Better Bots Technologies


Adds more technologies for roboports and robots, including additional roboports charge pads and expanded bot power cells. Instead of giving them out for free like many other mods, this one strives to blend into the existing game balance.

Content
4 years ago
0.16 - 0.18
159
Logistic network

i New features

6 years ago

I think it would be a good idea to increase add research to increase the construction size and the logistical size of the roboports.

Also I think that the price for a roboport should increase for each upgrade. (For example the resipe would require 1 radar once the research for the scanning is unlocked.)

6 years ago
(updated 6 years ago)

Thanks for the suggestions!

The logi and costruction area upgrades should be easy enough to implement, but for the change in recipe cost, well, there are a lot more things to work around, because I can't simply "change" a recipe (much like anything else in the game tbh) once the game has started.

What we modders do to fiddle with the numbers on anything that the devs didn't think about themselves (like, for example, when i add charge pads to robports or simply increase their power output) is actually "swapping" each one of those entities with an upgraded version that was already prototyped (read: defined) as a new entity, because the game wants every single entity prototype to be declared before even loading itself!

This same reasoning goes for recipes (that are handled in a similar fashion), so i'd have to prototype a bunch of new recipes and, whenever a technology gets researched, scavenge everywhere a recipe could go and hot-swap the old recipe with the new.

And that means at the very least the player recipe book, all the assemblers, all the blueprinted assemblers (for both blueprints the player already has, and for any new blueprint that builds roboports!)

And that's without taking into consideration the fact that, even if I worked around all of this, doing so will mess up production lines that ppl may have for roboports, making them all of a sudden unserviceable...

Another solution would be to simply add new tiers of roboports (like the gray, blue and yellow assemblers), but tbh I really don't want to go down this path...

Anyway i'll think about it in the next few days, maybe i can come up with something :D

Thanks!

6 years ago
(updated 6 years ago)

hi, maybe there is a way to do it via research instead?

some of the cool modules in bobs modules (mod), makes the Lab require some additional items, instead of just science packs. (maybe bob had to write new code for it, or maybe the game lets you use items there too?)

a quick way could be to just add one extra tech that only requires say, 50 low-tier radars, and then your normal tech is reached. so that they player has already covered the cost of radar features when they unlock your other tech for the upgrade as normal.

another way might be to query the game for the number of roboports placed on the map, and to modify the number like a minimum value, + 2 times that amount or something? :)

6 years ago
(updated 6 years ago)

Technology cost would be easier to work with, but requiring new items for just one research would mean the player has to fill labs by hand... i don't know, it feels meh to me...

Also research costs are set in the prototype stage, so there's no way to set them mid-game unfortunately...

6 years ago

I see, I have another idea for an improvement: 2 (or more) hatchs so the robots could enter/leave twice as fast.

6 years ago
(updated 6 years ago)

This one, i'm afraid, is completely beyond mod capabilities since it's coded in the game engine. A mod can only change the position of the station (or negate entry by setting it to null) but that's it

I could add more slots for robots in the inventory of the roboports itself, so it can store more bots (is that even needed tho? they already have room for 7 stacks of them)

6 years ago

I understand; however I have one more request: would it be possible to have a box act like a active provider chest for robots, where robots would be placed in and immediately sent out to other robotports? This would be a nice help because currently the way my robots are entering the system would be through the roboport that they are put into (limiting my robot production to those 7 stacks until they are opened up by the robots leaving).

6 years ago

Mmmmm a chest that actually releases bots into the network it's attached to...

I may look into this, I have no idea if it's feasible because I never fiddled with logi chests or even giving orders to bots, but i'll look into it :D

Thanks for the suggestion!

6 years ago

A robot manager that would keep the number of robots to a set number would be great.
If you could some how make a roboport with not bot storage and still stick a bot in it maybe it would leave.
I would love to figure out some way to take out bots when there are more than i meant for there to be.

6 years ago

Also i think the current ranges should probley stay the same but if you wanted to make a Long range roboport have it be called something else

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