coming from the robotics industry I really enjoy to have robots (inserters) in the game doing all this picking things for me.
This suggestions starts with a big wall of text. If you don’t care about my introduction skip past the line of ----------------‘s.
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The first thing I wonder about is why they are called inserters instead of just calling them robots. But that’s not the reason I’m starting this thread.
Today’s industrial robots are capable of handling things much faster and much more precise then humans could. Robots evolve and get smarter each year using 3D vision systems, force sensors and so on. Compared to this the Factorio inserters are really dumb, even the smart one. And we are talking about a game with a futuristic setting.
Another thing that bothers me ingame which I already disliked in Minecraft for example are the North-West rules. What I mean is that if an inserter has the possibility of placing an item left or right onto a belt he will always prefer left. Or on the top side if the possibilities are top or bottom. I understand that there needs to be such rules. But it bothers me that you create a ‘factory’ that’s working well but doesn’t work anymore when rotating the whole thing.
What I want to suggest here is to redo how robots work ingame, making them more functional and flexible to use. I don’t want to go as far as to implement something incredible complicated like a fully programmable robots doing complicated stuff. But I want to suggest to make the ones we have smarter, letting them do more things, giving us the possibilities of new ways how to handle all those solids.
I’m aware that there are already suggestions about new type of robots and functions that are part of my suggestion. But I worked out a concept of reworking the existing robots completely, while keeping the existing functions as standard. Also I think that with my concept all the new features are really easy to configure, being intuitive.
I also saw that there are already mods including new kinds of robots for all different purposes. But I would prefer to have the count of different robots as small as possible while still having the ability to have most flexibility out of them.
I hope it is ok that I start a new thread for my suggestion. And sorry for that long introduction into my suggestion.
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Here my suggestion:
Here is a scheme I made which I am referring to after.
Top row (1.x) is for normal and fast robots, bottom row (2.x) is for long handed robots.
1) When you build your first robot in the game without having researched anything and you place it somewhere it will simply behave like the actual robots. The change would be that you could open a robot settings menu with a left-click. What you would see will be its program which you couldn’t change yet. See figure 1.1 and 2.1. All options are greyed out and the checkers are set and couldn’t be changed. Like now it will prefer to take from the inner side of a belt and place it to the outer side of another. In curves etc. it will still use the north-west rule.
There will be two things to research: ‘Robotics flexibility upgrade’ and “Robotics smart lane picking’.
2) With the Robotics flexibility upgrade you get the ability to change the output direction of the robot. If you open the robot settings menu you will see that the outputs are not greyed out anymore, see figure 1.2A. By simply left-clicking you could choose the output direction of the robot, in the figure set to right output. The long handed robot will not have the ability to work angled, instead you can set if in and outputs are taken from one or two tiles away, see figure 2.2A. The example takes from one tile away putting it two tiles away. Otherwise it still will use standard rules (inner/outer belt, north-west rule).
3) With the Robotics smart lane picking upgrade we get the ability to define from where to take and where to place solids, taking out the standard rules of inner/outer lanes and north-west rule. As you can see in figures 1.2B and 2.2B the in/output fields get quartered with the ability to place checkers (north-west, north-east, south-west, south-east).
*Checkers: About the checkers there are different possibilities what setting a checker would define in detail. I will come to this later.
4) With both, Robotics flexibility upgrade and Robotics smart lane picking both gets combined as you can see in figures 1.3 and 2.3.
5) I don’t know how far this suggestion should go now. I think till yet it is still intuitive. But if we want go on, the next researchable technology would be ‘Robotics multi inserting’. As you can see in figure 1.4 you could set two or more output directions, so you could supply two assemblers for example. Or as for figure 2.4 for the long handed robot we could take from both tiles behind and/or give to both tiles in front.
Problems we may get with multi inserting is how priorities would be handled. Would it be left-right-left-right for example, and what happens when one lane is full, etc.
6) After there will be “Smart robotics” to research. This will bring us the options of the current smart inserter. But instead of being its own robot the options would be available to the existing ones, yellow, blue and red.
7) Last but not least I want to suggest to include a fast long handed robot. This could replace the green one as this got obsolete with my suggestion. So we would still have four robots, one short, one long and both in slow and fast.
And to the checkers:
In my first thoughts the system with the four checkers was rather easy and intuitive. But as I thought a bit longer about it is more complicated than I thought. It has to be discussed how much abilities we should get there, how much checkers are allowed to set, and priorities could be handled. But I don’t want to include that yet, as it would make the suggestion maybe twice as long while I don’t know if the devs are actually interested in such an ornate suggestion.