The lower power button is for this specific robot, while the one in the upper-right is system-wide and can be used to start/stop all robots. During the early & mid parts of the game, there is only one robot, but it's still sometimes handy to be able to turn him on/off when you might not be viewing his interior.
- The robot has 4 motivators which, when wired "hot", make him move in the indicated direction.
- If multiple motivators are hot simultaneously, their effect is added.
- So, for example, the robot can be made to move Northwest (up and to the left) by wiring the North (up) and West (left) motivators simultaneously. This is easily done with a Node.
Movement / Robot appearance
NOTE: the robot picks up things in the same cell that he's in. However, there's a funny thing about "what cell the Robot is in" when he's moving. Movement currently works like this:
- Change the robot's cell-coordinates to the new location.
- Animate the robot into the new location.
So it looks like the robot is picking up "in front of" himself, but it's really "the cell he's in", there's just a brief delay while the avatar catches up.
In some future release, movement will be updated to do this:
- Move 1/2 way to the new location.
- Update the robot's cell-coordinates
- Finish-out the movement.
Thus, where the robot appears to be (on the screen) will match where he is (in the database.)
- The robot has 4 bumpers which indicate that the robot is up against something in the indicated direction.
- If the robot is standing next to a tree to the North and another to the West, the North and West bumper outputs will become hot.
- If the Impact Only switch on the robot is activated, then bumpers will only indicate collision in the direction of robot movement.
Wire the grabber input and the robot will pick up any item he touches. Wire he grabber output to the inventory input, and any held item will be placed into inventory.
The battery terminals indicate (from left to right): 100% full, 75%, 50%, 25%, barely-any%. These outputs can be used to program your robot for various activities when the battery is above or below a certain level.
Hence, whatever is wired at the 2nd-from-the-left terminal will be without power if the battery falls below 75%. Similarly, you could use a NOT gate to wire something to happen, say, when the battery falls below 25% ("When NOT 25% battery... [operate some circuit]")
The Battery/Info panel Shows your battery state and the name of this robot, which you can change. There are also toggles for "No-Carry" (don't let other robots pick up this robot) and "Impact only" (affects Bumper operation, see earlier.)
When the battery runs low on power, you need to charge it up with a generator
- Select generator (tools drawer)
- Select coal from inventory
- Apply power to generator (tools drawer.)
- Generator burns coal, charges battery.
NOTE: Generator automatically turns-off at 100%, though, if you're at 97%, it will burn a whole coal to top you off.
For historic reasons, we refer to the 3 inventory icons on the left side of the robot as "drawers", even though they no longer slide open like they used to.
The top pin on the tool drawer is to power the selected tool, making it work when appropriate. For example, select the saw tool and apply power and the robot will saw trees that he bumps.
The top pin on the inventory drawer is used to move items into the inventory drawer from the selected source, typically the grabber.
Once you have successfully put an item into inventory, the "drop items" pins become available. On each of the drawers, the pin on the bottom, when powered, tells the robot to drop the selected item on the ground.
At the same time, "select next" and "selected item" pins become available on each of the drawers. These are useful for robo-crafting and robot/market interactions.
Each robot has just one inventory. Items that you add to your inventory are added to the inventory (center) drawer via the "put into inventory" pin (typically connected to the grabber output). The tools drawer (above) and circuitry drawer (below) are simply "filters" to help separate out certain kinds of items for easier access. However, every sort of item is put into the inventory drawer.
All Seeing Eye
You can use the "all seeing eye" to view your farm/robot while still "inside" the robot, so you can make changes and view the results without having to open & close your robot.
With the "tall trees", it can be difficult to properly know where your robot is. In the very-very early versions of the game, the trees were barely as tall as the robot, and position was more clear. Among the tall trees, the robot's wheel moves on a path very near where the tree-trunk touches the ground, and that's where the "path" is.
The globe button in the lower-left displays a UI to center and indicate the location of a robot. There are also buttons to enter your robot and toggle robot power.
While this is perfectly doable (easy, even!), it sort of goes against one of the fundamental tenets of the game, which is:
In WoRFC, players don't do things; instead, they program robots to do things
A brief history-lesson/aside
I don't really like farm games. In fact, every time I've tried to play one, my first thought has always been "wouldn't it be awesome if I could just write a script or program my computer to do all this farm-grinding for me?!"
Thus was born World of RoboFarmCraft :)