Build Action Repeater
Posted: Wed Dec 17, 2014 7:06 pm
An entity, which is able to store build-actions and repeat them in the right moment.
How it works:
- The build-action-repeater is an entity, which can be placed anywhere.
- You give an empty blueprint into it. Then you can start to record a build action.
- After this record, everything you have build (normal placing, ghosts, deconstruction, blueprinting) is stored in a new blueprint. Especially the deconstruction can normally not be stored in a blueprint.
- Now you can deconstruct everything and press the play button. It will place everything as if you placed a blueprint at exactly this place.
- You can take now out this blueprint and put it into another build-action-repeater and press play: The blueprint is then placed exactly at the same place relative to the BAR as before.
- The BAR has ... let's say 10 stacks to place blueprints. And every stack can be triggered at some kind of event, some kind of programming is possible.
Now the fun begins:
Creating big (edit: endless!) solar panel area. Programming could look like follows:
- Blueprint1: Start, if we don't have enough power. Place a roboport and poles over everthing in the way. See https://forums.factorio.com/forum/vie ... f=6&t=7342
- BP2: Start, when BP1 is finished. Clear up the whole area! Deconstructon of everything in the way.
- BP3: Start when BP2 is finished AND if we have enough solar panels AND accumulators. Then place solar-panel/accumulators around.
- BP4: When finished with BP3. Place a new BAR and copy in the current program of this BAR.
- BP5: Destroy this BAR.
This last command will destroy the current BAR, but the blueprints in it will be saved of course and the bots will bring it to this next BAR.
BP5 is not needed, if we have a BP-copier. But this is a completely different suggestion!
As events (BP1 and 3 is more complex) I can imagine for the first implementation just some simple circuit/logistic-network connection, like the smart inserter. "Don't have enough power" is then just a couple of inserters and chests, same principle as https://forums.factorio.com/wiki/inde ... ailable.3F
Later we will have special sensors for that. But that is also a quite different thread.
How it works:
- The build-action-repeater is an entity, which can be placed anywhere.
- You give an empty blueprint into it. Then you can start to record a build action.
- After this record, everything you have build (normal placing, ghosts, deconstruction, blueprinting) is stored in a new blueprint. Especially the deconstruction can normally not be stored in a blueprint.
- Now you can deconstruct everything and press the play button. It will place everything as if you placed a blueprint at exactly this place.
- You can take now out this blueprint and put it into another build-action-repeater and press play: The blueprint is then placed exactly at the same place relative to the BAR as before.
- The BAR has ... let's say 10 stacks to place blueprints. And every stack can be triggered at some kind of event, some kind of programming is possible.
Now the fun begins:
Creating big (edit: endless!) solar panel area. Programming could look like follows:
- Blueprint1: Start, if we don't have enough power. Place a roboport and poles over everthing in the way. See https://forums.factorio.com/forum/vie ... f=6&t=7342
- BP2: Start, when BP1 is finished. Clear up the whole area! Deconstructon of everything in the way.
- BP3: Start when BP2 is finished AND if we have enough solar panels AND accumulators. Then place solar-panel/accumulators around.
- BP4: When finished with BP3. Place a new BAR and copy in the current program of this BAR.
- BP5: Destroy this BAR.
This last command will destroy the current BAR, but the blueprints in it will be saved of course and the bots will bring it to this next BAR.
BP5 is not needed, if we have a BP-copier. But this is a completely different suggestion!
As events (BP1 and 3 is more complex) I can imagine for the first implementation just some simple circuit/logistic-network connection, like the smart inserter. "Don't have enough power" is then just a couple of inserters and chests, same principle as https://forums.factorio.com/wiki/inde ... ailable.3F
Later we will have special sensors for that. But that is also a quite different thread.