Search found 9 matches

by Grant
Fri May 15, 2020 7:28 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

Just a dick. Just stating the truth. Crying "this is a bug" just because you don't understand how something works and why is silly. You can state the truth without being a jerk. You can not understand something and still know it isn't working efficiently. So maybe "bug" is not t...
by Grant
Fri May 15, 2020 6:03 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

Serenity wrote: ↑
Thu May 14, 2020 5:14 pm
No, it's not a bug. Something you don't like or don't understand is not a bug. The response time of the bot network is intentionally decreased for performance reasons.
I got it. You are not a bug. Just a dick.
by Grant
Thu May 14, 2020 5:04 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

My apologies to DaveMcW. I was not aware that repairs needed outside of coverage area of personal roboport slowed down the response time of bots because of some routine the software runs that requires a scan of all damaged/ghost items (Thank you SynchViews) and that the bots just sit there until tha...
by Grant
Thu May 14, 2020 3:24 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

Are not the damaged buildings exactly what the repair bots should be zipping off en mass to repair as soon as I walk in range? The fact they don't is exactly my issue. Also, so if there is a ghost anywhere on the map the repair bots just don't work? How is that not a bug. You could almost describe i...
by Grant
Thu May 14, 2020 5:50 am
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

save attached. thanks
by Grant
Tue May 12, 2020 10:38 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Re: Personal Roboport Bots Acting Wonky with Repairs

I knew someone was going to say this. Sorry, I appreciate the reply but when I said no construction projects going I meant it. I don't use them to build very often and when I do is always me standing there until they are done. No icons, no stuff I forgot about, no nada, just lazy bots.
by Grant
Tue May 12, 2020 9:12 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 3011

Personal Roboport Bots Acting Wonky with Repairs

Version 0.17.79 Personal roboport bots don't come out right away to do repairs. When they do, not enough come out to do all the repairs. They fix a few things here and there and the process takes many times longer than it should. Have two fusion reactors, four mega batteries (showing in the green), ...
by Grant
Fri Jul 01, 2016 2:11 pm
Forum: Gameplay Help
Topic: Modules in Labs
Replies: 4
Views: 14147

Re: Modules in Labs

I was hoping for a little more elaboration. Effects relative to science packs required if any etc. I've seen some good discussion out there regarding uses in other places and was hoping to spark some of the same for Labs.
by Grant
Fri Jul 01, 2016 11:56 am
Forum: Gameplay Help
Topic: Modules in Labs
Replies: 4
Views: 14147

Modules in Labs

I've seen quite a bit of discussion here and on Reddit about modules used in production but nothing about their use in Research Labs. Can anyone breakdown the effect of and/or provide any insight on Speed, Productivity, Efficiently modules in Labs? Thanks.

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