The ImmobileBuilders widget.

The ImmobileBuilders widget.

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Should Immobile builders that have been manually ordered to stop go back on patrol?

Yes.
8
26%
No.
23
74%
 
Total votes: 31

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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

The ImmobileBuilders widget.

Post by lurker »

I'm wondering if I should consider changing this back, or add some config option, or something else. The plus is when you accidentally stop it it goes back. The minus is when you want it to stop sucking your metal you have to to something contrived like make it guard a solar.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: The ImmobileBuilders widget.

Post by imbaczek »

can't you make them Wait?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: The ImmobileBuilders widget.

Post by TheFatController »

Reactivating after stop is very unintuitive.

They should go back on patrol when they finish an order ie you manually tell them to reclaim a specific tree then they're idle, but if you CMD.STOP them they should not be reactivated unless you put them on patrol again, in which case they should resume the auto patrol feature unless told to stop once more.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: The ImmobileBuilders widget.

Post by Pxtl »

If I want it off, I'll turn off the widget. Leave it always-on if you can't make a GUI button to control it directly.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: The ImmobileBuilders widget.

Post by Tribulexrenamed »

What the hell, thats what wait is for.

Plus why does this behavior matter for a poll? i have a widget that does this for me.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: The ImmobileBuilders widget.

Post by Hoi »

Ofc not always on, if I tell a unit to stop, I'm doing that for a reason.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: The ImmobileBuilders widget.

Post by REVENGE »

Maek button for "Reset Immobile Builder Orders" plx.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: The ImmobileBuilders widget.

Post by CarRepairer »

In CA I sometimes want a nanoturret to build a terraform wall for me. To do so I would have to tell it to stop patrolling, then give it the order to build a shift-queued line of blocks. If you didn't stop it first, the shift-queued line of blocks is placed after the patrol and never happens. But immobile builders tells it to patrol the moment you stop.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: The ImmobileBuilders widget.

Post by Pxtl »

CarRepairer wrote:In CA I sometimes want a nanoturret to build a terraform wall for me. To do so I would have to tell it to stop patrolling, then give it the order to build a shift-queued line of blocks. If you didn't stop it first, the shift-queued line of blocks is placed after the patrol and never happens. But immobile builders tells it to patrol the moment you stop.
Place the first block, and then shift-queue the rest while it's working on the first? That's how I always break my guards personally.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: The ImmobileBuilders widget.

Post by lurker »

Still, when you put them on wait, later when you try to give them orders you can have wasted time when they don't respond.
Pxtl wrote:Place the first block, and then shift-queue the rest while it's working on the first? That's how I always break my guards personally.
Which takes twice as long or more if you're too slow. What I do is drag out the line, hit s, and then release the mouse. Kills all orders, and the nanos wait for 1 second. Maybe the solution is to make the nanos wait for a full minute before they resume? That way a manual stop works, but an accidental stop doesn't hurt you much.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: The ImmobileBuilders widget.

Post by KDR_11k »

I think it should wait a time after going idle (not just from stop orders) before going into patrol mode.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: The ImmobileBuilders widget.

Post by Gota »

what?
If it is told to stop it should stop...
Anything else doesn't make any general logical sense.
Any other behavior will feel like a result of personal taste.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: The ImmobileBuilders widget.

Post by lurker »

KDR_11k wrote:I think it should wait a time after going idle (not just from stop orders) before going into patrol mode.
Oh it does. That time is just... 1 second.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: The ImmobileBuilders widget.

Post by Pxtl »

Gota wrote:what?
If it is told to stop it should stop...
Anything else doesn't make any general logical sense.
Any other behavior will feel like a result of personal taste.
If I tell any combat unit to stop it will stop... until it sees a target, which it will attack. The fact that constructors don't follow this behaviour has always confused me, since in many cases there is no monetary cost to them being proactive. To me, the "immobile builders" widget fixes that discrepancy.

Perhaps the alternate approach should be taken? Any orders that you give to the nanotower will automatically cancel any "patrol" orders, even if you queue them after the "patrol" order. This makes the "patrol" orders invisible to the queue - they vanish when you try to drag-build something.

And add a toggle if we want to genuinely turn the sucker off. If you add the logic above (auto-culling the patrol orders from the queue if anything gets queued after them), I'll bet you it'll never, ever, ever get clicked.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: The ImmobileBuilders widget.

Post by ginekolog »

i had to modify my version so the time of reactivation = 0 (means patrol does not reactivate once stoped).

If i tell some nanos to stop as i need rescources elswhere, they must stop for good. I still see them as idle builders so i can reactivate em later(order patrol command or restart widget).

Auto resume after stop is nonsense and even brakes some mods (NOTA as commander is nanoturret )

I also use combo with smartnanos so when nanot is stoped it still repairs and reclaims stuff (these jobs are ok, they cost 0 )
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: The ImmobileBuilders widget.

Post by KDR_11k »

lurker wrote:
KDR_11k wrote:I think it should wait a time after going idle (not just from stop orders) before going into patrol mode.
Oh it does. That time is just... 1 second.
Should be 30 seconds or so IMO, that should be long enough to determine that the user has stopped interacting with the tower.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: The ImmobileBuilders widget.

Post by Acidd_UK »

The results of the poll seem pretty conclusive.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: The ImmobileBuilders widget.

Post by Tribulexrenamed »

REVENGE wrote:Maek button for "Reset Immobile Builder Orders" plx.
What I did just out of boredom was make a menu for iceui that sets my nanos to auto repair, auto reclaim, or patrol.


Once again people, Its 1000x easier to press S to reset the nanos, and wait (W) is the universal command for unstall economy eg STOP BUILDING.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: The ImmobileBuilders widget.

Post by CarRepairer »

Pxtl wrote:If I tell any combat unit to stop it will stop... until it sees a target, which it will attack. The fact that constructors don't follow this behaviour has always confused me, since in many cases there is no monetary cost to them being proactive. To me, the "immobile builders" widget fixes that discrepancy.
Not necessarily of course. And with Spring .77, CA has taken the approach of nearly all nanolathing costs energy, including but not limited to repairing.
Pxtl wrote: Perhaps the alternate approach should be taken? Any orders that you give to the nanotower will automatically cancel any "patrol" orders, even if you queue them after the "patrol" order. This makes the "patrol" orders invisible to the queue - they vanish when you try to drag-build something.
This sounds ideal to me. Just have to make sure the order isn't placed in the repeat queue... but what if you want it to be? Hmm.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: The ImmobileBuilders widget.

Post by lurker »

If you turn on repeat and give it a patrol-blocking order it should never go back to patrolling. If you want a mix then you have to give area commands or a manual patrol order.
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