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Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!

Posted: Tue Jan 09, 2024 2:07 am
by Ranakastrasz
At a thought, use the same logic as character health regeneration. If damage is taken, wait x time before repairs are permitted. Say 10-30 seconds after the most recent damage.

Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!

Posted: Tue Jan 09, 2024 5:48 am
by Illiander42
MartenM wrote:
Mon Jan 08, 2024 10:49 am
Illiander42 wrote:
Sun Jan 07, 2024 4:01 am
MartenM wrote:
Sat Jan 06, 2024 9:37 pm
pleegwat wrote:
Sat Jan 06, 2024 9:36 pm
Somehow I feel the solution to this should involve the circuit network.
If it would be possible to detect 'an attack' in a given area of a roboport this could maybe be done using circuits properly. However this would mean you have to take out the repair packs from the roboport, which is a bit cumbersome too.
It is possible (but very, very clumbersome) to detect when turrets fire currently.
A lot is possible, but most solutions feel tacky and more like hacks or are just not practical at all.
Not really at the quality level of an engineer who launches a rocket.
True. It takes a lot of wiring to detect when gun turrets fire, a bit of wiring for flame turrets, and a whole heap of mess for laser turrets.

Re: Disable construction near enemies/fire

Posted: Sat Jan 13, 2024 12:05 pm
by Koub
[Koub] Merged into older thread with same suggestion.

Re: Disable construction near enemies/fire

Posted: Sun May 05, 2024 2:19 am
by hurricup
Currently it looks really stupid that robots trying to put a landmine into a fire (i have an outpost with FT and roboport intended to repair the outpost after attack). Bugs are coming, landmines stunning them, FT burningn them. And then - robots try to replace the mine from stash. And they are explode while arming. Not sure about internal architecture, but fire presenting on the tile should prevent construction robots from attempts to build on them. Feels pretty simple.

And ideally, would be nice to be able to read inactivity time from the turrets to be able to automate this.

Allow controlling Construction Bots intelligently in combat zones via circuit network

Posted: Fri Jul 26, 2024 5:00 pm
by sarge945
TL;DR

Construction Robots are very stupid and will fly headlong into battle and die instantly while trying to do repairs on damaged wall pieces in the middle of combat.

What?

I propose the following changes:

- Radars should report the number of detected enemies in their scan radius to the circuit network
- Roboports should be able to be enabled/disabled on a circuit condition. Disabling will force all robots to immediately abandon all work and return, and will no longer provide any network coverage. Logistics bots will finish their current delivery, and then return.

This way, when we have outposts that are being constantly attacked by biters, we can use the radar and circuits to dynamically disable the Roboport during combat, and then when the coast is clear, can dispatch bots to repair the damage without risking being damaged.

Being able to report enemies in the vicinity of a radar might be useful for other purposes too, like an early warning system.

Why?

Bots are important to me. They are adorable and seeing them die pointlessly breaks my heart.

Re: Disable construction near enemies/fire

Posted: Fri Jul 26, 2024 6:00 pm
by Koub
[Koub] Merged into an older thread with the same suggestion.

Re: Disable construction near enemies/fire

Posted: Mon Aug 05, 2024 3:58 pm
by fwyrl
This won't help with the biters, but there is a mod that maybe should be ascended, that makes bots immune to fire, since they're flying, and so not on the burning ground.