This is a mod for the game KeeperRL.
It adds factories.
This mod depends on KAMS.
This is a mod for the game KeeperRL.
It adds factories.
This mod depends on KAMS.
Ideas for Crafting Machines
Add them or at least draft the technical requirements
MVP:
A lone keeper that creates factories consisting of conveyor belts, drills, and assemblers. For minions, the keeper has to produce robot parts using the factory and assemble them. No special win condition at this point or anything too fancy.
Structures
Crafting
Minions
Misc
Assembling Machine List
Recipe List
Keeper Equipment List
Robotic Parts
Sphere Drones (mostly for maintenace)
Triangular Drones (more of a magic based robot?)
Humanoid Robots
What should the overall theme and win condition be? (copying some discussion and ideas over from Discord)
Themes
Win Conditions
Keeper Things
Overall, I think we shouldn't spread too much for now... let's get a nice framework for a factory, everything you'd expect a factory game/mod to have, and a light theme that won't take years to implement.
Need a template for crafting machines that can handle: Belt in -> Crafting Machine -> Belt out or directly into storage or directly into another crafting machine.
Power is produced by designated furniture pieces such as wood furnaces, solar panels, and thermal generators.
Due to the lack of furniture flags, implementing actual electrical circuits would be rather tricky. Instead, we can treat power as this global resource that's automatically available to and shared by all contraptions across the map as soon as it's produced. Its internal representation is a 16-bit integer, and its value is always clamped between 0 and and some maximum value after any increment or decrement. The maximum value depends on the number of batteries that the player has built so far, with each battery providing a linear increase in power capacity (plus some value that's available at the start).
For instance, a conveyor belt requires 1 unit of power in order to perform 1 unit of work (= moving one item a distance of one tile). If no power is available, it will stay in the 'off' state, and never do any work. Note that a belt that's not doing any work is also not consuming any power, so we're not imposing a hard limit on how many structures you can build - rather, it's a limit on how many structures you can power at the same time before everything starts sputtering and throughput goes through the floor.
A wood furnace might supply, say, 16 units of power per tick, allowing you to keep exactly as many belts running continuously. But since power can be stockpiled, a wood furnace might be enough to power some complex industries for limited amounts of time. Batteries exist to prevent players from stockpiling a lot of energy that they don't have the capacity to use yet.
Potential Ideas
Ideas Needed:
Minions/Unit Ideas
They're possible so we should think of some huge ass buildings to deploy on the spot. Also modular buildings, or simply buildings that are deployed together with some initial setup of belts and whatnot.
Dismantlement is handled with a destroyedEffect for each piece that takes care of tearing down its neighbors.
(Just my personal todo list and discussion for ideas)
Main Todo:
Medium Priority / Next Up
Low Priority
Prototype done, probably change later
Done and no changes expected in near future
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