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

b Items on Ground

11 days ago
(updated 11 days ago)

The turrets seem to be unable to pick up items off the ground. They try, the X is cleared, but the item is still there.

EDIT: I figured out the problem - no network storage in that grid. It would be nice if it left it there and marked, and didn't try or claim it (and left it for bots to get instead) if there is no available storage.

11 days ago

This is both a bug and not a bug in one :D, the reason items stay is because the turret has no storage chest to put it into, but it really shouldn't do the animation either, I will look into it

11 days ago

Most important is not the animation, but the CLAIM of the item (from the robots) and the removal of the X, saying job done.

11 days ago

I have already fixed this, it was pretty simple, now tackling the cliff explosives (I don't use cliffs so I hardcode skipped them :D)

11 days ago

I don't like them either, but you can't get rid of them in the initial game setup, on other planets (iirc)

I'm having this weird bug that may or may not be related... if I mark up a bunch of cliffs for decon, and I have ALL the explosives on the planet in my inventory, but some are in bot range, they get claimed by the bot network, then my personal bots won't work on it. Turrets and bot network don't have access to any explosives.

Interesting artifact, is that the bot is still dispatched, empty, flies to about 20 tiles from the target, and then returns.

11 days ago

This seems to be related to base game behavior, especially in your version of the mod since cliffs are completely ignored by turrets there. The vanilla network has a sort of 'priority' over player bots, and the game considers those cliffs handled by the network if they are within range of roboports(and turrets by extension), even when no explosives are in it. This is the same reason why original version of this mod attempted to place concrete on a landfill which was not yet placed by a bot - it assumed it is already there (and was losing infinite amounts of concrete due to that :D)

11 days ago

cheeky solution - remove all construction bots from the network. Let the Turrets handle it. Just downloaded update - will see if it reoccurs.

11 days ago

I think the bot turning around may be due to distance to nearest roboport, and running out of power, returning for a recharge.

11 days ago
(updated 11 days ago)

Ok - battle report: If you mark cliffs for deconstruction, nothing happens.

Nothing happens until you INCREASE the number of cliff explosives in the system. Then it works fine.

Example: 50 explosives in chest.
Mark 5 cliffs. Nothing happens.
Remove 20 explosives. Nothing happens.
Replace 20 explosives. Nothing happens.
Add 1 more explosives. Cliffs are deconstructed, 5 units deducted, total now in chest is 46.

IT remembers this number.
Remove all explosives.
Mark 5 more cliffs.
Add explosives to chest, when you reach 50, 4 of the cliffs will deconstruct. bringing you back to 46.
however you need to add until it gets to 51, before last 1 is deconstructed.

11 days ago
(updated 11 days ago)

Wow, talk about an edge case - I think I figured it out. It wasn't consistent, so I experimented some.

Somewhere in my base, I had a buffer chest, requesting cliff explosives.
When I placed the explosives in the logistic storage chest near my site, the logistic network claimed them to move them to the buffer chest.
The logistic robots were traveling half way there, (as I have turret charging OFF, and was WAY outside roboport recharge range) and turning around. When they turned around, they UN-claimed them, then the towers could use them. Cliff removed. Repeat.

Man. Bots are SUCH a pain! Turrets are amazing!!!

11 days ago
(updated 11 days ago)

Only difference now, is the explosion calculation. If you do it yourself, or with bots, you get a radius blast, hitting roughly 2-3 segments of cliff. Repair turrets simply deconstruct it.

FAIR TRADE for the speed. More efficient if you do it by hand, or wait for the network to do it. Sounds balanced to me.

Final thought on this subject. Might want cliff explosives use to be a setting.

11 days ago

I have implemented similar feature to vanilla bombs - those have a blast radius of 1.5, so turrets will now also explode in radius of 1.5, using same amount of cliff bombs as vanilla bots

11 days ago

You're awesome!

New response