Interface and mechanics suggestions for robot networks
Posted: Mon Nov 17, 2014 7:46 pm
Robot networks do a wonderful job of simplifying the micromanagement parts of the mid to late game, but there are some aspects that are themselves awkward and add in more micromanagement. I'd like to list some of the problems I've had and suggestions as to how to fix them:
Firstly, if robots and repair packs are being automatically created, it's easy to lose track of numbers of items and with them the most effective ways of organising them.
I'd like to propose that Construction Robots, Logistic Robots and Repair Packs that are actively being used in robot networks have a special listing in the contents window for the logistic network, separately to their listing as regular items.
To clarify, while the number of each item present in storage/provider chests in the network is displayed, this would be a separate entry for those robots/packs actually being used in the network. Here are some common problems this has caused in my games that I feel this change can solve:
1) When initially automating construction of various robots, I can either continuously add them to the network by directly inserting them into roboports (with no fine control over how many I eventually end up with) or I produce them like regular end products into chests (with no means to gain gradual benefit until the entire batch is done), I'd prefer to construct and add them automatically, while still being able to set a limit on production.
2) Over time and through expansion, outposts for mining are created, which will usually have a single port for automated repairs and over the course of time the odd robot and repair pack will be lost/used up and any system of resupplying these outposts has to be manual, as an automatic method will have no ability to register a change in the contents of the roboport or network. I'd prefer to be able to signal how many I want in a network, so that a train or some other automated transport can travel around resupplying each outpost without ending up massively oversupplying each one in turn.
3) When my main base becomes a huge network of interconnected roboports, it becomes next to impossible to determine how many construction robots or repair packs are actually present, as it involves manually checking and noting the contents of each port and hoping nothing requires the attention of them in the meantime, which is close to never unless you have very light alien settings. Logistic Robot numbers do appear in the listing over any logic network component, but those numbers aren't directly readable by the logic network itself. I'd like a simple way to know how my robot network is doing that fully informs me of it's contents.
These aren't strictly serious issues, since there's various work-arounds, but it seems that the underlying code to solve them already exists, logic networks already indicate the number of logic robots, construction robots (added to the total number of logic robots during de/construction work) and repair packs (since there's alerts for when numbers of packs are missing). I would just like that information to be usable by the network itself.
Firstly, if robots and repair packs are being automatically created, it's easy to lose track of numbers of items and with them the most effective ways of organising them.
I'd like to propose that Construction Robots, Logistic Robots and Repair Packs that are actively being used in robot networks have a special listing in the contents window for the logistic network, separately to their listing as regular items.
To clarify, while the number of each item present in storage/provider chests in the network is displayed, this would be a separate entry for those robots/packs actually being used in the network. Here are some common problems this has caused in my games that I feel this change can solve:
1) When initially automating construction of various robots, I can either continuously add them to the network by directly inserting them into roboports (with no fine control over how many I eventually end up with) or I produce them like regular end products into chests (with no means to gain gradual benefit until the entire batch is done), I'd prefer to construct and add them automatically, while still being able to set a limit on production.
2) Over time and through expansion, outposts for mining are created, which will usually have a single port for automated repairs and over the course of time the odd robot and repair pack will be lost/used up and any system of resupplying these outposts has to be manual, as an automatic method will have no ability to register a change in the contents of the roboport or network. I'd prefer to be able to signal how many I want in a network, so that a train or some other automated transport can travel around resupplying each outpost without ending up massively oversupplying each one in turn.
3) When my main base becomes a huge network of interconnected roboports, it becomes next to impossible to determine how many construction robots or repair packs are actually present, as it involves manually checking and noting the contents of each port and hoping nothing requires the attention of them in the meantime, which is close to never unless you have very light alien settings. Logistic Robot numbers do appear in the listing over any logic network component, but those numbers aren't directly readable by the logic network itself. I'd like a simple way to know how my robot network is doing that fully informs me of it's contents.
These aren't strictly serious issues, since there's various work-arounds, but it seems that the underlying code to solve them already exists, logic networks already indicate the number of logic robots, construction robots (added to the total number of logic robots during de/construction work) and repair packs (since there's alerts for when numbers of packs are missing). I would just like that information to be usable by the network itself.