Repair Turret 2

by tiko13

A fork of Klonan's Repair Turret mod. It aims for repair turrets to be a complete replacement of construction bots (Logistic over time as well)

Content
3 days ago
2.0
845
Logistics Logistic network

i [DONE] Priority building

12 days ago

I would love specific priorities when building. For instance, prioritize power and repair turrets over all other structures.

As you have it, build landfill first, then buildings on top, then rest of landfill.
I'd like Landfill under power/repair, power/repair, landfill under other buildings, other buildings, rest of landfill

This possible?

12 days ago

I am trying to implement this, the priority for landfill/buildings was the first step, but this is the final goal also for me to allow big builds to finish faster without bots

12 days ago

Excellent - I use these (v1, not yours) and substations to plot my grid for my train network, then come back and place the rails after.

I recently had to ditch the original mod because simply placing a few items caused my UPS to drop to around 15, and it would take sometimes several minutes to actually place it. I converted my fledgling base over to bots (which I never seriously used before) because of it. I have this massive grid of substations out there that I can't use at the moment. I had to delete over 17k repair towers. Took several minutes to load the save with the mod disabled.

THEN I discovered your fork. I am optimistic again....... Do I keep going bots? or take the plunge and go back in?

12 days ago

EDIT: I tried this on my Vulcanus base. Only 161 repair turrets. When I deconstruct something that takes a grand total of 10 seconds to complete, my UPS drops to 30 until it is done.

Is there a way to toggle off the deconstruct multiple things at a time feature?

12 days ago

I have never tested mass deconstruct, will try to look at it, my optimizations were mostly geared for long taking builds of city block grids - maybe the change I did yesterday with big energy buffer is simply too much for system to handle

12 days ago

I could not get the UPS to drop at all on my 9950x3d even with pretty massive deconstruct operation, but I will add a setting to disable the multi-build feature

12 days ago

I have updated the priority system to now build turrets and power items first, the same is true for deconstruction in reverse - it will remove everything else before turrets and poles (this last part does not work too well, I cannot figure out a logic that would reliably deconstruct items outside-in, so it's kind of random)

11 days ago

Hey, no worries. That logic will Significantly improve my play experience already. Thanks!

11 days ago

Not sure if the priority behavior is working as intended. Even in dense turret coverage, some bots are still dispatched from the network.

Possibly related to turrets placing all they can with the available power, then the system dispatching bots for the rest, even though waiting for the turret to recharge a bit would be faster. If so, not sure what the logic would even look like to overcome. May just be "it is what it is" situation.

STILL, the current behavior is MILES beyond what we had before.

11 days ago

This is not possible unfortunately (as far as I know) because the con-bots dispatch is governed internally by c++ code and cannot be modified. The closest thing that comes to mind that could possibly be a workaround is to make turrets a completely separate 'construction network', not connected to vanilla network in any way, but this would be pretty difficult to implement - but the much bigger problem would be the significant hit this would have on UPS. If only Factorio supported native modding :(

11 days ago

Hey, thank you SO much for looking into it. This has been amazing getting almost real time bug fixing and feature implementation. You are awesome!

11 days ago

I have just published the new version with fixes for cliffs and the ground items. Thanks :)

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