More Quality Scaling

by sh4dow

Extends quality scaling to locomotives, wagons, storage tanks, rocket silos, roboports and more.

Content
a month ago
2.0
4.51K
Transportation Logistics Trains Fluids Logistic network Storage

i Bot quality

5 months ago

Would love if bot quality affected speed, and or cargo capcaity

5 months ago

Affecting bots is more complex, since they are frequently converted between item and entity form without being placed down or deconstructed.

One option would be to add a "converter" building, which gives bots their correct stats (by exchanging the item to one of the specific quality), but "unconverted" bots would still have the normal stats even at higher qualities.

It should also be possible to periodically go through all roboports and "fix" the stats for robots in them, but there's a tradeoff between performance impact and issues with high load networks where bots typically don't spend long inside roboports between assignments.

What do you think about these solutions?

5 months ago

id be fine if there was a converter building as long as it also affected mod added bots, but obviously that would be more complex, but the fact as I see it is bots are already heavy on performance, so a converter building may be best.

5 months ago

I've implemented a partial solution - bots you manually place in the world get their upgraded stats, and are stored as a different item in roboports (currently, there is no visual distinction between quality robots that were inserter-inserted into roboports and have base stats, and the ones that were placed and then docked, which have scaled stats).

I'm planning to implement recipes/a specific "calibrator" machine to covert bots without local player intervention (since bots are not blueprintable afaik); another consideration would be whether to have these items recycle into themselves, the original bot (this would mean back-conversion recipes are not necessary, but losing 75% in the process seems annoying) or whatever the bot was made out of...

5 months ago

Thanks!

5 months ago

In the current version, manually removing bots from a roboport appears to delete them.

5 months ago
(updated 5 months ago)

That shouldn't be happening; I'll take a look.

edit: Can't reproduce - taking the robot items out of the roboport, deconstructing the roboport and even mining flying robots all return the item. How are you "manually removing" the robots from the RP? What other mods are you using that could be relevant?

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