TL;DRChange the logistic system so that when more buildings are damaged than the drones will attempt to repair at once, separate logistic systems still attempt repairs
What ?I can't find a good term for it - I'm sure one exists - but when a large number of buildings are damaged without repair packs, cannot be built, or are destroyed, only a certain number of the warnings are shown/processed at any one time. I will refer to this as the batching of the warnings unless I find a better word.
When warnings are batched, the game appears to only update them at certain times. I'm sure this saves huge amounts of performance when large amounts of damage has been done, as the game only bothers looking at a certain number of the repairs, leaving others for when those are resolved. But this batching should be done on a per-logistic-network level, rather than globally (or per force), as it appears to work at the minute.
Why ?In the right situation, issues in a larger base can result in the logistic network of a smaller base (or a personal roboport equipment) refusing to repair buildings - it will build new ones, but won't fix old ones. This manifests as the smaller base (or personal roboport equipment) not repairing damaged entities, but still building new ones promptly.
I don't know quite how this batching limit manifests, but there does appear to be a limit to the warnings.
A brief demo of the effect (I am well aware that I am using lots of mods, these make it much easier to show this issue):
To clarify - I am not proposing the removal of the queue, I am simply proposing that it could be more responsive to the needs of separate logistic networks and the player.
In the screenshots, I am miles away from the nearest roboport, and my construction range does not overlap.
I am not proposing a change to the priority of different tasks, only that tasks near the player get done in reasonable time.