However, robots offer much higher mobility, since they can fly over obstacles in a beeline. The player character can also act as requester chest in the logistic network, allowing them to 'request' various items be kept at a set limit within their personal inventory. Supply area 50×50 tiles (orange) Construction area 110×110 tiles (green) After researching logistic robotics, they can configure an amount of items and logistic robots will start to move the specified items from the network to the character's inventory. The basic thing needed for item transportation is roboports. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing. The orange zone is the logistic network coverage.This is also the maximum distance for connecting two roboports. The green zone is the construction area.There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them. To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don't touch.īots do not fly migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power. Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. #Factorio inventory logistics autotrash series.You could use filter inserters to pull the repair packs out of the front roboports and use belts or logistics bots to transport them back to the set back supply line. When a bot finishes a repair job and hasn't used up the repair pack completely, it gets returned to the nearest roboport and stored there, so over time you end up with repair packs stored near the front line. You need a way to deal with repair packs though. I've not tested it, but it should work fine for replacement walls etc. With later game bot speed research it might be quite some distance that you need to extend the bot network into the hinterland though. After an attack has been detected and a delay timer has passed, you put the robots into the roboport to let them go to work, then you switch to pulling them out again as they return from their repair jobs.Īnother way might be to store the repair supplies so far back from the actual wall that it takes the bots more than the 5 seconds delay you want to fetch them. Then you need to set up inserters at the roboports that pull the bots out of the roboports and put them into a box to "deactivate" them. Some do it by monitoring the flame turret fuel consumption through the use of buffer tanks, others monitor the ammo inserters on gun turrets for activity, some even do very elaborate schemes with accumulators and power switches to detect power draw beyond the idle drain from laser turrets. A prerequisite is that you need to figure out a way to detect when attacks happen using the circuit network.
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