Bot (golem) hangars to store excsessive or spare mechanical workers (bot storage)
A large solid building for storing currently unneeded barrelbots and cogheads.
1. Building interface has a input to control max number of golems in it's district. Excessive production or migration will take available space in the storing hangar where bots will be preserved inactive without decay (another option - much slower decay and no more that to, say 50%) Released when they are needed.
2. Jobless golems will go into it if space is available to preserve durability
3. Broken golems stored until repair \ disposal facility is available
+ Iron Tooth hangar doubles as slow charging station
Comments: 19
-
23 Jun, '22
Chris MergedIt would be great if we could turn golems off or make them do nothing when they're unemployed. As Iron Teeth, when I have to turn off repair stations, charging stations, and control towers because I'm low on power, the golems mill about aimlessly, using up their energy and draining their durability. Draining durability is especially a problem; golems end up exploding if I can't provide power.
-
14 Jul, '22
Kyle MergedSometimes I want a whole bunch of golems for a new district that will need many golems, like a large farming district without housing for Folktails, or a small metalworking colony without food or water for Ironteeth. I can only make golems at ~1 per day per factory. If I just make the golems, then they're either going to be just sitting there consuming durability, or I'm going to have to golem and un-golem a whole bunch of buildings, which I find annoying. This is especially true for Ironteeth, who have to set up a district before sending Golems. I get that it's a balancing issue for golems, but perhaps you can make the storage facility cost repair kits daily, or make it quite expensive, or some such solution. I just think it would be cool to be able to store my golems when I don't need them or can't afford them. I also think it might be cool to be able to store beavers in stasis during droughts or something in the late game. Just an idea!
-
15 Jul, '22
Gin Fuyou Admin"Consider assembled Golem storage facilities" (suggested by Kyle on 2022-07-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
26 Nov, '22
Alain MergedGolems are great! however, I found it sad that idle golems (golems that aren't asigned to a workstation) are discharged at the same rate as working golems. I'd love for a way to make idle golems discharge slower, maybe with a new specialized building? that way we can better handle golem population in the endgame ;)
-
28 Nov, '22
Gin Fuyou Admin"[Suggestion] Idle golems" (suggested by Alain on 2022-11-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
13 Jan, '23
Rafe Ney Mergeda bot warehouse where unused timberbots go, when it gets full of timberbots it stops the production of timberbots so as not to flood the map with bots. when a bot "dies", another bot from the warehouse takes it's place and then the assembler turns back on. this could be used to keep resources in check. Ex. i left the game running after i unlocked bots and when i came back in the morning all of my resources were gone and i had over 69 bots (not a joke the last bot that was made was bot 69). this could save a lot of players resources and provide for more automation for later stages in the game
-
22 Jan, '23
Gin Fuyou Admin"Add a Bot warehouse" (suggested by Rafe Ney on 2023-01-13), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Feb, '23
HORRIORNot only would this be very useful, it would also reduce frame rate lag caused by idle golems roaming the world.
Also it would be nice to have a new housing sized building that can conduct power from building to building. -
05 Mar, '23
Miao MergedWith a robot warehouse, the robot will go to the warehouse after robot reaches it maximum amount. And then the factory will stop making robot. If not, then the robot will always have new and not working and we need to manually shut off the factory. It just too much trouble.
-
09 Mar, '23
FreyaAdding a building where you can store unused bot and an building when you can repair them will be great. It's really frustrating that they broke and disapear, especially because it takes a lot off time and ressources to produce only one.
Bots are a great improve in the game, i'm looking forward to see how it will evolve. -
14 Mar, '23
Gin Fuyou Admin"Add Robot warehouse" (suggested by Miao on 2023-03-05), including upvotes (1) and comments (0), was merged into this suggestion.
-
09 Apr, '23
Blakmoon MergedMy suggestion is about unemployed bots wandering in the district. Why do they have to still consume energy or fuel? When I don't use my car, it doesn't.
So instead, why not storing them somewhere, awaiting to be employed or send in another district?
The advantage of it is that the bots in this place aren't consuming fuel or energy.
Once build, a bot takes fuel to be full (for Folktails) then go to this place.
For Iron Teeth, this building may need some energy (but not too much) to keep them charged to be able to work when needed.
Of course, if the building is full, the bots still wander and consume fuel and energy... -
11 Apr, '23
SirMichael Admin"A place to store unemployed bots and they don't use fuel if stored" (suggested by Blakmoon on 2023-04-09), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 May, '23
Jcheung Admin"Make it possible to turn golems off" (suggested by Chris on 2022-06-23), including upvotes (4) and comments (0), was merged into this suggestion.
-
07 Jul, '23
zhangboda MergedAdd a robot parking lot where robots that are not working are on standby and do not consume electricity.
If there is a major power outage, robots in the parking lot will participate in work.
There are Charging station in the parking lot -
07 Jul, '23
Gin Fuyou Admin"Robot parking lot" (suggested by zhangboda on 2023-07-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Dec, '23
stwfYeah, both are strange, the only constructed thing that won't stop being built no matter how man there are. So I end up with dozens of idle bots hanging around, then turn off some assemblers and a few cycles later have a crash because there are not enough bots. This is FolkTails.
I understand it could be hard to know the difference between an idle bot, and one that needs to go into storage unless you just used the minimums set in migration panel? Any bots over the minimum, if there's a storage available in the district go in there, and when its full the assemblers will stop? IDK if this is a chore you would prefer to keep manual but it is annoying when you get so many extra bots and yet have no planks or gears for other things. -
09 Jan
Jcheung Admin"unemployed bots should not degrade / loose durability" (suggested by <Hidden> on 2024-01-08), including upvotes (1) and comments (0), was merged into this suggestion.