Better Robots Extended

by Nick1Z2

This mod adds four new tiers for logistics and construction robots (MK2–MK4), with configurable speed, carrying capacity, and battery capacity, plus research to boost carrying capacity. It also includes new Roboport MK2 and MK3 with configurable charging speed for enhanced charging and logistics capabilities.

Utilities
a month ago
2.0
4.47K
Logistic network

i bob's comnpatibility

a month ago

Hey can i ask for removing the tech unlock and recipes if combined with bobs as i would really like yours over there's but nether have a duplicate bot tiers and roboports?

a month ago

Hey, thanks for your message! My mod already includes settings that allow you to disable bot tiers MK2 to MK5 as well as the Roboport MK3. The Infinity research, Roboport MK2, and Bot MK2 do not yet have this option. However, if you disable those three, my mod will not add anything new to the game. If you'd like, I can add these deactivation options as well.

I could try to find a solution to disable Bob's bots, but I'm not sure if it will work the way you expect. Also, I'm currently not sure which Bob's Mods you're referring to, as the ones I know are only for Factorio 1.1, whereas my mod exclusively supports Factorio 2.0.

What exactly is your goal? Do you want to manage everything through my mod, or do you specifically want to disable Bob’s bots? If it's about restricting Bob’s bots, perhaps the author of Bob’s Mods would be the better person to ask for such settings. What exactly do you expect me to add to my mod?

a month ago
(updated a month ago)

Better Robots Extended:
Well i prefer yours over Bobs. Not disabling yours as i intentionally added this mods after starting my test game. Reason yours are way better than Bobs bot & ports.

Bobs:
That bobs regular ports and bot are hidden and disabled, as far bobs goes there are a test version on the git for 2.0 that i myself have used to patch bobs stuff on my own mods.

a month ago

Hey Sgamez, thanks for your feedback!

I’m glad to hear that you prefer my mod over Bob’s and intentionally added it to your test game. Based on our discussion, I’ve added some new settings to give you more control over how my mod interacts with Bob’s bots and Roboports.

  • New setting: Disables Bob's bots – This setting completely disables Bob's bots and Roboports, along with their associated research.
  • New setting: Forces a recipe for MK1 bots – This ensures that logistic and construction bots, as well as Roboports, follow base-game specifications by adding an additional recipe that is independent of Bob’s modifications.

With these settings, you can either fully disable Bob’s bots or keep them while ensuring my mod follows base-game balancing. This should help prevent duplicate bot tiers and conflicting Roboports.

Let me know if these changes work for you or if you have any further suggestions!

Best regards,
Nick1Z2

a month ago

many million thanks. In the future i would like to see you use bobs intermediates for your recipes but that is for later. Thanks a lot for this update.

a month ago
(updated a month ago)

Hey Some feed back to this update i suggest that you never use nil in code anywhere as that could cause compatibility issues for other mods looking for mentioned items, tech, equipment, so far as I've learned modding factorio never use nill as result of data.raw

I would rather suggest doing some thing like this if you ever need removing things from other mods:
https://github.com/SGZ-Creations/Power-Armour-Replacer/blob/master/Power-Armour-Replacer/structures/filters.lua

Also noticed that you did modular robot chest that meant to ask to stay. instead was removed. The regular roboports was what i meant to ask to hide & disable.

Sadly non of the code regarding your setting even after enabling it works.

I would like to help solving this if your up to chat on discord?

a month ago

Hey, Sgamez

Thanks for your feedback! I have now changed the code so that instead of setting recipes to nil, they are now disabled (enabled = false) and hidden (hidden = true). This should prevent compatibility issues with other mods.

I’ve also been thinking about adding a setting that allows using Bob’s intermediates for crafting. It’s something I might implement in the future.

Regarding Discord: I don’t have a problem with that in general, but I primarily speak German, so communicating in English might be a bit challenging. If you still want to add me, my Discord tag is the same name as here.

Let me know if you have any further feedback!

New response