![]() ![]() And the combinator method you described would also work, but would be really tricky to set up, my aim is to at least take complexity out of the common requirements, allowing the player to build much more complex stuff on top of that!Įdit: Just a quick note, I have uploaded the v0.1.0 release, there are no major functional changes but the mod has been renamed to "Recursive Blueprints" (which it will stay as). ![]() Yes, that last comment is going to be my workaround initially at least. So if player is so inclined to ensure robustness of the automated system, he could just build some self-evaluation in it: check how many items have arrived to the site, check whether they arrived in time, if not - reinsert blueprint.īut hey, you can just check whether ghost or entity is present at position before placing new one, if you want your deployer to be more than one-launch. After all you can build both item counter and timer with just a couple of combinators. I've thought about self-replicating, self-moving factories too, but in the framework of standard blueprint systems. Well, good luck on that commendable behavior. I can imagine advanced players building some VERY complex setups with all of these principles.Īdil wrote:Oh, you have rather complex behavior planned out there. at this point send all the blueprints into cloning machines and send copies on to be deployed in adjacent sectors. Otherwise, destruct all the drills and deploy panels/accumulators (or you could randomly insert manufacturing facilities, perhaps build a smelting plant if there is an adjacent mining facility, and so on.)Ĥ. You probably want a network of belts connecting all the way back to your main base.ģ. If the chests detect resources, destruct the chests and deploy belts and whatever other means to extract the resources. Deploy a blueprint with drills and smart chests.Ģ. ![]() What I have been thinking about here is a modular base building setup where, combined with circuit conditions, you could decide to build either a mining facility or a power plant (for instance), depending on the presence of resources at a deployment location. Finally, there does I think need to be some way you can detect when a deployment is completed, maybe a custom circuit condition? This gets useful when things scale to a certain point and manufacturing/delivery of items can't keep up. Oh, I also wanted to add a feature where the blueprint will be automatically re-deployed IF the ghosts expire before everything is built. I'll definitely think about your marker idea as this would give more flexibility, but sounds like more work for the player to set up. I didn't plan a way to purely destroy things without deploying new stuff. This would take a normal blueprint and just mark for destruction anything in the way before creating the ghosts. For destruction I was going to have a "Destructive Deployer" entity. Currently there is a flag so it doesn't keep deploying over the top of the existing ghosts! But this flag never gets unset once a blueprint is inserted. This will leave it ready to deploy another blueprint when inserted. Firstly, the deployer should reset whenever a blueprint is removed from it. The way I had planned this is as follows: I plan to come back and properly finish this mod very soon. Actually both of these mechanics were already planned, I have just been sidetracked by that pesky thing called Real Life for a few weeks. Think you could add some bad-deconstruction-marker as well? (A non-colliding entity, which ghost marks anything below it for deconstruction and then selfdestroys?) Have you considered replacing them after they do their thing to provide visual indication of that?Īlso, I believe one of the obsolete blueprint mods provided deconstruction functionality as well. I see that chest can only place single blueprint ever. The blueprint should be immediately deployed around the deployer, creating ghost entities for your construction bots to build! This can be performed either by hand or of course via an inserter. If you insert a blueprint that doesn't specify an anchor position then the Deployer won't work.įinally, place your Blueprint Deployer on the ground (somewhere with some space around it, and inside your construction network) and insert the blueprint into its only slot. Now using your blank blueprint, make a blueprint of these entities and make sure you include the Blueprint Anchor in this blueprint. These can be anything for demonstration purposes. So, now place some entities around the Anchor. The anchor determines where the blueprint will be deployed relative to the Deployer, in other words the anchor acts as a proxy to anchor your blueprint relative to the Deployer. To get started you will need to craft these items:įirstly, place the Blueprint Anchor on the ground. Instructions for use (Video tutorial to follow soon, promise!) ![]()
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