![]() That part of my design needs some work.Īnyway, this playthrough took a ridiculous 98 hours. I think the chokepoint would have been just getting enough copper to enough assemblers to make green chips. If I had kept playing, and needed to produce every science item type at once? I think it would have been fine for the first bit, but once all the buffers got low, I think my factory, sprawling as it was, would have been brought to its knees. I had six of those modules you see in the spoiler above. There are some problems that were just not worth solving by the end with throughput, especially the green computer chips. Next time I do this, I'll probably go into creative mode first and work out the blueprints. If I had left it to the automatic defenses alone, they probably would have been fine, probably, but I definitely helped out to keep too many buildings from being wrecked. Taking out the larger nests would sometimes bring a massive surge of biters. I will say, there were some times during my final expansion that got interesting. Double layered laser turrets guarding the artillery trains, each with dedicated repair robots and a supply of replacement parts, there was nothing they couldn't handle. For the past few hours before launching the rocket, I didn't have to think about the biters even once. At the end my evolution factor was at something like 0.96 or so. The automatic function of the artillery would take out anything close and it worked well. I arrayed them around at the end there to stop the biters from building any bases near me. A single artillery train set to go reload itself automatically when it runs out of ammunition. Oh, and you'll notice all those little outlying stations that look the same? Those are all artillery stations. Construction robots now use the durability of the repair packs when using them.I still had the old coal powerplant there as a backup just in case, but at four reactors, I'm not sure it would have achieved much if it needed to come online.The deconstruction planner can be used to order bots to destroy buildings/trees.Construction robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.Construction robots take as many repair packs as they can when going to repair.AI of the construction robots improved.Construction robots can now be used by the player via a personal roboport embedded into a type of modular armor.Construction robots will check if their target is still in the network area when they return to personal roboport for charging.Construction robots when used by the player will take primarily from the player's inventory, then the hotbar.Fish can be collected by construction robots.Landfill can be built by construction robots and be included in blueprints.Construction robots can blow up cliffs.Construction robots will attempt to batch build tiles.Achievementsĭeconstruct 100 objects with the construction robots.Ĭonstruct more machines using robots than manually. Researching more cargo or more speed for the logistic bots are also valid for the construction robots.Ĭonstruction robots building on ghost entites. Despite being a floating entity, ground units using melee are still capable of destroying them. Because they often operate at the "front", they are in high danger to be destroyed. They can carry and build up to four tiles at once, depending on the researched worker robot cargo size.Ĭonstruction robots have no means of defending themselves and do not run when they encounter enemies.Entities are fetched from the closest logistic chest. They add entities marked with a blueprint or placed as ghosts as long as these entities are available.Removed entities are transported into storage chests. They remove entities marked with the deconstruction planner.They replace destroyed entities as long as they are available in a provider chest or storage chest.They repair damaged entities using repair packs.Construction robots accomplish various tasks, including: ![]()
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