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there should be programmer robots
Posted: Thu Sep 04, 2014 12:55 am
by piggy2
so the idea behind programmers is that they are robots that can change what things are doing. examples:you have a chemical plant making sulfur but you want to change it to making plastic,you want to stop using a resource,etc,etc
Re: there should be programmer robots
Posted: Thu Sep 04, 2014 1:07 am
by n9103
Seems like it could get way too complicated fast, but interesting idea.
Re: there should be programmer robots
Posted: Thu Sep 04, 2014 1:10 am
by FishSandwich
Can't you do that already by changing the recipe yourself? How does telling a robot to change the recipe help?
Re: there should be programmer robots
Posted: Thu Sep 04, 2014 1:11 am
by Neoxx
n9103 wrote:Seems like it could get way too complicated fast, but interesting idea.
I thought that was the point. Automate yourself out of the equation, so you only ever worry about expansion and designing future factories!
Re: there should be programmer robots
Posted: Thu Sep 04, 2014 1:18 am
by Neoxx
FishSandwich wrote:Can't you do that already by changing the recipe yourself? How does telling a robot to change the recipe help?
It could be tied to the red/green network, so when you reach a certain volume of one item, the bot kicks in and changes the recipe, which then outputs to a different chest.
Example: in my "hard mode" game, I didn't spawn with any accessible coal, so I had to rely on oil based fuels. So, I don't want to over produce fuel so it can be used for plastics, and I also have very little space because of the surrounding aliens. It makes sense for it to only produce so much fuel, then switch to converting to light oil or petroleum until more fuel is needed.
I think this idea would have much more merit if buildings that had an active recipe used up more energy when sitting idle.