Disable construction near enemies/fire

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Ranakastrasz
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Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!

Post by Ranakastrasz »

At a thought, use the same logic as character health regeneration. If damage is taken, wait x time before repairs are permitted. Say 10-30 seconds after the most recent damage.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Illiander42
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Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!

Post by Illiander42 »

MartenM wrote:
Mon Jan 08, 2024 10:49 am
Illiander42 wrote:
Sun Jan 07, 2024 4:01 am
MartenM wrote:
Sat Jan 06, 2024 9:37 pm
pleegwat wrote:
Sat Jan 06, 2024 9:36 pm
Somehow I feel the solution to this should involve the circuit network.
If it would be possible to detect 'an attack' in a given area of a roboport this could maybe be done using circuits properly. However this would mean you have to take out the repair packs from the roboport, which is a bit cumbersome too.
It is possible (but very, very clumbersome) to detect when turrets fire currently.
A lot is possible, but most solutions feel tacky and more like hacks or are just not practical at all.
Not really at the quality level of an engineer who launches a rocket.
True. It takes a lot of wiring to detect when gun turrets fire, a bit of wiring for flame turrets, and a whole heap of mess for laser turrets.

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Re: Disable construction near enemies/fire

Post by Koub »

[Koub] Merged into older thread with same suggestion.
Koub - Please consider English is not my native language.

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