Bots - mining
Posted: Mon Dec 16, 2013 10:46 am
I tried to mine some bots due to some reasons (one was for the bug with the bots standing around, the other one I needed just some bots to put them into another, distant roboport).
This is very difficult. I managed to mine my roboport and some other entities, because it is difficult to catch a bot, when he is flying.
And also the other way around: I mined some old stuff and in the end I found 3 bots, that where mined with them, because the bots where that dense, that I could not manage other.
Indeed, when in higher level, more speed and with more bots, it is really difficult to distinct between clicking bots and the entities on the ground.
This brings me to my suggestion. We need "levels" to distinct, want to mine. The idea is, if I mine a bot the chance is high to mine another and very low to mine something on the ground. And vice versa.
So this makes it easier:
1. Bots slow down short before they take up/deploy stuff or land/start. Like the train, but much shorter (only 1-2 tiles). They take also - lets say - 200 milliseconds to deploy/take (a animation, where the item is "sucked up"/"fallen down"?). And I think it looks much more pretty. The throughput goes a bit down, but the default speed can rise a little bit for that, so that in average is no disadvantage.
1.1 When right clicking on a bot, the bot can stop for a second or so.
2. This all together enables to mine them much easier.
3. When I now mine a bot, the the mining-tool is "locked" to the upper level. I can't mine an entity on the ground until I wait 1-3 seconds or/and release the LMB.
4. The same is with entities: When I just mined an entity I cannot mine a bot. The mining-tool is "locked" for - lets say - 1-3 seconds...
5. This is displayed: the mouse changes, to show the player, what the mining-tool currently is locked on.
Well. Not the best suggestion. Perhaps someone knows a better way to tell what to mine now. But I think it shows the problem and it is a solution, which can be used to create a better.![Smile :)](./images/smilies/icon_e_smile.gif)
This is very difficult. I managed to mine my roboport and some other entities, because it is difficult to catch a bot, when he is flying.
And also the other way around: I mined some old stuff and in the end I found 3 bots, that where mined with them, because the bots where that dense, that I could not manage other.
Indeed, when in higher level, more speed and with more bots, it is really difficult to distinct between clicking bots and the entities on the ground.
This brings me to my suggestion. We need "levels" to distinct, want to mine. The idea is, if I mine a bot the chance is high to mine another and very low to mine something on the ground. And vice versa.
So this makes it easier:
1. Bots slow down short before they take up/deploy stuff or land/start. Like the train, but much shorter (only 1-2 tiles). They take also - lets say - 200 milliseconds to deploy/take (a animation, where the item is "sucked up"/"fallen down"?). And I think it looks much more pretty. The throughput goes a bit down, but the default speed can rise a little bit for that, so that in average is no disadvantage.
1.1 When right clicking on a bot, the bot can stop for a second or so.
2. This all together enables to mine them much easier.
3. When I now mine a bot, the the mining-tool is "locked" to the upper level. I can't mine an entity on the ground until I wait 1-3 seconds or/and release the LMB.
4. The same is with entities: When I just mined an entity I cannot mine a bot. The mining-tool is "locked" for - lets say - 1-3 seconds...
5. This is displayed: the mouse changes, to show the player, what the mining-tool currently is locked on.
Well. Not the best suggestion. Perhaps someone knows a better way to tell what to mine now. But I think it shows the problem and it is a solution, which can be used to create a better.
![Smile :)](./images/smilies/icon_e_smile.gif)