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Otakuya Aug 20, 2023 @ 3:15am
Search storage behavior?
I'm struggling to make the behavior. Is there any way to make a bot search a storage building to pickup or store items there? I can do that only for static storage. But it could be nightmare to tell bots where they must pickup/store items.

+ I really don't want to use the transporter module. This game heavyly focuses on bots not belt. If I must use these items, factory design could be very similar for everyone and I believe it kills game core design.
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Showing 1-5 of 5 comments
Sonja Babs Aug 22, 2023 @ 10:43am 
It's not really that bad, just set the pick up as P1, and the drop off as P2, P3...PX. Set the register for P1 as the storage depo and the PX's as drop off items.

I have a crystal delivery bot which picks up crystal at the main crystal depo then delivers to all the production bots that need crystal. It's not really a nightmare since you build it on the fly. When the production gets to be too big I just create a second one that copies the behavior and follows the same route.
Last edited by Sonja Babs; Aug 22, 2023 @ 10:44am
X-BT Aug 22, 2023 @ 11:13am 
There is no easy way of listing the contents of a mixed storage, for that you would have to rely on logistic bots. One option is to have storage depot bots fill/empty a larger hauler bot coming in to pick up/drop off different items using requests, like forklifts filling/emptying a truck.

Static storage - if by that you mean only one item type per storage - it is not that difficult to manage, you can put the stored item as signal on the storage and have the bots look for the signal of the item they need or that they want to deposit using the loop signal instruction in order to find the correct storage. And you could make a behavior for the storage buildings that will assign them the item type dynamically, as needed for instance in response to desired proportions of each item.

The way I see it this game offers many different ways of solving the same problem. You can make a factory with fixed production capacity of each item, carefully calculating ratios and optimising the layout - or you can make a factory that adapts according to what you need to produce. If you need power for a mining team or assault team - do you bring mobile power production? do you ship batteries back and forth? do you make a mobile power pole bridge? do you use a bunch of expensive power transmitters? Do you bring materials to construct temporary power buildings?
Last edited by X-BT; Aug 22, 2023 @ 11:49am
X-BT Aug 22, 2023 @ 12:01pm 
You could use "count items" instruction to have a bot behavior obtain the number stored of one item type in a storage - that one can be used to know which storage to visit to pick up the items required. Set the same signal on all the storages and use "loop signal" to iterate over them and check for the desired contents. Storing would be a bit trickier, as the "Get space for item" instruction at least currently can only be applied to self - but with some clever use of radio and/or signals you could probably make it work.

You can make the storage signal number of free slots slot by checking how many it can store of an item you never store in the system. A simple storing algorithm would be to first try all the storages that already have the item you want to store, then use one with free space. Or you can have the bot request storage of an item on its signal and have the storages respond on their signal, using some clever coding to tell if they already have some of that item and how much room they have.
Otakuya Aug 22, 2023 @ 4:17pm 
Thank you so much for the detailed answers. It seems that I just didn't know how to solve a specific problem or tried to solve a problem by a wrong way.
Last edited by Otakuya; Aug 22, 2023 @ 4:18pm
darkmathis Aug 22, 2023 @ 4:34pm 
Here's my blueprint string. You set this up exactly like a vanilla transport route, it's just a little more flexible:

"GoTo" is where to grab items. Set a number value for how many tiles to move away after fetching.
"Store" is where to put items. Set a number value for how many tiles to move away after pushing.
"Visual" is what to grab. Set a number for how much to grab, or leave empty to fill inventory.
P1 is how long to wait (in seconds) at the end of a loop. I use this more when I set my mule with the "Deliver" logistic setting to allow it to do chores between mule gigs



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Date Posted: Aug 20, 2023 @ 3:15am
Posts: 5