Repair Tower
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Repair Tower
An early game item that will repair buildings in a small radius (2-3 tiles maybe?) slowly, using the repair packs in its inventory. It has 2 module slots. It also uses power per n health repaired.
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Re: Repair Tower
Interesting idea. Would work well for early game defenses until you get repair bots.
Re: Repair Tower
My vision shows some kind of beam, that rotates into the direction of nearest repair. The area could be a bit bigger, 5-10 tiles radius or so.
I don't know if it is a good idea that they need power.
How interesting would it be to have belts mixed with many different types of ammunition and repair packs. Each tower takes from the belts what's needed. The "right mixture" of the items on the belts can be calculated by circuits.
I don't know if it is a good idea that they need power.
How interesting would it be to have belts mixed with many different types of ammunition and repair packs. Each tower takes from the belts what's needed. The "right mixture" of the items on the belts can be calculated by circuits.
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Re: Repair Tower
Or we could have radius-limited crawling robotsssilk wrote:My vision shows some kind of beam, that rotates into the direction of nearest repair. The area could be a bit bigger, 5-10 tiles radius or so.
I don't know if it is a good idea that they need power.
How interesting would it be to have belts mixed with many different types of ammunition and repair packs. Each tower takes from the belts what's needed. The "right mixture" of the items on the belts can be calculated by circuits.
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Re: Repair Tower
Turrets and walls can hold up pretty well until logistic drones come into action.
Re: Repair Tower
Fire up Natural Evolution and DyTech and take a lookbobucles wrote:Turrets and walls can hold up pretty well until logistic drones come into action.
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Re: Repair Tower
if you want to balance out a mod then add something to the mod.orzelek wrote:Fire up Natural Evolution and DyTech and take a lookbobucles wrote:Turrets and walls can hold up pretty well until logistic drones come into action.
Re: Repair Tower
Idea presented here is at least tricky to do in mod properly - at least not to do it in hackish way.ratchetfreak wrote:if you want to balance out a mod then add something to the mod.orzelek wrote:Fire up Natural Evolution and DyTech and take a lookbobucles wrote:Turrets and walls can hold up pretty well until logistic drones come into action.
I do hope still that vanilla will get a bit more "interesting" after combat overhaul and repair tower would be useful then
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Re: Repair Tower
then suggest a way to let things get done without the hacksorzelek wrote: Idea presented here is at least tricky to do in mod properly - at least not to do it in hackish way.
I do hope still that vanilla will get a bit more "interesting" after combat overhaul and repair tower would be useful then
For example add a filter for find_entities_in_range to include the damage taken to find all damaged buildings
Re: Repair Tower
There are so many suggestions about path-finding robots, that it is very unlikely, that the devs havn't see them. I think they will not come in any way. The argument for me is the same as here on earth: Why by the hell should a robot be able to walk if flying is so much more practical?johanwanderer wrote: Or we could have radius-limited crawling robotsPath-find, etc. are already in game (for the biters) so I assume the devs can add a semi-autonomous entity to the play'er force. Come to think about it, we might be able to mod something like this into the current game. I'll have to play around with it to see what is actually possible.
I think having more types of towers would be cool, cause I also think, that with every new type of enemy the usefulness of one type of tower sinks. I see the right way in doing here something like in tower-defend games: Only the right combination of towers enables survive.
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And a repair tower would be just one part of that puzzle.
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Re: Repair Tower
My idea was for something that can be used before flying robots become the norm. Think of the early game, when you spend 30 minutes trying to get the factory started. It would be great to have:ssilk wrote:The argument for me is the same as here on earth: Why by the hell should a robot be able to walk if flying is so much more practical?
- Something (easy/cheap to build) to fetch ores / coals / etc. to a given chest.
This becomes obsolete pretty much as soon as you can mass produce belts, but it can still supply further reaches of the factory. - Something to run around repairing stuff.
This won't become obsolete until your repair network covers the whole factory. - Something to supply the early turrets with ammo.
This might or might not become obsolete, depending on how the base is built.
Anyway, when I see "repair towers" I think of a roboport with bots and repair packs in them, except those are blue-science level techs and are expensive.
Re: Repair Tower
https://forums.factorio.com/forum/vie ... r+inserter
The response was none. That was at a time, where the devs read this board.
It is also a simple calculation: Walking entities need to pathfind the way. But the afford rises with the number of entities. That was the reason to reduce the number of enemies and instead adding more powerful.
It is not a good argument to say "We already have enemies, that walk, so we can have also robots, that walk". This is not quite the same, there is a small, but important difference. For the enemies the devs have the control to limit the number of enemies. For walking bots not. You can have unlimited much. There are some crazy players, which have 10,000 bots or more in one network! They will do that also for walking bots.
A CPU can handle 10,000 flying bots, that cannot collide, but not 10,000 walking bots, which then will collide endless.
The response was none. That was at a time, where the devs read this board.
It is also a simple calculation: Walking entities need to pathfind the way. But the afford rises with the number of entities. That was the reason to reduce the number of enemies and instead adding more powerful.
It is not a good argument to say "We already have enemies, that walk, so we can have also robots, that walk". This is not quite the same, there is a small, but important difference. For the enemies the devs have the control to limit the number of enemies. For walking bots not. You can have unlimited much. There are some crazy players, which have 10,000 bots or more in one network! They will do that also for walking bots.
A CPU can handle 10,000 flying bots, that cannot collide, but not 10,000 walking bots, which then will collide endless.
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Re: Repair Tower
Now it feels like a challenge
Let's table this for now. I'll see if I can mock up a mod that does some of this stuff, and let's see if it's even useful or fun. And I'll put a hard limit of the number of crawlies you can build.
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Re: Repair Tower
Have them walk over each other like antsssilk wrote: A CPU can handle 10,000 flying bots, that cannot collide, but not 10,000 walking bots, which then will collide endless.
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Re: Repair Tower
Path needs to be searched. Or I can build a new device. All of those "events" needs to be calculated.
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Re: Repair Tower
Reminds me a bit of this: https://forums.factorio.com/forum/vie ... f=6&t=8122