Howdy, I love bobs mods However all the stickied links are from .12x and rather old / out of date. I'm having trouble finding up to date info other than playing, and I'd like to browse around and learn more about the mod while i'm not at home...
I recently read this: https://bengarney.com/2016/06/25/video-conference-part-3-getting-online/
and given the pace he's developing at it seems like the whole nat punching and multiplayer libraries are existing robust solutions. Do existing tools and ...
You'd place things like repair packs into this and logistics robots will distribute the items evenly across all of the distribution chests in the network.
For example you setup 3 distribution chests, each near one of your robotics facilities. Then you add 150 repair packs to one of the chests. Then ...
Thanks for the info, I'll be sure to check the ghosts next time :)
I was hoping that something like each robotics port (player included) should gather a list of ghosts in its radius and only check to do activity on those.
Imagine I blueprint something insane like 10k solar panels far away from my ...
thanks for the reply. Why does having lots of ghosts somewhere across the map slow down the pathing on my players local robots which only have a very short range?
Basically this is a selectable unit like the sup com engineers. It is given a task queue ( build some things ) or a ferry order ( take things from here, move them to there, repeat ). These are available very early in the game, before your first yellow belts, and maybe you even start with 2 ...
1. Trains are a "nice to have". Constructing the railways is tedious, setting up the automation is a headache. The user experience issues (which will be fixed) aside, You can easily win without even going through the extra trouble of building a train ...