GG's Starlog 5 - Robot Enthusiasts

Post your ideas and suggestions how to improve the game.

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GG Cannon
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GG's Starlog 5 - Robot Enthusiasts

Post by GG Cannon »

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Entry Number: 5 - [Creation: 25/04/2019 || Last update: 26/04/2019]
                                         Robot Enthusiasts
      -------------------------------------------------------------------------------------------------------------------------------------------------

+"Requester Turrets" Tech
Consider turrets like a "requester chest" with a single item slot, but can only request ammo compatible to it.
  • Prerequisite: Logistics Robotics.
  • Research Recipe: [(30s), Science Pack's 1, 2, Military]
+New "Solar Powered Robotics" Tech
Use a Manufacturing Machine to add built-in mobile solar panels to robots
Uses Science Packs 1, 2, 3, Production, High tech & Military for research with "Portable Solar Panel*", "Combat Robotics", "Logistic Robotics" & "Construction Robotics" as prerequisites.
  • Manufacturing Recipe: Robot + Portable Solar Panel
  • Manufacturing Product: Solarpowered <Robot Type> [Tier Number] + Any pre-existing portable solar panels inside that robot.
+Upgrades to "Solar Powered Robotics" tech
(e.g. Solar Powered Robotics 2, 3, etc)
Also creates Tier 2, 3, etc Portable Solar Panels that can also be added to player's modular armor as well if the player wishes to.

+New "General Purpose Robotics" Tech
Require both "Logistic Robotics" & "Construction Robotics" as prerequisites.
Adds a new type of "General Purpose Robot" which can act as both a Logistics Robot and Construction Robot.
  • Research Recipe: [(30s) Science Packs 1, 2, 3, Production & High tech] x 200
+New "Integrated Systems" tech
Allows robots to work together with one another, making a logistics robot able to bring "Repair Packs" or construction parts needed to construction robots, cutting down the trip to those robots by half, meeting mid-way with the logistics robot which is bringing the needed part or the opposite, where a construction robot deconstructs something and delivers it to a free logistics robot to store somewhere.

+New Robot Army Strike Programming**
Short, Middle & Long range strike strategy planning similar to "build ghost", placing a blueprint or deconstruction planner, does not pause the game while planning the attack. Attack will only go through when "Begin Attack" command is given to the "army" or "troop/squad" group.
  • Combat robots can be organized into quick selection "troops/squad" groups and then organize such groups within bigger "army groups" which are all numbered, giving the ability to select a whole troop/squad, a whole army or a single robot for orders, allowing to plan minute details of a strategy or even organize more than one strike at the same time or set up patrols.
  • Should be able to choose to keep grouped troops relative formation to each other or rearrange it by will, like when editing a blueprint but being able to move the robots within the "formation editor" with arrows showing the "front" and "back" of the formation.
  • Ability to save a battle strategy for an army as long as the army remains unchanged for quick re-use.
+New Long-Range Scout Robot**
Fast flying drone which is given an ordered target or path and a command to stay or comeback after command has been followed through.
  • Same effect as a Radar.
  • Does not attack.
  • Goes to ordered location or follows ordered path and returns to point of origin or stays at arrived location according to orders given.
  • Falls to the ground and shuts down if battery reaches 0.
    (Will turn back on by itself if there is a solar panel and morning comes and then return to the closest logistics grid by itself if that happens.)

    Manufacturing Recipe: 1 Flying Robot Frame + 1 Radar
+New "Programable Combat-Engineer Robot" and "Combat Storage" robot and respective techs
(Prerequisite: Requester Turret, General Purpose Robotics, Solar Powered Robotics)
  • "Combat Storage" does not attack or do anything besides moving, but can hold large amounts of ammos, repair packs, walls and turrets and acts like a flying Buffer Chest and a Delivery Requester Chest***.
    Can be used by the player to follow him around or assigned to a Combat-Engineer.
  • "Programable Combat-Engineer Robot" can be provided "combat blueprints" which allow only for the use of walls and turrets and its presence allows to assign Logistic, Construction and General Purpose robots to be assigned to follow him or stay inside him if he was a roboport, making Logistics and Construction robots also part of the Robot Army.
    Special Programming Window within clicking the Combat-Engineer to define parameters on conditions when and how to use specific blueprints within defined distance and positions, ordering logistics robots and construction robots to repair things, build, and also being able to order a robot to stop repairing something with enough life and start repairing something that is almost breaking.
    All turrets placed by a Combat-Engineer, if not pre-programmed within the blueprint to request ammo will have a default programming to request 5 of its most basic ammo type.
    After the battle is over and all close-by enemies are dead, an order to deconstruct everything built by a Combat Engineer will be issued.

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(*: Suggest adding "Solar Energy" tech as a prerequisite to "Portable Solar Panel" tech.)

(**: Mentioned in "Space Combat Technology" in GG's Starlog 1.)

(***: Same logistics chest used by "Delivery Robots" GG's Starlog 2.)

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PyroFire
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Re: GG's Starlog 5 - Robot Enthusiasts

Post by PyroFire »

GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+"Requester Turrets" Tech
Consider turrets like a "requester chest" with a single item slot, but can only request ammo compatible to it.
  • Prerequisite: Logistics Robotics.
  • Research Recipe: [(30s), Science Pack's 1, 2, Military]
Uh... what's wrong with requests chests?

Also some turret mods already do this.
https://mods.factorio.com/mod/Additional-Turret-017 - notice the requester chests on some of the entities.

GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New "Solar Powered Robotics" Tech
Use a Manufacturing Machine to add built-in mobile solar panels to robots
Uses Science Packs 1, 2, 3, Production, High tech & Military for research with "Portable Solar Panel*", "Combat Robotics", "Logistic Robotics" & "Construction Robotics" as prerequisites.
  • Manufacturing Recipe: Robot + Portable Solar Panel
  • Manufacturing Product: Solarpowered <Robot Type> [Tier Number] + Any pre-existing portable solar panels inside that robot.
+Upgrades to "Solar Powered Robotics" tech
(e.g. Solar Powered Robotics 2, 3, etc)
Also creates Tier 2, 3, etc Portable Solar Panels that can also be added to player's modular armor as well if the player wishes to.
Robots cannot be given equipment grids or ammunition, not in practical way nor any way you have described.
Additionally, lua-driven "remote charging" is very expensive and not worthwhile compared to just making the bots use less energy.

See also https://mods.factorio.com/mod/boblogistics for upgradeable/modular roboports and logstics/construction robots.

GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New "General Purpose Robotics" Tech
Require both "Logistic Robotics" & "Construction Robotics" as prerequisites.
Adds a new type of "General Purpose Robot" which can act as both a Logistics Robot and Construction Robot.
  • Research Recipe: [(30s) Science Packs 1, 2, 3, Production & High tech] x 200
Thats impossible.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New "Integrated Systems" tech
Allows robots to work together with one another, making a logistics robot able to bring "Repair Packs" or construction parts needed to construction robots, cutting down the trip to those robots by half, meeting mid-way with the logistics robot which is bringing the needed part or the opposite, where a construction robot deconstructs something and delivers it to a free logistics robot to store somewhere.
Try buffer chests.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New Robot Army Strike Programming**
Short, Middle & Long range strike strategy planning similar to "build ghost", placing a blueprint or deconstruction planner, does not pause the game while planning the attack. Attack will only go through when "Begin Attack" command is given to the "army" or "troop/squad" group.
  • Combat robots can be organized into quick selection "troops/squad" groups and then organize such groups within bigger "army groups" which are all numbered, giving the ability to select a whole troop/squad, a whole army or a single robot for orders, allowing to plan minute details of a strategy or even organize more than one strike at the same time or set up patrols.
  • Should be able to choose to keep grouped troops relative formation to each other or rearrange it by will, like when editing a blueprint but being able to move the robots within the "formation editor" with arrows showing the "front" and "back" of the formation.
  • Ability to save a battle strategy for an army as long as the army remains unchanged for quick re-use.
Pretty sure that's aai vehicles, not sure about this area selecting / units ordering RTS-style thing though.
https://mods.factorio.com/mod/aai-programmable-vehicles

GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New Long-Range Scout Robot**
Fast flying drone which is given an ordered target or path and a command to stay or comeback after command has been followed through.
  • Same effect as a Radar.
  • Does not attack.
  • Goes to ordered location or follows ordered path and returns to point of origin or stays at arrived location according to orders given.
  • Falls to the ground and shuts down if battery reaches 0.
    (Will turn back on by itself if there is a solar panel and morning comes and then return to the closest logistics grid by itself if that happens.)

    Manufacturing Recipe: 1 Flying Robot Frame + 1 Radar
Artillery shells can scout, or radars.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
+New "Programable Combat-Engineer Robot" and "Combat Storage" robot and respective techs
(Prerequisite: Requester Turret, General Purpose Robotics, Solar Powered Robotics)
  • "Combat Storage" does not attack or do anything besides moving, but can hold large amounts of ammos, repair packs, walls and turrets and acts like a flying Buffer Chest and a Delivery Requester Chest***.
That's the player and his inventory, perhaps the number of robot drones or items you're holding.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
Can be used by the player to follow him around or assigned to a Combat-Engineer.
[*]"Programable Combat-Engineer Robot" can be provided "combat blueprints" which allow only for the use of walls and turrets and its presence allows to assign Logistic, Construction and General Purpose robots to be assigned to follow him or stay inside him if he was a roboport, making Logistics and Construction robots also part of the Robot Army.
Blueprint books.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
Special Programming Window within clicking the Combat-Engineer to define parameters on conditions when and how to use specific blueprints within defined distance and positions, ordering logistics robots and construction robots to repair things, build, and also being able to order a robot to stop repairing something with enough life and start repairing something that is almost breaking.
Impossible to control logistics networks this way.
GG Cannon wrote:
Thu Apr 25, 2019 10:21 pm
All turrets placed by a Combat-Engineer, if not pre-programmed within the blueprint to request ammo will have a default programming to request 5 of its most basic ammo type.
After the battle is over and all close-by enemies are dead, an order to deconstruct everything built by a Combat Engineer will be issued.[/list]
There is not really any way to determine when combat is actually over compared to which entities need to be deconstructed vs those placed by the player.
This just sounds like some AI-controlled blueprint placements.
It makes me think of recursive blueprints, so this may already be done.
https://mods.factorio.com/mod/recursive-blueprints


https://wiki.factorio.com/


Sin Count: 5

Sentence: Being the first in line during the robot uprising, which you caused.

https://mods.factorio.com/mod/boblogistics
https://mods.factorio.com/mod/recursive-blueprints
https://wiki.factorio.com/

*No suggestion is without sin*

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