Better Bots Technologies (Updated)


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. Updated to 1.1.x by jollywalrus and Walkman100

Content
3 years ago
0.18 - 1.1
10.5K
Logistic network

i Upgrade planner?

1 year, 7 months ago

I'm aware that different research levels grant different robort entities, so, would it be possible to make them upgradeable using the game's planner?

1 year, 7 months ago

Hmm, I'm pretty sure that would be possible (and simple), but I'm not sure you'd want to do that - the upgraded roboports cannot be crafted, they are automatically converted to your researched level when you place them, and the mine result is a normal roboport item. It might be useful for blueprints to downgrade though, so you can get a proper place request...

1 year, 7 months ago
(updated 1 year, 7 months ago)

The issue I'm having is: When creating blueprints using godmode or some of those lab blueprint mods, the entity is stuck at its basic tier, and when copying the same blueprint on a real game, it still gets the basic tier, no matter what, even if I have max research at the time. The only way for it to get an update, is if I place it myself, without copy/paste, then create a second blueprint. I'm not sure if I can explain it better, but if I could somehow upgrade those before creating the blueprint, I don't believe I would have this problem?

1 year, 2 months ago

this definitely seems to be a problem, being able to upgrade them through upgrade planner would trivially fix this, or perhaps add a bit of code that force updates every roboport once in a while? Not sure.

1 year, 2 months ago

this definitely seems to be a problem, being able to upgrade them through upgrade planner would trivially fix this, or perhaps add a bit of code that force updates every roboport once in a while? Not sure.

quick note: i did find out that using blueprints made with vanilla roboports works as expected, its only when you make a blueprint with roboports with the mod active that the roboport states are an issue. Which is not particularly nice.

New response