Blueprint Timeout

Post your ideas and suggestions how to improve the game.
Post Reply
User avatar
Darthlawsuit
Fast Inserter
Fast Inserter
Posts: 245
Joined: Thu Feb 28, 2013 7:32 pm
Contact:

Blueprint Timeout

Post by Darthlawsuit » Sun May 25, 2014 7:56 pm

We need an option to control how long queue'ed constructions last before they time out. I like to have far more being constructed than my bots can handle to keep them busy all of the time but I keep getting checker-boarded walls and half-built constructions because queue'ed constructions keep timing out =/. They should last until I remove them.

BurnHard
Filter Inserter
Filter Inserter
Posts: 519
Joined: Mon Oct 21, 2013 5:08 pm
Contact:

Re: Blueprint Timeout

Post by BurnHard » Sun May 25, 2014 8:07 pm

Often thought the same thing...

Gammro
Filter Inserter
Filter Inserter
Posts: 357
Joined: Wed Oct 09, 2013 1:45 pm
Contact:

Re: Blueprint Timeout

Post by Gammro » Sun May 25, 2014 8:43 pm

If you check \base\prototypes\technology\logistic-robot.lua, you can easily find the code to add, say, higher level techs to have more long lived blueprints.

If it should be added in the base game? I'm impartial on this.
Ignore this

User avatar
Teurlinx
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Mon May 05, 2014 9:47 pm
Contact:

Re: Blueprint Timeout

Post by Teurlinx » Sun May 25, 2014 8:47 pm

Gammro wrote:If you check \base\prototypes\technology\logistic-robot.lua, you can easily find the code to add, say, higher level techs to have more long lived blueprints.

If it should be added in the base game? I'm impartial on this.
If it will not be based on technology, then there should be an option in the gameplay section to adjust the blueprint time. I'd also appreciate it if they wouldn't timeout. Getting random gaps indeed is frustrating and it defeats the purpose of blueprints if you have to babysit them so much to check for missing components.

User avatar
Darthlawsuit
Fast Inserter
Fast Inserter
Posts: 245
Joined: Thu Feb 28, 2013 7:32 pm
Contact:

Re: Blueprint Timeout

Post by Darthlawsuit » Sun May 25, 2014 8:57 pm

Teurlinx wrote:
Gammro wrote:If you check \base\prototypes\technology\logistic-robot.lua, you can easily find the code to add, say, higher level techs to have more long lived blueprints.

If it should be added in the base game? I'm impartial on this.
If it will not be based on technology, then there should be an option in the gameplay section to adjust the blueprint time. I'd also appreciate it if they wouldn't timeout. Getting random gaps indeed is frustrating and it defeats the purpose of blueprints if you have to babysit them so much to check for missing components.
Don't care about tech levels, walls are as important as laser turents. Have an infinite option so you can Queue a huge 1000+ component wall and built it as materials come available. I have to spend tons of time building my walls one blueprint at a time then building other things close by so I can queue the next one to prevent timeout.

Try building a 1000+ component wall and see how annoying it can be.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10469
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Blueprint Timeout

Post by ssilk » Mon May 26, 2014 10:45 am

How like so: if you built it it has unlimited timeout. If it was destroyed current timeout?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
SpaceMushroom
Burner Inserter
Burner Inserter
Posts: 5
Joined: Wed May 21, 2014 8:05 pm
Contact:

Re: Blueprint Timeout

Post by SpaceMushroom » Mon May 26, 2014 7:51 pm

ssilk wrote:How like so: if you built it it has unlimited timeout. If it was destroyed current timeout?
I like this.

Another idea would be only to timeout ghosts outside a construction network area.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10469
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Blueprint Timeout

Post by ssilk » Mon May 26, 2014 8:32 pm

Well, quite useful! :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
Darthlawsuit
Fast Inserter
Fast Inserter
Posts: 245
Joined: Thu Feb 28, 2013 7:32 pm
Contact:

Re: Blueprint Timeout

Post by Darthlawsuit » Thu May 29, 2014 10:10 pm

SpaceMushroom wrote:
ssilk wrote:How like so: if you built it it has unlimited timeout. If it was destroyed current timeout?
I like this.

Another idea would be only to timeout ghosts outside a construction network area.
If my wall was destroyed I wouldn't want it to time out until I was completely incapable of repairing it or getting to it to repair it.

Timing out ghosts outside of construction network seems reasonable. Though the timeout should still be increased, that way when biters destroy 2 of your roboports your network has time to repair both then get to the destroyed areas.

Post Reply

Return to “Ideas and Suggestions”

Who is online

Users browsing this forum: No registered users