difficulty using its forks for anything but conventional flipping, because I can't make them move slow enough despite a 10-0.1 ratio.

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It needs to be able to move them a good five to ten times slower to work properly.

The latest bleeding edge build lets you make gearboxes with as much reduction as you can make the space for.  1000:1 should be no problem if you stack three 10:1 gear sets.

I've been a tad nervous about the idea of trying the bleeding edge builds for the sake of my large number of robots, but I'll back them up and have a go.

Fair enough!  It is probably worth following the RR2 thread on GTM to see if anyone is having problems with each bleeding edge build before trying it.

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I've tried it, putting the forks on two gearboxes. The first at 10-0.1 and the second at 10-0.5. The forks move at the right speed, but they're completely useless.

If I try to lift them with any weight on them, they just go limp and fall back to the floor after about half a second.

why do you have pulleys but not chains 

On the most recent builds you should find both belts and chains.  They are currently identical mechanically.

Where can you find belts?

In the Robot Workshop, look under the "Motion" tab -> Transmissions.  You should find a variety of options to play with.  

Once you place a pulley, select it and drag one of the arrows to pull out a belt or chain in that direction.  You can make belts and chain as long as you need, and adjust the gear ratio by changing the size of the pulleys/gears.


I was just thinking, somebody with more social media stuff than me should tell NerdCubed about this, it's exactly what he's said he wants just about every time he's played a robot battler. :)

when is the next update for the game

Just posted a new bleeding edge build at

The newest build is 10October.

So... I built a heavyweight full-body spinner, with a miniscule part count for me of only 23. (Including the chassis.)

When I spin it up to speed in an actual battle, half the time the game crashes to menu on the spot.

And the other half, more often than not it crashes anyway as soon as I hit the opponent.

If I had to take a guess - with absolutely no experience regarding how the game might work but access to a lot of robots to observe - I think it might be in some way related to the robot not being applicable for the game's spinner mechanics.

Okay... Update: I'm trying it again, and this time the game is staying solid, I haven't had even one crash today.

Hmm.  Any ideas what might be different?

No idea at all, but these past three days I've continued to have no problems with it.

will there be anymore robots for the game 

We aren’t really focused on creating content right now.   We have our hands full with the botlab and the new damage system.  After that comes a rewrite of the AI system and tournament mode.  Once all that is in place, we should have some time to focus on new content.  

I anticipate that we won’t be thinking about any new robots for another year or two.

Will this work on windows xp?

I have no idea.  It isn’t officially supported, and we don’t have an XP machine to test on.  My guess is no.

i shall test it myself

Just a little irritation I've found while building some new wedge bots: it would be nice to be able to limit the travel on a hinge.

This is incredible so far! Sorry if I missed it: is there a roadmap or something accessible anywhere?  

Thanks!  Nothing so formal as a roadmap, but we have a pretty detailed devlog and community over on the GameTechMods forums:

Can you add a feature to disable the pit or have a hazardless test arena? The AI gets stuck so often that it's getting really annoying.

We will get to it, but not for a bit.  Our next priority is to completely rework the damage system.  Once that is ready we can rework the AI system.

I've built a four-wheel drive push bot, and for some reason it handles like a shopping trolley that can't decide whether to veer left or right. Every time I start moving I just have to guess and hope.

Are you running the 14SEPTEMBER bleeding edge build by any chance?  I tweaked friction/traction in that build.

Due to basically being protective over the large number of bots I have, I've been nervous about trying bleeding edge, so I'm still on 06August.

Gotcha.  I’m hoping to put out a new stable build by Friday, which should fix the traction issue.  Testers have been liking it so far over on GTM.

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Sweet. I'll let ya know if the problem persists.
Thinking about it actually, would it help if I give ya the bot file?

edit: That would be so you can find out whether the bot's traction issue is the same one you're fixing.

New stable build is out!  This should solve the friction problem.

Dude, This looks amazing so far, its like the predecessor to Robot Arena 2. You should totally get this up on steam, a multiplayer support would be amazing to see too, Cant wait to see what you do with this!

Steam - Definitely!

Multiplayer - We have people using Parsec for multiplayer now, but I think that is as far as we will go.  Real-time dedicated multiplayer servers aren't in the cards unless we completely change the scope of the project, which would require a massive investment of time and money.

I know that this is over 50 days ago, but how much time and money do you think it would take to make multiplayer be possible?

I can't give an accurate number, as I haven't done a multiplayer game before, but suffice it to say that without the support of tens of thousands of paying players every month, I doubt it would be economically viable.

Hey can you fix the blurriness when I zoom in? 

try the latest bleeding edge build if you haven't already

I just removed Depth of Field blur in the BotLab on the latest bleeding edge build.  You should be all set!

this may not be related to glitches but, can anyone give me a good tutorial of how to create a good controlling bot for a base?

P.S Robot Rumble 2.0, could you please make a hollow half circle for full body spinners?

We would like to, but this is a little more complicated than it initially sounds.  I put it on our Trello board.

I recommend checking on the RR2 forums over at  There are lots of people over there who have been building some great heavyweight robot replicas.

In general, start with Ampflow A40-300 motors, attach some wheels, and be sure to increase the armor plate thickness in the “Materials” tab so that your robot weighs at least 100 kg.  Otherwise the motors are so powerful that they will flip your robot.

Any idea if the next build will fix the issue of heavy spinning weapons coming to a sudden stop when hitting the walls or the floor (and sometimes opponents)?

This is a simplification I made to avoid having to deal with coming up with an algorithm for computing the percentage of energy lost on different hit conditions. 

If you don’t mind my asking, what situation are you having where it doesn’t feel right to dump all of the spinner’s KE on the hit?

For example, a weapon spinning at a high rpm feels odd when it comes to a sudden stop against the wall or floor. It just seems a little bit more realistic if the weapons kind of bounce the bot away from the surface it struck if the bite depth wasn't great enough to exert all of the force.

This is super helpful.  Thank you!

Right now I'm thinking the following:

1. If there is a glancing blow, the weapon will bounce off without losing speed. (DONE)

2. If there is a direct hit, the weapon will lose all of its speed, dumping all of its KE into the robots involved. (DONE)

3. There needs to be a gray area between #1 and #2.  Something in between a "good hit" and a "glancing blow".  (NOT DONE)  Maybe the "glancing blow" situation needs to be adjusted depending on the quality of the hit such that a fraction of the speed is lost, but not all of it.

That's exciting, this game is definitely heading in the right direction. Heck, in its current state, it's the best robot combat simulator available.

hi have done a update for the game on 29th of august 

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