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Blueprint Timeout

Posted: Sun May 25, 2014 7:56 pm
by Darthlawsuit
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.

Re: Blueprint Timeout

Posted: Sun May 25, 2014 8:07 pm
by BurnHard
Often thought the same thing...

Re: Blueprint Timeout

Posted: Sun May 25, 2014 8:43 pm
by Gammro
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.

Re: Blueprint Timeout

Posted: Sun May 25, 2014 8:47 pm
by Teurlinx
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.

Re: Blueprint Timeout

Posted: Sun May 25, 2014 8:57 pm
by Darthlawsuit
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.

Re: Blueprint Timeout

Posted: Mon May 26, 2014 10:45 am
by ssilk
How like so: if you built it it has unlimited timeout. If it was destroyed current timeout?

Re: Blueprint Timeout

Posted: Mon May 26, 2014 7:51 pm
by SpaceMushroom
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.

Re: Blueprint Timeout

Posted: Mon May 26, 2014 8:32 pm
by ssilk
Well, quite useful! :)

Re: Blueprint Timeout

Posted: Thu May 29, 2014 10:10 pm
by Darthlawsuit
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.