- Recharge bots
- Store unused bots
- Create a construction network
- Create a logistics network
Bob's Logistics does too, it has the charging port, "Robochest" storage, and logistic zone expander (which does both logistics and construction, but I was already thinking of splitting that into a seperate tower for each)ssilk wrote:Some mods, which already do that (cause technically it is already splitted):
https://forums.factorio.com/forum/vie ... ort#p52548 Robot charging station
https://forums.factorio.com/forum/vie ... ort#p50028 Pocket bots
And I think also the 5dim's mod.
that's pretty much it, yes, because the roboport entity is the only one that can perform any roboport functions. It may be possible to control it better with scripts, but I think a few simple changes would probably get the job donekatyal wrote:@bobingabout
Would I be correct in assuming that all those structures from your mod use the roboport prototype? you just modify the values assigned to the roboport's various settings?
If so then the pathfinding probably just looks for any roboport picks the closest one....no way to even just add a way to set a priorities to influence the bots.
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