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PickUp (Item:Metal Bar, Value:Infinite) will collect Metal Bars until it has filled its available inventory or the target is empty
DropOff (Item:Metal Bar, Value:Infinite) will unload all Metal Bars in its inventory until the target is full. If the target is full, it will not move to the target until the target has at leas 1 space available
PickUp (Item:Metal Bar, Value:Zero(Blank)) is functionally identical to PickUp (Item:Metal Bar, Value:Infinite)
DropOff (Item:Metal Bar, Value:Zero(Blank)) is functionally identical to DropOff (Item:Metal Bar, Value:Infinite)
PickUp (Item:Metal Bar, Value:1) will fill the unit's inventory until it has 1 unit of Metal Bars
DropOff (Item:Metal Bar, Value:1) will fill the unit's inventory until it has 1 unit of Metal Bars
PickUp(200) Any number higher than the remaining inventory size of the unit is functionally identical to PickUp (Item:Metal Bar, Value:Infinite)
DropOff(200) Any number higher than the remaining inventory size of the unit is functionally identical to DropOff (Item:Metal Bar, Value:Infinite)
set Home Register to a predictable dependable Home building
No behaviour required,
Max detection range: 30
Edit: Whoa, Blueberry! That'll take a while for me to digest, but thanks for the heads-up!
Also, as an aside, its pretty cool that the game can read Behavior subroutines from clipboard.
If you coupled this with Johan's pickup/dropoff behavior, you might be able to get some significant efficiency increases in your base. (Specific bots are assigned to bring big loads of resources, and then no bots are involved in filling the fabricators or moving finished product from the fabricator buildings to consolidated storage.)
You can also daisy chain storage buildings together with a teleporter module in each adjacent storage building-- you get up to 6 stacks transported per second (a little more than 1 stack every 2 seconds.)
This would let you auto consolidate multiple adjacent storage buildings.
Adjacency includes diagonal adjacency.
There may be a better internal unit later in the tech tree-- this was the basic unit available in the demo.
basically an orbiting patrol of some kind.
If someone figures out a way to move radially clockwise/counterclockwise then its possible.
I'm thinking you want to set up your own reference points, that's what beacons look like they're for. The first three can be manually placed to set an arbitrary "north" and "west" or whatever, you could even automate setting up the third, motion can be automated by using trig to pick your "move away/toward" reference and I'm guessing there's automated placement later in the tech tree to set up your very own VOR net?
Fun times taking down an enemy faction's nav markers seems like an interesting goal I haven't seen before.
I *think* (and Johan or someone better at the interactions can correct me if I'm wrong) you need a radar actively pinging for items, then have a behavior configured for picking them up.
https://steamcommunity.com/sharedfiles/filedetails/?id=2931030615