Goal
Improve the dynamics of the gameplaySituation
Once discharged, not only do drones become slow. So you also have to approach each of them.And wait, for each of them to charge up.
Moderator: ickputzdirwech
Overpowered compared to what ? The 4th tier of ultrafast belts ? The new stack inserters ? Bots give convenience and good spike capability where belts give throughput capability. Once bots get enough speed upgrades, the number of roboports they need to be continuously powered, and the charging time/transport time ratio get prohibitive.ChefOfRamen wrote: ↑Mon May 06, 2024 11:32 pm This would make logistic bots even more overpowered than they already are.
My vote is for battery size. Let them travel longer without needing to recharge.
^^ ThisIlliander42 wrote: ↑Tue May 07, 2024 7:24 amMy vote is for battery size. Let them travel longer without needing to recharge.
Most of the charging time is in that last slow crawl to be over the charging point, so reducing how often they need to do that would give them more uptime, while also making large-scale construction jobs smoother.
I'm not totally sold on that one. The reason why robots come to a crawl when out of power is most likely because of an insufficient roboport density. Roboport density has to be raised as robot speed upgrades are researched, even at a constant bot number, because power consumption becomes dominated by the "per tile traveled through" component (5kJ/m), while the time based component becomes negligible (3kJ/s).Illiander42 wrote: ↑Tue May 07, 2024 7:24 am My vote is for battery size. Let them travel longer without needing to recharge.
Most of the charging time is in that last slow crawl to be over the charging point, so reducing how often they need to do that would give them more uptime, while also making large-scale construction jobs smoother.
Hang on, that sounds really counterintuitive. Can you do a worked example or something to make it obvious?Koub wrote: ↑Tue May 07, 2024 1:53 pmRoboport density has to be raised as robot speed upgrades are researched, even at a constant bot number, because power consumption becomes dominated by the "per tile traveled through" component (5kJ/m), while the time based component becomes negligible (3kJ/s).
The quicker the bot, the faster it discharges, while the charging time remains constant => with a constant logibot number, the quicker they are, the more one has to add roboports until it becomes impractical.
Taken from this wiki page :Illiander42 wrote: ↑Tue May 07, 2024 3:39 pm Hang on, that sounds really counterintuitive. Can you do a worked example or something to make it obvious?
Taken from this wiki page :Energy consumption : 5 kJ/m
Drain : 3 kW (3 kJ/s)
Energy capacity : 1.5 MJ (electric), so 1500 kJ
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second).
In other words, to recharge a robot's 1.5MJ capacity, 1.5s (flat) will be needed).Robot recharge rate : 4×1.0 MW (electric)
So a continuously flying robot :Worker robot speed 5 : 240%
Worker robot speed 6 : 240% + 65%*(Level-5)
For a given cargo size, if you ignore the 3kW drain (which is reasonable after the first few speed upgrades), the energy to move each item a given distance is just determined by the constant 5kJ/tile. On that basis, the total item throughput determines the total power required for charging robots, and hence the number of roboports; robot speed doesn't come into it.
Your statement is totally true, but doesn't convey what I find frustrating gameplay wise : At the beginning of a game, robots are very slow, and one needs tons of them to achieve a significant throughput with few roboports. As robot speed is researched, the robots are individually able to do a lot more carrying in a given time frame, but without additional roboports, their throughput quickly plateaus, the robots spending an increasing time queuing for recharge. Adding more roboports does the trick at the beginning, but the increase in needed recharge capacity quickly exceeds what's practical.SoShootMe wrote: ↑Tue May 07, 2024 7:01 pmFor a given cargo size, if you ignore the 3kW drain (which is reasonable after the first few speed upgrades), the energy to move each item a given distance is just determined by the constant 5kJ/tile. On that basis, the total item throughput determines the total power required for charging robots, and hence the number of roboports; robot speed doesn't come into it.
I haven't crunched any numbers but i played with this mod, i felt like it allowed me to have a very large network (compared to without the research), in my opinion, the main advantages it gave was that bots travelling very long distance would only charge once instead of 7 time for example. Allowing "faster construction" on very large scale. It was for self expanding solar grid surrounding my base that was a small isolated network in the middle.FuryoftheStars wrote: ↑Tue May 07, 2024 6:10 pm I wonder how something like this could affect any of this if made vanilla?
https://mods.factorio.com/mod/Robot_Battery_Research
I don't have the time right now myself to really look into any of it, but if no one else does in the next... 6?... hours, I'll try crunching some numbers.
I'm just not sure how I feel about increasing charge speed to the point where they just fly over the roboport and off they go with just a maybe 1 tick pause....
You're right, I totally forgot quality. Might be just what's needed to help scale robots in the endgame.CyberCider wrote: ↑Wed May 08, 2024 8:23 am I briefly scrolled through these replies, and I don’t believe anyone has brought it up yet, so I’m just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed
Both of these bonuses will be determined by the standard quality effect formula (+30%, +60%, +90%, +150%)
If I'm understanding that right, that won't change time to charge if everything is the same quality, so will act similarly to reducing the cost per tile?Koub wrote: ↑Wed May 08, 2024 8:33 amYou're right, I totally forgot quality. Might be just what's needed to help scale robots in the endgame.CyberCider wrote: ↑Wed May 08, 2024 8:23 am I briefly scrolled through these replies, and I don’t believe anyone has brought it up yet, so I’m just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed
Both of these bonuses will be determined by the standard quality effect formula (+30%, +60%, +90%, +150%)
Correct, though by increasing the distance they can go while keeping charge time the same, you will be decreasing the time ratio they spend charging, and thus in theory reduce the number of roboports you need for the same number of robots (for the strict purposes of recharging).Illiander42 wrote: ↑Wed May 08, 2024 8:49 am If I'm understanding that right, that won't change time to charge if everything is the same quality, so will act similarly to reducing the cost per tile?
You don't need to. While upgrading the robots first will result in longer charge times, they'll also be airborne longer, so the ratio of flying to charging should remain the same. Ultimately, the same number of (Q1) roboports will still be able to service the same number of robots as previously.Illiander42 wrote: ↑Wed May 08, 2024 8:49 am But also all this math says that you want to upgrade roboports before robots?
This - a finite increase to charging power - seems like the "right" solution. This ultimately amounts to a throughput increase for the end-game (increasing the number of charging points would have a similar effect). I think an infinite research (as the OP suggested) would make robots the only end-game solution, and is therefore a bad idea.CyberCider wrote: ↑Wed May 08, 2024 8:23 am I briefly scrolled through these replies, and I don’t believe anyone has brought it up yet, so I’m just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed
Both of these bonuses will be determined by the standard quality effect formula (+30%, +60%, +90%, +150%)
I could well be missing something but as far as I can see, higher charging power enables higher sustained throughput from the same number of roboports (primarily useful for robot logistics, especially when you reach the limit of practical roboport density) while increasing battery capacity extends burst capability (primarily useful for personal logistics and construction); the benefits are close to orthogonal.Illiander42 wrote: ↑Wed May 08, 2024 8:49 am But also all this math says that you want to upgrade roboports before robots?