There are
	squads
	command transmitters
	landing pads
	--cargo chests
	drones
	smart radars
	map labels
	
Drones are contained in squads and follow squad guide.
Additional types of drones are:
	various:
	Winged rockets and capsules
	Slower and more durable war drones
	concrete types:
	Scout - scans area around and sends data back
	Cargo drones - carry one full stack, can drop down into storage chest
	Mobile Construction Yard - can deploy into roboport with a dozen of construction robots and full power can pick up a blueprint
	Carrier - can haul a stack of drones and deploy them on the go
	Character - a drone with inventory and modular armor capable of doing everything doesn't, doesnt time out
	
Squad is an assembly of drones associated with particular signal transmitter. It is important abstraction for implementation.
	
Transmitters create squads.
Transmitter is connected to chests, it can create squad from those drones that are stored in connected chests.
Connection is not wires. (to be defined)
Transmitter takes input signals from wires (maybe one wire!!) and sends them to squad as orders
	Types of input signals:
		--Form a squad (virtual)
		Send command, takes all other signals and compiles order for squad, if needed, squad is created
		Drone types - which and how many drones to add to squad
		DestX DestY (virtual) - send squad target coordinates
		MapLabel - numeric constant that defines a position on map, takes precendence over Dest coordinates
		Distraction - allow squad to defer from route if enemy is sighted
		Land - try to land drones and disband squad
		special:
		Load, Unload - load\unload cargo drones from chest at position
		Load Unload Carrier - like above but only drones can be picked and only carriers pick
		Drop - sacrifice a cargo drone and spawn storage chest at target position if drop position is blocked and there are ghosts nearby - try to build ghosts
		Drop construction - sacrifice a packed roboport drone and deploy roboport if blueprint was loaded, places blueprint so that spawned roboport fits blueprint
		Launch - spawn additional drones from carriers
		--Roboport - activate robots in portable roboport
		--Scout filters - same as smart radar but small range, if no range then all 9 nearby chunks are used
		
	Outpus signals
		outputs the signals that comprise order: DestX,DestY,Distraction,Load,Unload,Load Carrier, Unload Carrier
		--Occupied - indicates that cooldown is in place ( so that a single order was not interpreted multiple times)
		Done - special order was carried out (or failed)
		Drone types - how many drones are left in squad
		Time - median time to live of drones
		CurX, CurY - current position
		DestDist - distance from destination
		--Cargo querry - send cargo of particular type of drones to cargo output
	--these undone for now
	Cargo output - additional connection point that outputs the contents of the cargo 
		--in carrier or freighter or character
		or (undecided)
		--total (freighter cannot deploy drones but it'd be players planning problem)
	Scout output  
		--additional connection that returns whatever scout sees
		or
		--hostile units count
		--hostile turret count
		--hostile building count
	
Smart radar scouts chunks specified by circuits
input signals:
	positionX, positionY
	forces own, friend, neutral, enemy, any force
	entity signals :
		> 0 - include  
		< 0 - exclude
		if there is include, then everything else is excluded, and vise versa
output signals:
	error:
		out of range
	always:
		max radius
	after scan:
		posX,posY
		forces (counts)
		entities
		progress
		
Landing pads catch dying drones with different chances
	Landed drones may be simply depleted, slightly damaged, significantly damaged
	Different cost recipes are used for making them functional again
	Timeout and manual landing always succeed to a degree
	Catching timed out
	Portable 75% 20% 5%
	Stationary 75% 25%
	Powered 90% 10% 0%

	catching dying (30% light damage 70% major damage)
	chances to catch at all
	Portable -  20% 
	Stationary -  30% 
	Powered -  50% 

	Portable are questionable, no means to find whether equipment is in worn armor and its position
	--Ended up spent or major damages only
	
Map label - immaterial entity that marks position on map, each is associated with unique number so that it could be used in signals
