:)Īnd I've tried the same map in single-player, with AutoTrash 4.1.10 (the new version). Saves a click not having to first unset the invalid saved network. On the plus side, the new messaging and UX you added makes the problem easier to deal with. But the reference shouldn't become invalid in the first place. I'd rather wait longer for my stuff to be build than bother with several smaller networks (but I might talk about smaller bases than the usual mega base user, I never got further than to a "one rocket each 15 minutes" pace).Obviously if the saved reference becomes invalid, there's nothing AutoTrash could do to fix it. So in terms of speed it doesn't matter if all thousand bots got dispatched at once if the recharge speed of the roboports is the limiting factor anyway.Īt least for me this usually causes a holdup, my only recipes for it are either more roboports or more patience. But each roboport can only recharge 4 bots simultaneously, so they form a queue there. When you plop down a thousand solar panels at once and a thousand bots want to build them, all of them will want to recharge during their trip. One other thing that might be an issue is that the bots need to travel a long distance and need to recharge several times during their trip. What seems like happens to me is that my personal bots place just a couple of items down, then everything else that needs to be placed down is quickly assigned to the other bots (not my personal bots) and I just sit there waiting for it to happen. Placing buffer chests around should help too if you stock them with building materials. This way you can build part of what you really want to build quickly then cut/copy it over a bunch of times and have your factory bots do the heavy lifting. Your personal bots will try and fulfill build requests using stuff in your inventory.įactory bots have the lowest priority and tend to take the longest to build things.īuilding works fastest when you have some stuff on you and some personal bots. Originally posted by Jupiter3927:Spider-tron bots will try and build things first. It's up to you to pick what you believe to be the best for your case and try to minimize the downsides so that they don't hinder you too much. Like with many other things in factorio, there isn't really a solution that works the best in all cases. It also works very well with compact production areas (usually heavily reliant on modules to save a lot of space and resources at the cost of power). Orders end up being completed pretty quickly even by a fairly low amount of bots.Īn example of this is with busy train unloading areas where you want to empty the chests that the trains feed, into a series of chests that can feed belts much more efficiently. Small networks are there to maximize the individual efficiency of your bots since they never have to travel long distances. It works well for that purpose, but the downside is that bots become quite inefficient individually and things can take a while to happen due to travel times (and potentially recharging time in busy areas). The main point for networks that cover the whole factory is to have access to everything everywhere without having to have to ship it with trains or belts. So smaller, independent networks would work better? Better might not be the right word. Originally posted by Stephen of Blois:Thank you.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |