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The example that Sombrero gave, having a bot make an axe and store it, is actually a great example of this. Provided the stone and sticks are not across the entire map, your bot is going to craft axes MUCH faster than your bots can wear through them. And as long as axe storage is close by, the storage action is fast as well. Having a "store axe" script without a fail condition also acts to easily limit the axes it makes, as if the storage is full, it will sit in front of the crate waiting until a bot takes an axe before it continues.
If your axe demand is so massive that your bot somehow can't keep up (something I've never run into even with huge colonies), you can just make one more bot with the same script assigned to a different workbench.
I've played 50h of pain lol
Going back to an earlier comment though, it's really the player's journey. If they want to write a bot that chops down trees and replaces its own axe, they can do it. I wouldn't do it, but that's my choice.
At the end of the day to each their own. But I really don't feel like the game was intended to be played to keep very short programs for each robot all the way to the end.
This is actually bad advice. You should never have a robot do multiple tasks, as that will just slow down the rate at which the task is completed. In fact, having a script do "too much" is a common newbie programmer mistake.
Unfortunately, this is not true. The game blocks you from deleting an area if it contains even one non-deletable structure.
...at least with my game. Had to move every storage structure 1-by-1 out of the way before I could reset...
As a matter of fact, you should not. Floors under walls provide no benefit - they do not count towards the enclosed/floored environment, nor do they provide anything of value, while wasting quite a bit of resources.
It's odd at first but you very quickly get used to it and since the logic is consistent throughout it actually works well.