The size of bots
Posted: Thu Apr 05, 2018 6:00 pm
I was just catching up with https://www.factorio.com/blog/post/fff-224 and it got me thinking, but the thread for it is huge and locked.
It is sort of asserted that no amount of reducing bots makes them less powerful than belts, but I'm not sure I agree. There are performance considerations but also optimizations/structures to help with this, bots are also popular in there way too, but it needn't be an all or nothing thing.
How about:
Bots being unable to get less than a certain distance from each other. This could be as an on by default option when starting a new game. On a technical level partitioning is an example of something that can make this efficient enough, particularly seeing as there would be able to be less bots at once. It'd look a lot more realistic and force bots to "queue up" a bit, this needn't even be a very large radius. Having less of an enormous increasingly continuous seeming rather than discrete seeming cloud of them might lead to more interesting optimization problems becoming relevant for bot movement as well. Being forced to fly around some of the tallest structures could be a fun quirk too.
A restriction of the number of messages "the air can handle", as in for a square km only a curtain number of messages like "I need a new task" or "I need deconstructing" can be exchanged per second, importantly with some part of the UI that communicates your localisation of the capacity of this. The limit could be quite large but it existing at all would still cap things a bit.
Bots being unable to leave the construction/logistics area of the network too, relevant for example for banana shaped factories. Subtle but curtails them a bit and is also an advantage in disguise re not ridiculously flying into biter bases.
More specialized types of belt (that aren't almost straightforwardly more powerful upgrades), but not stacking up of belts though in a big pile. :¬|
A couple of a slower factory like buildings that make a couple of particular small groups of the items that are good to have as an option, but you hardly ever need much of, use a mishmash of materials, don't go into making anything else and you just scoop out into a permanent stack in a logistics provider chest anyway. Most of the interesting intricacies of trying everything with just belts is still there, but enough of the fat is trimmed off so bits that are just blindingly more practical to do with the logistics network than an either bowl of spaghetti shaped belt network or lots of redundant belt and a base that in its entirety approximates to the shape of a conifer tree or a radio tower don't end up incentivizing an inevitability in using bots.
I wonder if rockets could be made to land and be reusable and requested to return to the planet and land on other launchpads you've built elsewhere, still being extremely expensive to lunch each time though. Along with some other uses (observation satellite module etc...) A niche form of transportation for moving extremely large numbers of things extremely large distances.
I've not explored using trains much, but out of interest. I presume they can be used to move things around even within reasonably small and self-contained bases, including where desired on branching or cyclic tracks that allow cycles of one train delivering different sorts of things to different places, intelligent decisions using intricate contaminator networks, a loop of trains almost bumper to bumper that are synchronized well enough not to crash etc... But as this doesn't seem to be done much, what makes these sort of uses unappealing in bases where the scale of operations is enormous and yet trains are only used to fetch metal ore from far outside the base?
All in all I think bots could be balanced in subtle ways so they are a more flexible but slower option than belts & trains rather than a godlike power.
It is sort of asserted that no amount of reducing bots makes them less powerful than belts, but I'm not sure I agree. There are performance considerations but also optimizations/structures to help with this, bots are also popular in there way too, but it needn't be an all or nothing thing.
How about:
Bots being unable to get less than a certain distance from each other. This could be as an on by default option when starting a new game. On a technical level partitioning is an example of something that can make this efficient enough, particularly seeing as there would be able to be less bots at once. It'd look a lot more realistic and force bots to "queue up" a bit, this needn't even be a very large radius. Having less of an enormous increasingly continuous seeming rather than discrete seeming cloud of them might lead to more interesting optimization problems becoming relevant for bot movement as well. Being forced to fly around some of the tallest structures could be a fun quirk too.
A restriction of the number of messages "the air can handle", as in for a square km only a curtain number of messages like "I need a new task" or "I need deconstructing" can be exchanged per second, importantly with some part of the UI that communicates your localisation of the capacity of this. The limit could be quite large but it existing at all would still cap things a bit.
Bots being unable to leave the construction/logistics area of the network too, relevant for example for banana shaped factories. Subtle but curtails them a bit and is also an advantage in disguise re not ridiculously flying into biter bases.
More specialized types of belt (that aren't almost straightforwardly more powerful upgrades), but not stacking up of belts though in a big pile. :¬|
A couple of a slower factory like buildings that make a couple of particular small groups of the items that are good to have as an option, but you hardly ever need much of, use a mishmash of materials, don't go into making anything else and you just scoop out into a permanent stack in a logistics provider chest anyway. Most of the interesting intricacies of trying everything with just belts is still there, but enough of the fat is trimmed off so bits that are just blindingly more practical to do with the logistics network than an either bowl of spaghetti shaped belt network or lots of redundant belt and a base that in its entirety approximates to the shape of a conifer tree or a radio tower don't end up incentivizing an inevitability in using bots.
I wonder if rockets could be made to land and be reusable and requested to return to the planet and land on other launchpads you've built elsewhere, still being extremely expensive to lunch each time though. Along with some other uses (observation satellite module etc...) A niche form of transportation for moving extremely large numbers of things extremely large distances.
I've not explored using trains much, but out of interest. I presume they can be used to move things around even within reasonably small and self-contained bases, including where desired on branching or cyclic tracks that allow cycles of one train delivering different sorts of things to different places, intelligent decisions using intricate contaminator networks, a loop of trains almost bumper to bumper that are synchronized well enough not to crash etc... But as this doesn't seem to be done much, what makes these sort of uses unappealing in bases where the scale of operations is enormous and yet trains are only used to fetch metal ore from far outside the base?
All in all I think bots could be balanced in subtle ways so they are a more flexible but slower option than belts & trains rather than a godlike power.