Buggis Nuclear Bots

by Buggi

Nuclear powered robots that don't need to recharge. For easy mega-base building. Optional Death Explosion.

Content
5 months ago
0.17 - 2.0
7.43K
Logistics Logistic network

i Possible interaction with Quality

4 months ago

As of now, you can change cargo/speed multipliers manually in main menu - not sure if any other stats even exist, but these ones could've been tied to Quality mod if it is loaded in, or something like "quality affects speed" and "quality affects cargo". From what I recall, mods can cross-check if other mods are loaded in - but not sure how difficult it is to implement, along with how quality scaling even works. So, could you consider including some sort of interaction with quality at some point in the future?

4 months ago

I have thus far found no way to allow quality to affect other things other than what they coded it to affect.
If you know of how to do it, please enlighten me so I can abuse...er implement it poste haste.

2 months ago

I checked out and theres a horrible way we can make interact with quality...

The problem is, MAYBE on big bases with a lot of robots it can get laggy

So, ye as i found you CANT edit any prototype to have interaction with quality besides vannila hardcoded stuff,

BUT, as any item can have quality, you can do a living entity edit
So, you (or me also), can make a code that on the exit of the roboport changes the buffs on the robot

Ill would use script_raised_built or on_built_entity
event, i think... havent done anything like this

https://lua-api.factorio.com/latest/events.html#script_raised_built

2 months ago

Any scripting that is done will cause lag. Imagine a script having to run every time a bot leaves a port, you would crush the UPS of the game.

I've never needed my bots to be quality, they're fast enough and hold enough, if you need more, there's a config you can change.

Yes, I wish they'd expand quality options and I hope they do so for 2.1.

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