Improvements to playability and convenience.

It would be nice if you could manage already built constructions like in blueprint management mode, but, if Instant Build mode is on, the placed blueprints become real blocks, and if Instant Build mode isn't on, they become normal blueprints.

This would be very helpful for map makers and for when you have a structure that you want to copy on another place, but the bricktrons have already built a good chunk of it, so you have to redo it.

CONVENIENCE CHANGES
  • » Braces are instantly added on the ending support when placing a long beam, if necessary.
  • » More advanced stockpile management, so you can only allow 2 especific resources, and prioritization of resources to certain stockpiles, and so on.
  • » Idle bricktrons (or bricktrons working on a new task just for this) will automatically transport needed resources to the stockpiles closest to the biggest priority blueprint.
  • » AI change: Bricktrons with 2 or more planks on their back, after placing one, most of the time will go back to the stockpiles to refill their planks. It would be very convenient if they didn't :)
I have also experienced the following bug: When digging a quarry for some time, my bricktrons often mess up the staircase by, or breaking an important block/voxel, or not building the needed stair block at all and leave an undigged voxel where it should be.

Circumstances: High number of working bricktrons and sandbox mode. Happened with large and small quarries.

Comments

  • I have also experienced the following bug: When digging a quarry for some time, my bricktrons often mess up the staircase by, or breaking an important block/voxel, or not building the needed stair block at all and leave an undigged voxel where it should be.

    Circumstances: High number of working bricktrons and sandbox mode. Happened with large and small quarries.

    Just ignore this

  • " Braces are instantly added on the ending support when placing a long beam, if necessary."

    I feel this automates the building aspect of the game too much to be honest

    "More advanced stockpile management, so you can only allow 2 especific resources, and prioritization of resources to certain stockpiles, and so on. "

    We used to have a feature that let us regulate IN BULK stockpile resource management. Down to actually prohibiting Bricktrons from gathering resources from specific stockpiles. Due to optomization issues however this feature was removed all together, Shatojon told us that the team was looking into a solution, but last time I asked he told me sadly no real progress.

    " AI change: Bricktrons with 2 or more planks on their back, after placing one, most of the time will go back to the stockpiles to refill their planks. It would be very convenient if they didn't "

    The devs, Admin or Shatojon can correct me if I'm wrong here but the reason why that won't happen anytime soon is due to how the AI manages dynamic entities and tasks relating to them. At the moment the Bricktrons grab an item, and preform a task on the one specific entity they are carrying or looking for a task to be fulfilled with said entity. The problem we're seeing here is that they're grabbing planks at bulk, not just one at a time.

    The only way I can see this fixed is if the Bricktrons can do multiple tasks at a time only when they're carrying more than one plank of wood. Or if they just make them carry one at a time to assuage those of us with OCD tendencies or blatant OCD. I'm probably talking straight outta my ass on this one, so I welcome being corrected if I must be.
  • Yes Castle Builder, and I also just thought of another feature, that is, if bricktrons are carrying stuff to build something, they don't know what other bricktrons' objectives are. That makes them carry way too much resources to their objective, like 3 bricktrons, carrying 3 iron ingots each, just to build one door. That makes building very unfluid.
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