#Modular robots

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sweet harness
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here

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๐Ÿ˜‰

open patrol
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thanks

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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

primal ferry
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my first thought would be a furnace, but those only support one item as input

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so that wouldn't work

open patrol
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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

sweet harness
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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

open patrol
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yeah but that's really annoying, creates bloat and is not scalable

sweet harness
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indeed

shell grove
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hmm

open patrol
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I mean annoying as a player, I don't think it's that bad to program

primal ferry
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you can automatically generate the recipes and put them in a different tab

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that might help a bit

rustic sluice
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compound entity and auto detect the applicable recipe

shell grove
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have the assembler set to a generic "aything" recipe and switch it in script as it gets filled? sounds painful though...

open patrol
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I'll probably have a separate robotics tab anyway

sweet harness
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Reminds me of Galdoc's Manufacturing mod

open patrol
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yeah please give us tagged ingredients

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๐Ÿ™

nimble saddle
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recipe selection can be via constant combinator like entity. have script read that and automatically set the right recipe

open patrol
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that's an improvement I guess

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or I could create a custom GUI where you select a component for every slot

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or both

nimble saddle
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custom gui sounds better

open patrol
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I think both is good tbh

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but how do I go about making that?

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do I make it an assembling machine and then hack a gui on top?

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I don't even know where to start

rustic sluice
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could do a custom assembler with a recipe that accepts all components

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and then switch to the correct recipe once you have the components

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or you go for a stage by stage assembly route with only combining 2 items each time

open patrol
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oh wait that could work?

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like a "crafting in progress robot" item

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and then I add the stats with each individual step

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that cuts down the recipes by a lot

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but I can see problems with that aproach too

rustic sluice
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you still need some custom assembler that auto chooses the correct recipe

nimble saddle
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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

open patrol
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tbh I'd rather not have "auto choosing", I just want to not have 200 recipes

rustic sluice
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or do a furnace and then use different fluids to denote the different tiers

sweet harness
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furnaces can only have 1 item input

open patrol
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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.

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and then you just put the ingredients in the filtered slots

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well let's do that step by step, first I need an assembling machine or rocket silo and make it have a custom interface

nimble saddle
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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

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on script trigger puts the 'burnt' item in your custom gui?