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Or, to phrase it in a more inflammatory manner (which you seem to prefer): I know you are incompetent in building your bot networks cause otherwise you wouldn't have this problem :)
There are more than a dozen threads with relevant discussions, explaining why implementing this would be a bad idea, linked from this post: https://forums.factorio.com/viewtopic.php?f=80&t=18093
However, having enemies enable requires a lot of wall repairing and replacement of turret. Doing it manualy or with personal roboports takes ages depending on the size of your base. I attempted to split my roboport network in two to solve this: one for logistics in my "main" area where i produce science etc, and a seccondary one with only buildrobots that just covers the outher wallarea of my base. Now while this does work to a degree, i had a realy hard time covering the walls properly without accidentally connecting both networks.
A good way to solve this would be to make roboport a bit more editable. Giving them some settings to adjust the ranges of build and logistic ares, or a simple tickbox to say for example: do not build in this area. Would not be hard to implement and would make that one robot coming from the other side of the base no longer do that.
I'd welcome something like that, cause atm i just don't build buildrobots at all for my network, and it kinda makes me sad cause they would be very useful.
One last thing i though about is the way how blueprint and disturcted objects are handled the same. If they changed that you could also maybe change the way that behaves. Like if somethings gets destroyed (purple health bar) a robot will get requested from the network if there is one and the item is provided. If you build a blueprint (or build with shift) only robots form personal roboports are requested. This shouldn't be impossible to implement as the game has to rembember where the bots come from already cause somehow they always return to the player if they're sent out from it.
edit: i know it's not like the same problem that op has but it's still some odd thing with the bots imo.
mods somewhat are better with this as lots good mods adds tiers to robot(having higher capacity , battery and speed) meaning that inefficiently is lower as base and artition of it is not so bad
but generaly you should not slap robots everywhere , you can keep parts of base chunks not connected to main system and have "localised" robots and have recources be transported by trains (good example is mining base for repairs of turrets/replacing robots , with special train just going "across all stations" resuplying them with bots/turrets/parts/ammo
Robots are great but i like that they got limits , every transportation method in game has "a limit" of some sort , belts are slow take space and keep "recources" on them , trains need even more space and planing , robots get very inefficient as base grows larger (and big power drain)
once you start using them like intended it gets great
One good example of it is using robots to equalise ore into storage chests(at mining base) so all wagons are loaded quick and equaly(takes far less space and perfect)
or doing same for "unloading" so all belts are allweys full(disconected from main base robots)
one thing i would like devs to do is make "mini robot port" who has less range so we can make "localised" logistic small holes easier (mods give more freedom on that)
Also late game roboport use is have big specialised bases who make 1-3 goods at most , ore/recources are transported , distribured by robots , robots load finished products onto chest who get loaded on train
by doing this you can pretty much avoid "huge base problem"
I'd welcome some more customizability for the bot networks as well. I can't agree or disagree on how hard it would be to implement, though, as I haven't seen the code or even the design for the current implementation :)
Building your walls a bit further out could help with that particular issue, I think.
Most filters can be bypassed , my character in 2 mmos is called Bootycheeks
I built all sorts of bases in these 2 yrs... But now i started a new map, wanna go to some 5 k spm , so i decided to make a different build than before, this means lots of train tracks ... Intersections... Then unloaders and stackers and ofc production lines to match that 5 k... So i spread cause i wanna avoid congestions, and i usually use a engineering train , pluck down a roboport and start from there with automated engi station and train... But im bored of that... I wanna use bots to build... No more engi trains, especially now with buffer chests i can use also logi bots to help builders by having their mats close, but that going into wilds and slowly come back and then go again... Oh my life... Just a simple follow the area it will be perfect, i will read now your link. Thx all
Edit: just checked link, yes i want more cpu usage put into pathing, so again these are builder bots, not playing roboproduction, i hate logi prod builds too unsatisfying...
Ah that. Yeah, that will happen within a base perimeter if you don't have every inch plastered with roboports. Really would be nice for vanilla to have an infinite research for the bots' internal batteries.
even if it was case in perfect scenario , travel time would be still long(even if you reserch speed you hit brick wall where reserch is 32k each science , then 64k
problem with batteries is , bots would "charge longer"
"but make bots use more power then to charge" then your roboports from 1gigawat , eat 32 gigawats after just 6 levels up 1x2x2x2x2x2x=32 , then 64 , then 128
your missing entire point really , your not supposed to plaster all map with roboports , even if devs added reserch it would not solve your problem
if you really want to strech , make localised roboports there(not conected to main grid) , with essencials you need
No, it would be less on average because they aren't making silly detours when their battery runs flat. As for that power scaling, it would only happen if you're exponentially increasing the work bots do (e.g. if using logibots everywhere instead of belts).
I think you're missing the point - what use are construction bots and blueprints if you can't utilise them where you need them without having to personally travel there in the first place?
not really , moders already did what you asking , and it increses power drain so much roboports drain almost as much as "everything else" and do mind i do spam bazilion of laser turrets
Power drain for 5dim mk 2-4 bots and "roboports" mk2-4 gets really ridicules
if you want to do what you want to do there are mods for "roboport trains" and "construction vechicles" , you can automate both to some extent , tell it to go "here" and you build what you wanted