#Roboport Port

1 messages · Page 1 of 1 (latest)

kindred vessel
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@stoic frost I'd be interested in a collab or discussion on porting a specific smaller Roboport for the line-up of retexturing/re-implementation mods you have on your mod page.

We can talk about it here or per DM if you'd like.

fast gyro
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What’s specifically the purpose and what exactly are you trying to achieve?

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Do you mean you have models/textures to use with the mod, or do you need it to be another building nesting from modded roboport?

kindred vessel
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@fast gyro
Thanks for the interest, but it wouldn't be of relevant interest to many aside from 0n0w1c (for now) due to their lineup of mods.

It concerns a particular set of mods to step carefully around. I already have all the necessities ready to go, so it wouldn't require any development or work.

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I'm not even sure I should remain vague about it tbh, but I'm being cautious for now.

fast gyro
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Whatever it is you need from the mod - you’re always free to ask for modifications/support/adaptation/compatibility

stoic frost
kindred vessel
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Well I have this one currently implemented personally. it works fine, animates, accepts and provides logistics coverage.

My goal is to carefully and legally have this alongside your lineup of other re-textures/re-implementations.
Perhaps with a "robotower" suffix, just as you have "power", "tarmac" , "wood industry", etc.
-# If you want to put my name as a mini-credit you can, but its not my focus.

The only adjustments I can think of are to the recipe cost.

stoic frost
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Are you asking me to publish your code to port this to 2.0? I mean, you are free to do so yourself.

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It looks like you did a great job.

kindred vessel
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It feels like it would house nicely amongst your lineup already. You have the instructions in one spot, the associated mods alongside. It would be weird to have to come specifically to my page just to find this. But I understand where you're coming from.

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More to the point, I'm not sure how to go about seperating the graphical asset dependency. This one has it included in the mod, which to publish would mean seperating.
I guess I could copy what your process was.

stoic frost
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ah

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As far as the existing mods, not sure which one this would be fit.

kindred vessel
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Exactly, it would have to an extra one, similar to "power" or "tarmac", in which additional buildings/entities are included.

stoic frost
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Is this a straight conversion from IR3 or did you modify the roboport?

kindred vessel
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Only the recipe cost and coverage because I couldn't remember it exactly. I recall it being slightly cheaper than a full roboport, but it definitely had advanced_circuit and steelplate.
I personally use it as a construction bot 'easer start' with electronic_circuit, steelplate, copper_cable instead, but for a proper port I'd use the original smaller coverage and recipe cost.

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Might work as an onbrand mod avatar.

stoic frost
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There is a technology icon for the small roboport, so a separate tech could be made and placed anywhere in the tech tree you like.

kindred vessel
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That I didn't see. Currently it just unlocks with construction/logistic bot research in general.

stoic frost
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Ok, can do. If you like, make your code available to me or I can just port it from IR3.

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Either way, the same effort for me.

kindred vessel
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I'll send it via DM if thats okay, w/o assets

stoic frost
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That works for me

fast gyro
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@kindred vessel @stoic frost If you’d want this roboport to support agriculture, I can even add this as optional dependency to extend on. I mean, it’s same logic but on different building, we can work it out if needed.

kindred vessel