|Created:||2 years ago|
|Latest Version:||0.1.7 (2 years ago)|
|Factorio version:||0.15 - 0.16|
Adds pseudo-infinite research to roboport charging speed. Each level increases the roboport recharge rate by 25% of the original roboport recharge rate. This affects the recharge rate of the roboport itself as well as the the robots using it.
This mod does not add true infinite research to the roboport charging speed due to technical limitations that you cannot define your own research upgrade effect (you could consider this a request to allow this/expand the available options), but instead this mod adds 50 levels of research to roboport charging speed, each which unlock a new recipe for roboports and replaces all existing ones with the upgraded version.
Having more roboport charging speed means you can have more robots in active use per roboport. More robots is more better.
For those of you who like to think in terms of infinity: in theory, with infinite robot speed and infinite roboport charging speed, any robot factory can be maintained using a single robot (though this mod does not provide enough levels of recharge speed to achieve that)
- auto-upgrade not functional for items in logistic request/trash, carried by logistics/construction robots, or being held by inserters or on splitters
- completing research may cause some roboports to disappear/shuffle on transport belts
- completing research may cause game to temporarily hang in large bases as it completes the auto-upgrade
- uses the personal roboport research icon (can be a bit confusing)
- probably will not be updated in future (that said, feel free to leave a message if you know a fix to an issue or find another issue, and I may add it)
- effect could probably use a buff - seems relatively weak at low tech levels, and overall not majorly different at high tech levels (only practically achieving 2-4 times robot density). TBD
- completing research may cause a sudden drain on the electrical network. This is because the roboports get a larger internal electrical buffer, the drain is caused by filling up this new part of the electric buffer
- blueprints will not be affected by auto-upgrade, and thus might not function as expected (since each upgrade of the roboport is considered a completely new entity). The easiest way to get around this would be to overwrite the blueprints to use the newer roboport entity, which would make them unusable across saves, and any blueprints with a roboport would be unavailable when this mod is removed, which would be very unhappy making. (Note to self that there is probably a way around this through force research and the blueprint place event)