Page 1 of 1

Mid-game bot designs

Posted: Tue Jul 18, 2017 8:19 am
by vanatteveldt
Bot designs are generally a bit boring, but since I've moved over to using the 'quick start' mod I've started using bots a lot earlier and I wanted to get some good design building blocks for things like circuits and science packs.

The goals are
- Correct ratios. Note that I play with marathon / expensive recipes, so that changes a number of ratios.
- Direct insertion of prerequisites, especially for things like cables where output > input. Things like gears, steel, or green circuits are less interesting as input > output, so it can be more efficient to create the gears (etc) as close to the raw material as possible and let the bots carry the intermediate rather than the raw.
- Compactness. This helps create a small base and means less work for the bots.

First designs for green/red circuits:

Image

Designs with 2 blocks are slightly more compact but probably not enough to warrant the reduced flexibility: 2 reds reduce tiles/output from 63 to 60.5, 2 greens from 99 to 93.5.

All feedback / suggestions / improvements welcome! All designs have quite a bit of 'whitespace' left, so I'm sure there is room for improvement!
blueprints

Re: Mid-game bot designs

Posted: Tue Jul 18, 2017 10:04 am
by mrvn
You should leave space for the roboports even if you don't add one on every block.

Also having blocks of a common dimension would make it easier to combine them. The single red circuit block is 9 wide, the rest 11 so I would drop the single red circuits.

Re: Mid-game bot designs

Posted: Thu Oct 19, 2017 2:26 pm
by wpirobotbuilder
You should use a regular roboport when testing, not one of the Creative mod roboports. The creative ones result in lower bot usage because bots charge faster. I discovered this when designing compact bot-based setups, that some were completely unfeasible because I couldn't place enough roboports to satisfy the charging needs of the bots.