![]() As mentioned removing the bots from roboports with circuit logic is fragile and leaves a bad taste. PS: It would be a challenge if there was a solution. Use the same mechanic for health and retreat to the nearest roboport for repairs. Bots already "retreat" when their charge runs low. Bots will often survive, retreat and try again and no second bot is scheduled for the same impossible task. But when it happens it slows down the thundering herd of lemmings. There is still danger to bots and you will still loose some and you have to take care how you design your flame turrets or your logistic networks. That's why I'm for the "retreat when getting too damaged" option. Each death forces the initial cause to send a bot to repeat. Bot after bot after bot will just jump of the cliff. The behavior that's annoying is the lemmings part. I'm totally fine with one bot throwing itself into fire or aliens and dying. But it is a challenge, which I think is justified. I have to admit, I think as well, that the bot behavior is annyoing. I say: "You got to invest resources to get resources (or to protect resources)." Needs personal attention, if not automated. Or maybe people, are annoyed by having to witness that part of their base isn't perfect. You know what? Maybe everyone is just annoyed by the alarm sounds when bots die again and again. Just trying to drill to the core of this. If one wants to solve that problem, why not go with invulnerability? The only real downside - as of my experience out of my personal games - is that one would be able to build concave log nets. Or not dieing at all, because it messes up the setup of their log net(s). What do people want? Bots not dieing like lemmings, as far as I understand. "Make bots not plunge themselfes into fire", But how far is it from what people are asking here? You must manually pick them up, at which point the engineer hand cranks them to full.Ok, I agree it is different. All the bots start off fully charged, but without energy they will never return to your inventory. This can take seconds, but in extreme cases it can be up to a minute or more before anything happens.Ĥ) Lack of energy for personal roboports Actually you don't need a single ounce of suit energy to use personal roboports. If you place down thousands of concrete then the game has to cycle through everything it can't build. Factorio has a hard cap on how many things it will "try" to build at one time, around 600 warnings. Make sure you have the stuff of course.ģ) Too many construction requests in the game world. assembler 2's or the exact modules for a thing. It's obvious when you don't have rails or power poles, but it can be a bit more subtle when you don't have assembler 1's vs. If the bots have to cross an empty void outside of roboport range then they may never finish the trip at all.Ģ) No materials. If the bots are travelling long distance it can take a while. base robo network" if your bots aren't the first ones out then it means bots are being summoned from base. In the battle between "player roboport vs. There are a few reasons why bots may seemingly not obey the player:ġ) A robot is already en route. There may also be server settings that define whether players are allowed to use blueprints or not. You can check your team settings by walking into turrets. The only reason they should stop working is if you somehow are playing with teams and aren't on the same team anymore.
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