Hello and Happy New Year to all our players!
Kicking off our first post of the year, we delve back into the world of Behavior Scripts. We hope you've had a wonderful break, enjoying time with your loved ones. For those who might have missed our previous posts, don’t worry – we’ll include links at the end of this post for you to explore. These past editions are packed with insights on how to use Behavior Scripts and Blueprints, offering a wealth of easy-to-learn and intriguing scenarios. Today’s focus is on two scripts that are particularly valuable in the early phases of your gaming journey, right from the outset.
[b]Author: WigiPedia[/b]
This script will teach the bot to search for a specified mining resource even beyond the Power Grid. The bot regularly checks its charge and health, and will return for battery recharging and repairs when necessary.
You will need:
Dashbot (or any 1S2I bot) Miner Behavior Controller Portable Radar [b]Setup:[/b] P1 - Repair Depot (coordinates of a place near the installed Repair Component). The bot will also come to this location for recharging. P2 - Resource for mining P3 - Storage for unloading the mined resource
Behavior Script:
[code] DSC20q2jwfP61Bt37b3I7enE3oTFL11uSmnZ2LfoSG0Q2QZS3KEj9S4NTtuW2FnxlO27iWlX0IW4KS3dfmvp0wnFQI4ATBWW3lz69p1pnnAK3qsK1827h1Z33IMKJq3pt4r00wwB4z1mie4k1sOEhc0CfpdD2ZnsTA3Jfi2U2dIb8X37Far72y9tBG2tlndp3qLzpv246Tju0EQraG07Dv2905qubz3oqRFT4Ideby0KFUls4ELpDW4c69fy1mIXvX2GebPF2UlcnC1P7jS53ns7qK4En4Ad4Fj6HT13opEV3zmKUU3qdEG62xie7Q2arOCW1fRFnB1b1elf14g5ph1JcIks1KM5Ph1rYIMD4eA5JM2LQTBH0NtX1D13r9qN3zEczP3xFsRY2po7t70WRqfW1eDDm426KeeC0KUMQD4bm42V0tvmap47OFKd0ZRKWp3zWiKy4OA1yJ1fwuVI3f03I249wG6B1wre4B1g0tAb3OtxeJ2Mfhel3MdG9901wE9c23BD80227t1b4OQGvg0PynPt0BfpTC0v8cXy1gY46M477SHO4WdUo23uDKUz3bgrRv1qqvKT44qoEL1AJEO71E2Wqb2iUsr30RBPXi0AiCpn37r8Lc4ZGVRv3tXQDK2LDQWR39CcCk3aWpcl3aTsZY2dtZSX0sM7zI2RT2Jh0olPRZ09Y7uy0ga8Vw1NIgfA1dqXEw03OY4s0y1o0p1rhrGo170vKf2zMOcj2O7k0v31Gqnc2R5JMy3oVrWO1mJoNo1oBs9h1hN0oY43voKW1okOIi2YsO9I0c7lde2HprBJ11TipJ1PAZE1A[/code]
[b]Author: Daulken[/b]
The idea here is to maximize efficiency in the early stages of the game. The objective is straightforward: to maintain a building that is constantly in production.
A single [b]Assembler[/b] and a [b]Behavior Controller[/b] are essential for the building. A second assembler is unnecessary, but a 1M1S with a storage extender can be beneficial if available.
The building will scan for visual construction sites within the power grid, attempting to build any required components (ignoring all other tasks). If there are fewer than [b]10 Circuit Boards[/b], it will produce them. Next, it will create [b]Reinforced Plates[/b] until there are 10. Once all these conditions are met, the building will indicate it is [b]idle[/b]. While it can remain idle, as it will continue to build components as needed, frequent idle messages may suggest a slower building pace than optimal. However, the usage strategy is flexible.
The system is not overly sophisticated. For example, if a player attempts to construct a building requiring a mining laser but lacks metal bars and has no metal bar production, the building will persist in trying to create the mining laser indefinitely. This design is not meant to be a cure-all solution but rather a tool to ease the early game, allowing manual exploration of early sites for faster progression.
Note:
The parameters should be left as they are. They are set to store values, preventing duplicate requests while the newly built component is in transit.
