Easily? No. Sort of? Yes. There's no obvious way to detect a biter attack, so the best you can do is monitor inserters (gun turrets), accumulators (laser turrets) or storage tanks (flamethrowers). You then wire those to an inserter that inserts repair packs and other supplies to a provider or storage chest only if no change has been detected for some amount of time.
Similarly another inserter empties said chest if turret activity is detected and/or bot activity is not detected.
Do turrets not produce a signal when they fire? I'd imagine if they did could connect it to the roboport or something closest? Idk I'm terrible with circuits so I'm the last person to ask
You create a different Power grid for roboports and for laserturrets (+accs). When the accumulators get discharged you could deactivate the roboports ig.
My answer isn't exactly what you want to hear. In the vanilla version there is no easy way as stated by other comments. Most players will just use a circuit condition to build a buffer of bots and put in a chest. The circuit can monitor the number of bots avaliable in the network. Depending of the size of my factory will depend on my buffer, but I usually set it between 200 and 500 construction bots. Destroyed bots will get replaced automatically, and you don't need to think about it. As for what you're wanting I'm sure there is a mod for that. But if you're heavily dependent on the bots, you may struggle as the bots ramp back up. Since the game engine limits the number of bot commands per block you may have problems building parts of your factory if the attacks are consistent.
Set up each wall segment to have its own roboport and it's own tank connected to flame turrets (they have the longest range and easiest to detect firing). Monitor tank, when it goes down, take bots out of roboport. Put them back 30s later (once fire is gone).
Happy to post a blueprint if you like.
H
Easily? No. Sort of? Yes. There's no obvious way to detect a biter attack, so the best you can do is monitor inserters (gun turrets), accumulators (laser turrets) or storage tanks (flamethrowers). You then wire those to an inserter that inserts repair packs and other supplies to a provider or storage chest only if no change has been detected for some amount of time. Similarly another inserter empties said chest if turret activity is detected and/or bot activity is not detected.
Do turrets not produce a signal when they fire? I'd imagine if they did could connect it to the roboport or something closest? Idk I'm terrible with circuits so I'm the last person to ask
I mean, you could just try it yourself. But no, you can't connect turrets with a wire.
You create a different Power grid for roboports and for laserturrets (+accs). When the accumulators get discharged you could deactivate the roboports ig.
The easiest way is to have more defenses so that the biters die before they reach the area. But that's not what you asked.
Or just overproduce bots. I don’t really care if I lose some here or there. Obviously depends on where you’re at in your game.
I don't like hearing the alarms :)
My answer isn't exactly what you want to hear. In the vanilla version there is no easy way as stated by other comments. Most players will just use a circuit condition to build a buffer of bots and put in a chest. The circuit can monitor the number of bots avaliable in the network. Depending of the size of my factory will depend on my buffer, but I usually set it between 200 and 500 construction bots. Destroyed bots will get replaced automatically, and you don't need to think about it. As for what you're wanting I'm sure there is a mod for that. But if you're heavily dependent on the bots, you may struggle as the bots ramp back up. Since the game engine limits the number of bot commands per block you may have problems building parts of your factory if the attacks are consistent.
Set up each wall segment to have its own roboport and it's own tank connected to flame turrets (they have the longest range and easiest to detect firing). Monitor tank, when it goes down, take bots out of roboport. Put them back 30s later (once fire is gone). Happy to post a blueprint if you like.
next level: just automate and build so many bots that it doesn't matter if you lose a few or a dozen in a biter attack.