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
8 days ago
2.0
1.26K
Logistics Logistic network

g Setting to change repair turret internal capacity?

11 days ago

The turrets don't seem to have nearly enough internal charge to do their job. I'm running Rampant, and they seem to constantly need to call in bots to do repairs because they drain their charge after a handful of repairs. Then if drone charging is enabled... the turrets literally can't do anything. Does better repair packs drain less charge? OR does having repair packs in the turrets themselves reduce drain?

10 days ago

Hello, I have basically left the original turret cadence untouched, but Advanced turrets should repair and build lightning fast.
I believe it was a balance tradeoff, but maybe more research tiers for speed/consumption would be a good addition?

10 days ago

Possibly. Right now, I'm having issues where the turrets won't have the charge, as said... then the bots get called in. Not sure a great way to 'fix' without making repair turret zones a bot 'deadzone' to prevent a conbot on the other side of the base from claiming a construction job that the turret could be doing.

10 days ago

It's very difficult handling the bots without causing deadlocks, issue is bots are controlled internally by game engine and there is not much I can do to not dispatch them other than 'claim' the task immediately by a turret, but that caused all sorts of issues especially with overlapping turrets so I reverted it so that bots can dispatch , even though turrets should be able to do a task that a bot has been dispatched to

10 days ago

Right. I get the conundrum. The only other option is for the walls to be a remote network lol. Turning off bot charging seems to have helped at least, it's... Not as good as it initially sounded.

10 days ago

It would be awesome if we could have two separate buffers for charging and for repair/build, maybe this can be done, or at least stop charging when charge is below say 50%, but I think that would mean endless queue of bots waiting to charge

10 days ago

Yeah... I already have had an endless queue when part of the rail line collapsed (not my fault, really. A friend didnt build adequate defense!) where like... Over a hundred conbota were in a solid line around a roboport. The idea would be nice in theory, but the fact bots queue onto a spot rather than find a nearby charge port when the first is full makes things more problematic than it needs to be. I've had bits wait in that line, even after replacing 5 more roboports next to it to give them charge ports!

10 days ago

My solution is simply to place more towers. They're cheap. Each one can pull energy from the grid at the same rate. need more repair? more turrets. Need more bot charging? more turrets! Lots of Repairs? MOAR!!!

I have something like 12k turrets on Nauvis... Might be overkill.

I drop a dozen turrets with the existing turrets system anywhere I have a need for speed. Remove them when you are done.

8 days ago

I have added further 2 tiers of Efficiency research, this should get you going :)

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