Placing roboports like a pole man!
Posted: Mon Dec 18, 2023 7:57 am
Hi.
Why shouldn't placing roboports at max range apply to roboports as well, like it does with power poles? In not very few situations, placing a roboport next to the last one (which is just a ghost, and doesn't show it's logistic range) is a chance game, unless you go back, hover the roboport over the ghost and make not of what tree or branch it is bordering, and then align the next there (but then you potentially misalign it).
So, in short, I need roboport coverage from base to the outer walls, I grab a stack, place one, and start running, and they go down in perfect distance. Another lovely Wube QoL.
P.S. Yes, blueprinting works, and a perfect robo grid is often great, but in a hectic, biter heavy game, where things just need to go fast, this would be lovely.
Why shouldn't placing roboports at max range apply to roboports as well, like it does with power poles? In not very few situations, placing a roboport next to the last one (which is just a ghost, and doesn't show it's logistic range) is a chance game, unless you go back, hover the roboport over the ghost and make not of what tree or branch it is bordering, and then align the next there (but then you potentially misalign it).
So, in short, I need roboport coverage from base to the outer walls, I grab a stack, place one, and start running, and they go down in perfect distance. Another lovely Wube QoL.
P.S. Yes, blueprinting works, and a perfect robo grid is often great, but in a hectic, biter heavy game, where things just need to go fast, this would be lovely.