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Constructing Inserter

Posted: Fri Aug 05, 2016 9:49 am
by alan2here
An advanced late game building, the "constructing" inserter, a working name. Is a small but significant step in the direction of fully automated factory construction.

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Basic Idea

A slower but even smarter variant on the smart inserter, that can be configured manually or instructed with signals from a curcit network in the ususal ways, but also includes three other signals.

1. A signal to rotate 90 degrees.

2. A signal to place the item the inserter is holding as if the player had placed the item, more details further down.

3. A signal to sense what is in the square in front of the inserter and report back to the network with a choice of signals depending of what is sensed, the possible replies will be: The square being empty, containing any building, being specifically a belt, being specifically an inserter, being water, or containing a tree. Multiple of thease signals may occur at once.

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More Details

In the case of signal 2, buildings including other inserters and belts will be places upright/built, logistics robots released into the air, and combat robots released into the air but belonging to the inserter and not the player.

Placing 1x1 buildings such as inserters onto belts has them be standing, moving with the belt, and in most cases functioning in the usual way.

Buildings probably should not be able to move through underground belts.

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Other buildings could complement this that would probably require there own forum threads such as a longer range sensor, and a 1x1 wireless circuit network transmitter.

Re: Constructing Inserter

Posted: Sat Aug 06, 2016 1:57 pm
by ssilk
I added it to viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints)

Re: Constructing Inserter

Posted: Fri Sep 02, 2016 7:37 pm
by alan2here
Thanks :)