Mindustry

Mindustry

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Kareekoe Oct 14, 2023 @ 3:56am
Looking for an early game unit defense logic.
Karee doesn't need anything that's actually smart, just something that will automate controlling units defensively to sit near front lines and chase enemies/run after enemies while shooting them or at least something similar to that so their not manual control bricks/rally point slaves when they come out.

Having something to make the units feel more alive, even if they have braindead behavior, would be a great start for her until she unlocks the larger mid-late game processors.

Currently limited to these logic blocks:
Message
Switch
Micro Processor
Memory Cell
Logic Display

Karee does not have Repair Stations (or whatever they're called) unlocked yet to fix damaged units, so any logic that uses/requires those to function cannot be used.

She tried looking for a logic on workshop and elsewhere but couldn't really find anything.

She also tried making something, however her knowledge is still far too insufficient to make anything out of the logic system, she's bit of a braindead fluff when it comes to the logic programming stuff.

Feel free to skip reading the spoiler'd part bellow, not important, just this Avian Kitsune's flustered chirpies mostly. X3

(If this game had proper RTS controls/functions, like if the command mode was a toggle that swapped to freecam RTS unit control rather than the very bare bones shift-clicky stuff that it is as of current, then Karee wouldn't mind manually controlling everything straight up while trying to find good logic or automate stuffs.

But since it doesn't she often just rally points them to front lines and forgets cause command mode is just too clunky and annoying to deal with a lot of the time, especially when she forgets to press shift and accidentally deconstructs a chunk of her base, which just feels kinda bleh, so she's been trying to find logic to make dealing with units not feel bleh.)
Last edited by Kareekoe; Oct 14, 2023 @ 4:19am
Date Posted: Oct 14, 2023 @ 3:56am
Posts: 0