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

Posted: Tue Jan 09, 2024 2:07 am
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.

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

Posted: Tue Jan 09, 2024 5:48 am
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.

Re: Disable construction near enemies/fire

Posted: Sat Jan 13, 2024 12:05 pm
by Koub
[Koub] Merged into older thread with same suggestion.

Re: Disable construction near enemies/fire

Posted: Sun May 05, 2024 2:19 am
by hurricup
Currently it looks really stupid that robots trying to put a landmine into a fire (i have an outpost with FT and roboport intended to repair the outpost after attack). Bugs are coming, landmines stunning them, FT burningn them. And then - robots try to replace the mine from stash. And they are explode while arming. Not sure about internal architecture, but fire presenting on the tile should prevent construction robots from attempts to build on them. Feels pretty simple.

And ideally, would be nice to be able to read inactivity time from the turrets to be able to automate this.