#Modular robots
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thanks
okay so I have a robotics facility, this robotics facility can take any brain, any robot battery, any tool (maybe I'll combine it with the brain idk yet), and any engine
my first thought would be a furnace, but those only support one item as input
so that wouldn't work
all these have different stats (battery capacity, engine power, weight, engine consumption) and in the end I want to have one robot with the appropriate stats calculated with the ingredients
Yeah you would have to pre-generate all the possible combinations, and then the player would have to select the correct recipe for the parts they are inputting
yeah but that's really annoying, creates bloat and is not scalable
indeed
hmm
I mean annoying as a player, I don't think it's that bad to program
you can automatically generate the recipes and put them in a different tab
that might help a bit
compound entity and auto detect the applicable recipe
have the assembler set to a generic "aything" recipe and switch it in script as it gets filled? sounds painful though...
I'll probably have a separate robotics tab anyway
Reminds me of Galdoc's Manufacturing mod
recipe selection can be via constant combinator like entity. have script read that and automatically set the right recipe
that's an improvement I guess
or I could create a custom GUI where you select a component for every slot
or both
custom gui sounds better
I think both is good tbh
but how do I go about making that?
do I make it an assembling machine and then hack a gui on top?
I don't even know where to start
could do a custom assembler with a recipe that accepts all components
and then switch to the correct recipe once you have the components
or you go for a stage by stage assembly route with only combining 2 items each time
oh wait that could work?
like a "crafting in progress robot" item
and then I add the stats with each individual step
that cuts down the recipes by a lot
but I can see problems with that aproach too
you still need some custom assembler that auto chooses the correct recipe
use rocket silo for each input. one silo accepts any brain module as fuel. produces one rocket part from no ingredients then triggers script that reads the unique amount of fuel remaining to know which brain was used.
similarly for each other part.
once theyre all done place the right robot in some output slot
tbh I'd rather not have "auto choosing", I just want to not have 200 recipes
or do a furnace and then use different fluids to denote the different tiers
furnaces can only have 1 item input
I think the best UX would really be having a brain slot, an engine slot etc and for each of these slots you choose which type you want.
and then you just put the ingredients in the filtered slots
well let's do that step by step, first I need an assembling machine or rocket silo and make it have a custom interface
one rocket silo that accepts any part as fuel.
on script trigger swap it for another silo that accepts any other part type as fuel..
until it has consumed exactly one of each part type. then put the specific robot in some output slot
on script trigger puts the 'burnt' item in your custom gui?