"Anti-logistics" area?

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FlamingCarrot
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"Anti-logistics" area?

Post by FlamingCarrot »

I'm trying to create a structure that blocks, removes, or overwrites roboport logistics/construction area in its radius. Is there any way to achieve this?

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DaveMcW
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Re: "Anti-logistics" area?

Post by DaveMcW »

No, the "logistics area" does not really exist. It is just a radius around a roboport. So it is impossible to destroy the area unless you destroy the roboport.

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Re: "Anti-logistics" area?

Post by Adamo »

FlamingCarrot wrote:
Wed Sep 18, 2019 3:43 am
I'm trying to create a structure that blocks, removes, or overwrites roboport logistics/construction area in its radius. Is there any way to achieve this?
What is it you are ultimately trying to achieve by this? Maybe there's another way to do THAT.

FlamingCarrot
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Re: "Anti-logistics" area?

Post by FlamingCarrot »

What is it you are ultimately trying to achieve by this? Maybe there's another way to do THAT.
I was hoping to add a "bot fence" of sorts to allow the forcible separation of logistic networks that would otherwise overlap, or to simply restrict where robots can path, ideally in a player-traversable form resembling hazard concrete. In short, a floor tile that removes that tile from any logistic coverage.

There's an existing mod that uses multiple channels to a similar end result (preventing logistics entities from "recognising" each other), but it does so by assigning them to a different "team", which has a couple of issues with multiplayer and other mods.

There's also mods that add various structures with smaller logistics coverage for more precise perimeters. I just thought having bots actually obey the hazard markings the player layed out would be cute.

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darkfrei
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Re: "Anti-logistics" area?

Post by darkfrei »

Pathfinding with collisions is too expensive for this game. Thousands of robots try to find the way between source and target entities simultaneously!

Here must be some optimization, invisible rails like by pathfinding of biters, that they go along.

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