Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Basically the behavior will normally be disabled. When you click Play it will scan around it in some radius you give it, say 8 tiles and if they are walls it goes and deconstructs them. When it's done with the scan it will stop the script and you can move it to a new location.
Bonus points if you give it colored lamp that shows red while it's working and green when done ;)
Have the bot bound to a nummer like 0 so you can always call it when you need it.
PS: Make sure the bot is disconnected from the logistics network.
I usually set up my deconstructor to loop over signals and deconstruct everything with a "construction" signal. So I just have to select everything I want to delete and set the signal registers.
In the meantime, my deconstructor has a radar filtered to "in power grid" and "dropped item" linked to the goto register, so that it also cleans up my base
I tried that, it was the first thing I thought of, but it doesn't work. The deconstructor goes to deconstruct a wall, but doesn't wait until that order is done. It will move to the next place in the queue immediately.
Afaik, when the bot moves to deconstruct the wall, it will scan a new "wall", so in the end it will deconstruct your entire base of walls lol.
Nope, walls have nothing. No signals, not even a powerdown button.
EDIT: Tl;dr do not use this. It works the same with just putting a behavior to wait 1 tick. Read the last entry marked "update". I'm leaving it here though for history
DSCV04Y8Tl000YnR000gcb1nh0XK1q1MKj2yOVg13YGpcf20Ugkc1uWThZ00UuuY000YGR0BLxMu20HOnj21cbJo053blt1veKLE23ezWG3HEwmu21Ns1L0aqewP20Fkl425rqeu32zenH20BtoG2edT7t23vFVQ20Bu4X25sz0H1UkA8B1rCE1l271KJE289E1621cisB00RtDtM
So what this does:
Stores target to parameter 1
If it's a building, wait
Otherwise continue
Why? I know I can get component register 1 and therefore know what it's targetting. However this requires the program to first run that command and get that register, which means that before it has the time to do that, it will queue all "goto" commands.
However, storing it to parameter 1 is immediate. Also, I tried waiting just 1 tick, but the same thing happens, it's too fast and it just goes to the last item in the queue.
So I tested this with the game paused, queued all walls I wanted to deconstruct, and it did the thing. I don't know if it works with a large number, and it *only* works with buildings. I could add another check for units or solvables, however this would mean extra commands to run, therefore more time for things to go wrong. So I kept it at this, and I'll just use this for walls and turrets.
UPDATE: So it works, but it has to be a specific building type in the queue. So only use it for walls. I'll check if it works with multiple turrets too. But I'm guessing it has to be the same type.
UPDATE2: Lol, it only works with walls. Still, a small win. I'll check if I can set P2 somehow to also target turrets.
UPDATE3: Yeah, this is because turrets and stuff like that are considered "units" and not buildings... If I set it to filter units, then it works with turrets too.
UPDATE4: Lmfao, none of this matters. Just put a behavior to "wait 1 tick". That's all it needs. Then it will queue everything. Fml man this game xDD
If it scanned again and again as it goes, you couldn't guarantee that the results are in the N radius of the scan. So i don't think it scans it more than once... I would consider it a bug if it did.
Equipping a radar starts scanning continuously doesn't it?
It brings the result of the closest entity. I don't know if you're talking about something else.
Ok now none of these work. I dunno wtf to do really xD I realoaded the game and it no longer works now lmfao
EDIT: And now it works again. Now it doesn't even need a behavior. Like, this is so inconsistent :s
I'm guessing technically they probably do. The real problem is that the UI doesn't expose this to us, just like we don't get the registers for ruins and bug hives.
I thought I saw someone created a mod for it, but don't hold me to that.
My experience with deconstruction is that while the bot is on the network and has power, it takes roughly 2 seconds (10 ticks) to complete deconstruction. If for some reason it steps out of the network, that gets modified by its efficiency, meaning it can take up to 10 full *seconds* to deconstruct something.
So plan your script around that.
Guess what. There's no way to compare coordinates lmfao. I thought it would be something like "register 1" and "register 2". But nope.
The plan was simple. Loop entities in visible range. Get their location. Check it against Parameters 1 and 2. If it's inside the box, then check if it's a wall (let's say). If it is, deconstruct it.
Dude this could be so much simpler and even when I go about it in complicated ways, to use their toolset, it's still lacking.
Like I said in the following comments, I did many things trying to do the "in-range" thing, but it won't compare coordinates. I want to ensure that shut-down buildings outside the "deconstruction area" aren't deconstructed. Anyway, I'm gonna wait until someone comes up with a solution to this, or the game gets updated to include this, cause it's just wasting my time at this point.