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OldUncleJ Jan 28, 2023 @ 5:16am
Behavior Help 101
So, its clear that Behaviors are a big part of how the game is automated. You can set Behaviors for drones or for buildings, which is pretty awesome - except when it doesn't quite work as you thought.

I wanted to ask people what their Behavior setups are, starting with pick-up and drop-off of resources (metal bars being my particular PITA of the moment). I've tried doing the pick-up (home) >> dropoff (source), but the drone doesn't pick up anything from the source after the first repetition of the behavior, so obviously I'm missing something.

Alternatively (and I think it might be faster if done right), does anyone have a Behavior for a building to automatically call for a resource once its low instead of adding it to the Transportation Network queue? In the mid-game, the list of items on the Network's to-do list tends to be a bit long, so anything that trims the fat would be helpful.

(A Behavior setup that allows a drone to automatically seek and place Foundation tiles would be great, too - I already have a Cub with a Fabricator to do the production on its own, I just need to be able to have it not need being manually set towards the next segment of the world where I want 120+ plates laid down)
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Showing 1-15 of 42 comments
Johan 2.0 Jan 28, 2023 @ 7:10am 
Pickup will function differently depending on the number you plug into its slot. Drop off is similar.

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)
Last edited by Johan 2.0; Jan 28, 2023 @ 7:12am
Blueberry Muffins! Jan 28, 2023 @ 11:01am 
Here's my current factory behavior, it tries to schedule big deliveries. Recipe in visual, product storage in context (both could be done with parameter registers but I like the visual and the context works), it waits until there's one cycle left in the input buffers before requesting a big refill. P3 is an extra-lead-time parameter, set it to 1 or 2 and it'll ask for refills that many cycles ahead.

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Zaflis Jan 28, 2023 @ 9:04pm 
How would you automate a bot as a global healer, that then runs back to base or nearest friendly structure when there is nothing to repair?
Johan 2.0 Jan 28, 2023 @ 10:27pm 
Radar: Fliter1:Damaged, Filter2:Owned, Result:Link Register to Repair Module Context Register
set Home Register to a predictable dependable Home building

No behaviour required,
Max detection range: 30
Last edited by Johan 2.0; Jan 28, 2023 @ 10:28pm
OldUncleJ Jan 29, 2023 @ 2:44am 
Thanks Johan & Blueberry! I'll check that out.

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.
Last edited by OldUncleJ; Jan 29, 2023 @ 2:48am
Mazian Feb 3, 2023 @ 1:43pm 
My friend and I did a co-op session and played around with behaviors a bit, but I'd say the biggest find was that the "Personal Teleporter", or maybe it was "Personal Transporter" (internal module) put in a storage building that is adjacent to fabricators will auto fill material requests, freeing up bots for non-transport activities.

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.
infraredecho Feb 4, 2023 @ 1:06pm 
is it possible to setup a behaviour for a unit to circle a home building/unit at a specified distance, upon encounter enemy attack, etc.

basically an orbiting patrol of some kind.
Last edited by infraredecho; Feb 4, 2023 @ 1:06pm
Johan 2.0 Feb 4, 2023 @ 1:19pm 
Originally posted by infraredecho:
is it possible to setup a behaviour for a unit to circle a home building/unit at a specified distance, upon encounter enemy attack, etc.

basically an orbiting patrol of some kind.
We can manage distance with MoveTo(Range) and MoveAway(Range) but no simple/easy behaviour control to circle radially around an entity unless you specify solid reference points beforehand, but that eliminates the flexibility.

If someone figures out a way to move radially clockwise/counterclockwise then its possible.
Last edited by Johan 2.0; Feb 4, 2023 @ 1:19pm
I did notice the lack of compass directions, that's got to be intentional, so okay.

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.
Stakker Feb 7, 2023 @ 11:10am 
Im trying to get my drone to drop off its inventory using Drop Off Items: Destination >> World Object, select on map but i can't leave the blueprint screen to select a building i want to drop off too. Anyone know how to select a specific building to drop off to and leave the blueprint screen to do so?
Zaflis Feb 7, 2023 @ 11:17am 
That's a game bug i think.
Yah, to get it done I use a register and ilnk the target to that. Home and context are handy for that, or you could add explicit behavior parameters.
Zaflis Feb 9, 2023 @ 3:12pm 
I was trying to make a bot run around and collect all loose items from ground into its home storage. But what ever i did it just wouldn't move anywhere.
OldUncleJ Feb 9, 2023 @ 5:32pm 
Originally posted by Zaflis:
I was trying to make a bot run around and collect all loose items from ground into its home storage. But what ever i did it just wouldn't move anywhere.

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.
Johan 2.0 Feb 9, 2023 @ 6:27pm 
Originally posted by Zaflis:
I was trying to make a bot run around and collect all loose items from ground into its home storage. But what ever i did it just wouldn't move anywhere.
Something like this?
https://steamcommunity.com/sharedfiles/filedetails/?id=2931030615
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Date Posted: Jan 28, 2023 @ 5:16am
Posts: 42