o6dukeleto wrote: I actually think the base shown in the FFF #224 is actually a very nice design and took a lot of thought and planning to build. I have not looked at it in detail, but I suspect it has some very well planned out logistics networks to minimize bot travel, etc.
You can see the effort put into that factory just by looking at where
each product is crafted relative to others in the production chains. It is far beyond "spam roboports & dump enough bots in". Props to ultramn.
& to the people who do NOT use bots "because they are cheaty" or "easy-mode": Have you actually used them on a large scale to the point where you understand their limitations & challenges? Making an IN
-efficient bot factory is easy, but so is making an in-efficient belt factory...
Making an efficient
factory using bots brings its own unique design & planning challenges, in addition to their already high power use & setup costs. Just watching a video of a knowledgeable players bot factory, will not really show you the amount of planning or understanding required to use them well
Link to original post.
o6dukeleto wrote: I think putting a bot cap PER network would add some thought and planning to logistics bots. It may also be a somewhat simple fix.
... there are precedents for bot caps in the game, your personal network limits combat bots and research increases these limits.
This is probably the best suggestion I have seen so far to put "soft-cap" on bots during midgame, yet still allow endgame / megabase use. I have had a similar idea [but he beat me to posting it], so here are some rough example numbers to quickly illustrate:
50 active bots per network +10 per connected roboport
. With lategame research to increase support per roboport, eg; +5 per level.
So, with 8 levels of research, it would be 50 +50 per roboport. With 17 levels, it would be close to the "ideal" charging ratio of 100ish bots per port.
The personal roboports mk 1&2 already have a hardcap
on supported bots, in addition to the combat robot limit mentioned above. It would be great to have both personal & factory roboports unified to use the same "soft-cap" system, & they could even share the same upgrade research.
I think a major reason bots are seen as a "better" alternative is due to the new v0.15+ science update: item throughput requirements have increased dramatically, compared to v0.14. Bots could already cope
with the increased demand quite easily [as could trains!], but belt throughput has not been updated to match
& they are now struggling to meet the new levels of demand effectively.
I'll say it again: Please buff the belts!
A "Stacked belt" seems a great lategame option: if an inserter can grab a whole stack at once from a belt [as it can from a chest], rather than waiting to scoop up each item one-at-a-time at belt speed, it would help with the belt>inserter assembler feeding issues when using beacons [which is currently "resolved" by using bots to keep it compact, or with extra chests/inserters often at the cost of beacon coverage].
Ohh, the interesting sushi possible with a stacked belt & inserter/combi controls makes the mouth water...