Hannu wrote: ↑Thu Jul 08, 2021 1:31 pm
I do not believe that CPU explanation. Two types of bots would prevent CPU issues for those who want 100000 stupid CPU efficient bots.
On paper yes, but if you provide the software as a game to a wide audience, risk of "misusage" or at least "not intended" usage of the tools you provide will occur.
The very existence/implementation of item in the game that could, when misused, create an unpleasant experience for a random user is probably something that you want to think about twice as a dev.
There could be complaints from people making their game slow and complaining about the software without questionning/adapting their practices which would give a negative image because the matter would be highly subjective.
I'm not saying everything should be fool-proof or even could be, and i like the idea of "more control over bots" but i don't think it's NEEDED.
Another i think is missing for this to happen is the ability to designate area:
- robotports don't have (configurable) name or ID, only logistic networks have one , and it's (imo) not a feature that has much interaction with the rest of the game (only with inserters ?).
- location/geography even coordinates are not much used in the game, (imo) you are not supposed to be aware of the "grid" as a player, it's not explictly showed to the player as something meaningfull.
Without this it seems to me difficult to implement a logic whose purpose would be to direct bots on a map.
When i try to think of myself enjoying the potential new features i imagine it may be like naming train stations, except a whole lot more numerous in the first case as you'd need to rename all your robotport, or network. In the actual game you don't see the name of the train station in the combinators, i don't see how you can input string of text in a combinator. My limited imagination cannot see the solutions only the problems going in that direction.
The other way would imply doing some geometrical algebra to designate area by their coordinates or something similar to what you do when you use the recursive blueprint mod , in which your order your bots to place blueprint by designating area on the map using their coordinates. I don't think it would make it EASIER to control bots, that's not a way in which a player can easily add a little input to prevent gross inefficiencies from bots as it seems to be the desired objective if we consider more clever bots are NEEDED.
A convenient way would be the ability to select on the map a bunch of bots that are lost as you do in a RTS, and click a robotport in which you want them to move. Then you try to think again to find out a way for it to not happen again. But that's going the opposite direction of making some more nerdy interesting mechanics.
Hannu wrote: ↑Thu Jul 08, 2021 1:31 pm
In that phase the most limited resource is my freetime in real life. I do not have enough time and patience to copy enough units and wait they will be build to melt my CPU.
Well you could use the recursive blueprint mod, and set it so that a new area is covered of concrete only when the previous is done. Or that bots copy first the factory, and only when it's done they place the concrete underneath as a background task. Or even a little contraption you blueprint in a corner of an area and it will cover it with concrete over time. There are ways to spent time doing fun things instead of waiting for the bots to complete a task
Eketek wrote: ↑Thu Jul 01, 2021 2:03 pm
I think that "high-tech" robots would be interesting if a Befunge-like programming language is used for them (program represented as a physical arrangement of objects or signals from circuit-connected objects, program execution accomplished by robots driving around and scanning things for commands).
Could you elaborate on that ? because the 2nd part your description made me think to the mod AAI programmable vehicule. With the mod you can draw lanes and signals on the floor that are read by the automated vehicules. You can for example "paint" an ore patch with little crosses, then make it so that a vehicule will try to mine only in this area. It doesn't remove the need to designate area on the map to automate things, but it makes it in a different way than with robotport name/ID and coordinates ( at least from a player point of view). I had never heard of befunge before and a quick research made me doubt i could be sure to see the link.