#recipe:
![Image](https://forums.factorio.com/wiki/images/thumb/Construction-robot.png/32px-Construction-robot.png)
![Image](https://forums.factorio.com/wiki/images/Portable-solar-panel.png)
![Image](https://forums.factorio.com/wiki/images/thumb/Logistic-robot.png/32px-Logistic-robot.png)
![Image](https://forums.factorio.com/wiki/images/Portable-solar-panel.png)
#suggestion:
-robots energy consumption will be halved during daytime the portable solar panel providing the robot with some of the energy needed to function
(effect) --> robots will work longer and use less energy during daytime
Advance Roboport
#recipe:
//undecided
#suggestion:
(S1)has 6 recharging ports, 4 more slots for robots and a larger coverage area
(S2)has 6 more slots for robots, and 5 module slots
[Efficiency module] --> robots recharge faster and drain less power
[Speed module] --> robots drain more energy and after recharge will receive a speed boost for (n?) sec
[(*)Productivity module] --> robots drain more energy and after recharge will consume less energy / sec for (n?) sec
-has a slider for each type of robot; the slider defines the number and/or type of robots that will either prioritize buildings in the area or only respond to requests in the Advance Roboport area; as a sub-option each slider will have one "either / or" button [O1: prioritize area] / [O2: respond only to area] and one check button that will enable or disable if the robots will respond to requests made by player
(effect) --> mitigates some of the robot recharge queue in more active areas and offers more control to the player
(note: numbers are unspecified due to balance reasons / (S1) or (S2), implementing both at once would, in my opinion, not be recommended / (*) if MK2 Robots are implemented with (S2) of Roboport then specified module shouldn't be allowed due to balance reasons)