Personal robots prioritizing nearest first

Post your ideas and suggestions how to improve the game.
Koub
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Re: Personal robots prioritizing nearest first

Post by Koub » Fri May 18, 2018 10:13 pm

[Koub] Merged into older topic with same suggestion
Koub - Please consider English is not my native language.

CzBuCHi
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Construction bots non-random item placing

Post by CzBuCHi » Thu Aug 09, 2018 8:19 pm

What ?
Make construction bots place items not randomly all over the blueprint but only when there is already placed item or player nearby....
Why ?
Currently after placing smelter BP and having only few bots, it takes really long time before smelter can produce anyting because bots are spraying items all over the place ...

TL/DR:

Imagine, that attached image represents game world at 4 stages of build ...
- green square: chest with all nesseseary items and roboport
- blue rectangle: ghost of smelting arrays
- orange lines: connection to outer world (power, belts, ...)
- black pixels: placed items

on upper site u can see current progress of bots building ... no smelting until bots decide to place items at beginning of array (may take a while ...)
on lower site u can see my proposal how bots should build ... smelting can start really soon because array is builded from begining to end

PS: Sorry if this was already suggested, but i didnt find it ...
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Koub
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Re: Personal robots prioritizing nearest first

Post by Koub » Thu Aug 09, 2018 10:04 pm

[Koub] Merged into older thread with same or similar suggestion.
Koub - Please consider English is not my native language.

bobucles
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Re: Personal robots prioritizing nearest first

Post by bobucles » Fri Aug 10, 2018 2:11 pm

Shrinking the construction zone size of personal roboports is a huge buff to their functionality for this very reason.

mrvn
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Re: Personal robots prioritizing nearest first

Post by mrvn » Mon Aug 13, 2018 8:50 am

bobucles wrote:Shrinking the construction zone size of personal roboports is a huge buff to their functionality for this very reason.
How do you shrink the construction zone size?

thedarkbunny
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Re: Personal robots prioritizing nearest first

Post by thedarkbunny » Mon Aug 13, 2018 10:29 am

mrvn wrote:How do you shrink the construction zone size?
Mods, generally.

mrvn
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Re: Personal robots prioritizing nearest first

Post by mrvn » Mon Aug 13, 2018 12:13 pm

thedarkbunny wrote:
mrvn wrote:How do you shrink the construction zone size?
Mods, generally.
Any pointers to the API to use?

bobucles
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Re: Personal robots prioritizing nearest first

Post by bobucles » Mon Aug 13, 2018 1:08 pm

Code: Select all

data.raw["roboport-equipment"]["personal-roboport-equipment"].construction_radius = 10 --down from 15
data.raw["roboport-equipment"]["personal-roboport-mk2-equipment"].construction_radius = 15 --down from 20	
It's a very simple QOL roboport buff.

mrvn
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Re: Personal robots prioritizing nearest first

Post by mrvn » Mon Aug 13, 2018 1:50 pm

bobucles wrote:

Code: Select all

data.raw["roboport-equipment"]["personal-roboport-equipment"].construction_radius = 10 --down from 15
data.raw["roboport-equipment"]["personal-roboport-mk2-equipment"].construction_radius = 15 --down from 20	
It's a very simple QOL roboport buff.
Args. That's not what I mend. That simply makes smaller roboport range. I want to shrink or grow it as needed. E.g. enter a train, shrink it to 1. Leave a train, grow it by one each tick till max.

orzelek
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Re: Personal robots prioritizing nearest first

Post by orzelek » Mon Aug 13, 2018 4:53 pm

mrvn wrote:
bobucles wrote:

Code: Select all

data.raw["roboport-equipment"]["personal-roboport-equipment"].construction_radius = 10 --down from 15
data.raw["roboport-equipment"]["personal-roboport-mk2-equipment"].construction_radius = 15 --down from 20	
It's a very simple QOL roboport buff.
Args. That's not what I mend. That simply makes smaller roboport range. I want to shrink or grow it as needed. E.g. enter a train, shrink it to 1. Leave a train, grow it by one each tick till max.
With how game currently works you would need to dynamically replace equipment in grid I think since those parameters can't be modified in runtime.

mrvn
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Re: Personal robots prioritizing nearest first

Post by mrvn » Mon Aug 20, 2018 10:13 am

orzelek wrote:
mrvn wrote:
bobucles wrote:

Code: Select all

data.raw["roboport-equipment"]["personal-roboport-equipment"].construction_radius = 10 --down from 15
data.raw["roboport-equipment"]["personal-roboport-mk2-equipment"].construction_radius = 15 --down from 20	
It's a very simple QOL roboport buff.
Args. That's not what I mend. That simply makes smaller roboport range. I want to shrink or grow it as needed. E.g. enter a train, shrink it to 1. Leave a train, grow it by one each tick till max.
With how game currently works you would need to dynamically replace equipment in grid I think since those parameters can't be modified in runtime.
Which then I think drains the battery. Or can you set the battery level back to what it was when removing the roboport from LUA?

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