Tactical Construction


Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any logistics network that overlaps inside the player's mobile roboport). CAUTION: This mod applies force changes to any game loaded with the mod active; these changes are not reverted if you disable the mod w/o first instructing it to undo the changes to your file(s). Read the mod description.

Content
2 years ago
0.18 - 1.1
325
Logistic network

g Still debating about resurrecting this mod

2 months ago

I am playing Space Age now :-) and while Space Age does very much encourage "build from space" (i.e. via map view) I'm still somewhat annoyed that I can't sufficiently prioritize my local robots when walking around. I posted a mini-rant on ChrislyBear's mod discussion area :-)

https://mods.factorio.com/mod/BotPrioritizer/discussion/676b4c43dcb3bc47add8ca74

Debating about trying to resurrect Tactical Construction and update it for 2.0 or maybe port Bot Prioritizer to 2.0. Leaning toward updating mine since I'm not really in the mood to learn a whole new codebase. But IDK. Any interest from the community in either of these things?

13 days ago
(updated 13 days ago)

I just went looking for a mod like this and found you. I always reach this point in Factorio where the non-personal construction bots start slowing my build-testing down. It feels like going into the kitchen every time I want a sip of water, instead of just reaching for the full cup right in front of me. :)

I've never used this mod before, but I did read the information page. I'm impressed with your method's creative approach, but I admit it 'feels' scary due to the force-swapping. It feels like a save/load at the wrong time might break something, but I have no objective reason to feel that since I haven't used it. If you release a version for 2.0 I will absolutely give it a shot and report back to you, regardless of the approach you take.

I'm neither a programmer nor Factorio expert, but I felt like I would throw some ideas at you incase something clicked and could make your life easier if you do decide to update. Can the area covered by a personal roboport be considered invalid for normal roboports. Keep track of the X/Y coordinates covered by the personal roboport and deny other construction bots from taking a job if they are within that boundary?

Anyway, I wish you luck and infinite patience if you do decide to resurrect this mod :) Even though I never used it before, I appreciate that you took the time to make it in the first place and are considering bringing it back.

13 days ago
(updated 13 days ago)

Hey! Thanks for chiming in :-)

I think overall the force swapping isn't THAT dangerous long-term to a file; I have a bunch of logic that lets you basically 'undo' and recover provided you use it BEFORE uninstalling the mod. And whenever you load the game, it resets all the entities on the 'extra' forces back to the primary force in case any were orphaned. So I've never really had problems on that front. The impact is all more short term glitching/problems due to the multiple forces in play during use.

But admittedly I did have one brief bug while in 'beta' that accidentally overwrote the primary force's "unlimited tier" research levels with the copied force's research levels, thus reverting all 'unlimited tier' research to its starting level. The code was SUPPOSED to copy the OTHER direction but apparently it's easy to swap the LHS (left-hand side) and RHS (right hand side) of an expression and get the order wrong :*-(

I fixed it but not before my file got screwed up slightly.


Anyway, I wasn't going to resurrect this mod, but due to your post, I'm considering it again now.

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