Qon wrote:The bots energy are drained over time as well as per distance traveled
Ah yes, good point. That opens up the option of experimenting with this idea with a mod. Might give it a go when I have a chance to test it throughout a range of bot speeds and roboport densities.
Qon wrote:Charging ports and charging speed
Larger logistics area
When I wrote this post, I (like many players, I suspect) hadn't played with stock bots doing the heavy lifting, instead sticking with keeping most things on belts. I'd end up with 12-lane blue belts coming out of my iron + copper furnace setups, 6 blue belts of green circuits - and would go further but FPS/UPS would drop to unplayable levels much beyond this.
I'd still use logistics, but only for low-volume production of (mainly) buildings and other entities needed to keep me supplied and expand the base. Other than a burst of activity when I'd return to base for supplies there would be less than 50 logistics bots active.
In this setup, roboports would be arranged, where possible, in a neat grid, just enough to give 100% logistics coverage but no more.
For this play-style, better roboports make some sense. They'd ease the charging delays that happen when large construction blueprints are placed - placing flooring in particular is a nightmare as every tile needs a separate delivery. Larger logistics area would be handy to reduce roboport density, or to fix coverage where MK1 roboports can't be placed on-grid.
However, since writing that post, and after discussions on another thread, I've had a chance to play a game where I switched from belts to bots for the end-game. I'd just not thought it would be practical until I tried it, but have found that with a high enough density of roboports for charging, and enough bots, they can actually manage high throughput. I think I've doubled the production rate compared to my belt-based base, and FPS/UPS has barely dropped from 60, rather than being in the 30-40 range for belts.
So, now I've had a chance to explore the full potential of logistics I agree there's less argument for improving roboports.
However, even with this infrastructure in place there can be times that large construction projects - particularly flooring and tree-clearance at the edges of the base, can lead to long charging queues.
So, an alternative suggestion: Improve construction bots. Either get them carrying more items for construction, using the stack-size bonus that the rest of the logistics system uses (I believe the devs are already considering this), or change only construction bots to be more power efficient so they charge less often. This way, there's no benefits to a logistuc-powered base, but for those who stick with belts and have the bare minimum roboport coverage, construction bots become less painful.