You need to carefully read the first 4-5 articles where the idea, that combinators / circuit network is indeed a programming language is developed.
In terms of gameplay, I think the main addition befunge-like programmable automatons would add to Factorio is visual programming.ssilk wrote: ↑Sat Jul 03, 2021 4:52 amIf this would be enabled, what is then the difference between a computer controlled robot and a computer controlled player with a jet pack?Eketek wrote: ↑Thu Jul 01, 2021 2:03 pmI think that "high-tech" robots would be interesting if a Befunge-like programming language is used for them (program represented as a physical arrangement of objects or signals from circuit-connected objects, program execution accomplished by robots driving around and scanning things for commands).Hannu wrote: ↑Thu Jul 01, 2021 7:13 amThe easiest solution would be two types of bots. Current bots as basic bots and then high tech-bots with sophisticated and preferable programmable logic. Megabase builders could use current UPS-cheap bots and logistic nerds could use smaller numbers of sophisticated bots to achieve complicated functions (or even reasonable basic operation).
I mean this: it’s already possible to make a mod, that spawns another player that does more or less clever things.
And it’s also possible (?) to control bots like so.
What new game-play would that enable? That’s the good question here. And I mean: nothing special. The only really interesting thing would be, to let those computer controlled “players” build a factory, like JOSEF in https://alt-f4.blog/ALTF4-39/ . Anything else would be just more comfort for more complexity and less speed.
So, just more control (programmable) over bots without a very good and specific argument why that would enable a better game-play is a “shoot against the wind”. A very specific new ability for the bots to make a specific situation more controllable is on the other hand something, that could be thought about, but also here: there are already some suggestions about more clever routing of bots. Will not implemented, because of the extra CPU it takes for this task.
The intent with my previous post was to suggest something [to any would-be modders] that can be accomplished through the modding interface.
I am also quite aware that all current logistics systems are subject to heavy optimization, so if I must stick with suggestions involving the internals, I'd probably have to make a few wild guesses... maybe allow mods to promise to satisfy logistics requests (either passively by letting the mod call a function when it wants to dispatch its own bot(s) or actively by raising events when supplies & requests are updated) and allow mods to specify SIMD programs to move particles and/or lightweight entities around (presumably to be handled by a relatively heavyweight controller which is only active if/when enabled by mods, so as to avoid having to add extra logic to the bot controller).