It is extremely frustrating when you are trying to build something with bots, but is a build queue of 100k solar panels being placed somewhere else, so your stuff takes forever to build.
The player already seems to have their own independent construction queue.
Would it not be possible to have a construction queue per robot network? Then a network building a massive solar farm somewhere doesn't affect building in the base etc.
Robot build queue per robot network
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Re: Robot build queue per robot network
That's already the case. If you build separated networks (so that the green area around your roboports don't touch), then the construction bots from each network won't get into the other one.
Koub - Please consider English is not my native language.
Re: Robot build queue per robot network
There is just one construction manager per force per surface, and it keeps track of all construction jobs for the force on the surface.
If there are lot of job queued in the construction manager, personal roboport will start searching for ghost entities within its range. It divides area it covers into 7x7 grid and search one tile per tick. That way it doesn't have to do big entity search every tick and still takes under 1 second for it to caught new construction job. Keeping queues for personal roboports would be too costly as they would have to be constantly updated when player moves.Phoenix27833 wrote: ↑Fri Oct 05, 2018 5:15 amThe player already seems to have their own independent construction queue.
No comment on the suggestion, I just wanted to clear up how things work.
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Re: Robot build queue per robot network
Not even one on feasibility? :sadface:
I can think of a hacky-moddy way to abuse the "per force" behavior in combination with some kind of "large-project-roboport" and hidden friendly forces and lots of scripting to add one or two extra queues per "force", but it wouldn't be nice and shiny :x.
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Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.