- The problem
- Placing multiple roboport ghosts is very frustrating as the ghost roboport does not emit a coverage prediction, making it impossible to tell how far to place the next roboport to make a max-range connected network without memorizing distances.
- The solution
- Ghost roboports should display logistic coverage, at least while the hand-object is a logistics entity.
Show logistic range for ghost robotports
Moderator: ickputzdirwech
Show logistic range for ghost robotports
- SupplyDepoo
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Re: Show logistic range for ghost robotports
Please do this, i so hoped 2.0 would have this feature. I know we can use blueprints to place roboports with connecting logibot network coverage, but its incredibly inconvenient, when you dont use that trick.
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Re: Show logistic range for ghost robotports
This isn't limited to roboports though, everything with a range: asteroid collectors, minjng drills, power poles, turrets, etc.
This is why I usually wait for them to be built before making another ghost, but this is impractical on space platforms....
This is why I usually wait for them to be built before making another ghost, but this is impractical on space platforms....
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- Burner Inserter
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Re: Show logistic range for ghost robotports
I'm really surprised this issue is still in the game. It's really frustrating!
Please please please change this Wube.
Please please please change this Wube.
- BraveCaperCat
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Re: Show logistic range for ghost robotports
Show entity "ranges" for entity ghosts, please!
This can even include lightning rod and gun turret ranges, mistakes in which could be very hard on the average player. This is in comparison to not so difficult to fix problems like Roboport ranges.
Think about a scenario where someone has been constructing a Nauvis base when they accidentally mis-place a ghost of a gun turret (which later gets built) or even worse - builds the wrong quality ghost of a gun turret (which later gets built) then realises that biters broke through their defences because of a single (or few) mis-clicks. However, while the issue may be harder to diagnose for the roboport issue, the result of not fixing it isn't as bad.
This can even include lightning rod and gun turret ranges, mistakes in which could be very hard on the average player. This is in comparison to not so difficult to fix problems like Roboport ranges.
Think about a scenario where someone has been constructing a Nauvis base when they accidentally mis-place a ghost of a gun turret (which later gets built) or even worse - builds the wrong quality ghost of a gun turret (which later gets built) then realises that biters broke through their defences because of a single (or few) mis-clicks. However, while the issue may be harder to diagnose for the roboport issue, the result of not fixing it isn't as bad.
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
Re: Show logistic range for ghost robotports
+1
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
- BraveCaperCat
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Re: Show logistic range for ghost robotports
+1,000,000?
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
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- Burner Inserter
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Re: Show logistic range for ghost robotports
+1 this would be very nice