Like many of us, I have experienced the plight of managing a shipyard with a limited number of factories at my disposal. However, instead of making shipyards bypass factories altogether for a penalty, like some have suggested, I suggest we uproot the issue at it's core- factories are a tedium, let's add something to manage factories for us.
The factory coordinator computer should do just that. You link any number of factories, storages and shipyards to it, and it makes sure they're all doing what they need to.
What it would do:
It would have storages, factories and shipyards linked to it. These linked blocks would be the system to be managed.
It would take requests for items, either through the GUI, or in the form of pull ticks from linked factories or shipyards. It would then try to fullfill said requests, either by detecting the items in storages, or managing factories to produce them, making sure all steps and sub-steps are done properly.
If a request cannot be completed, it would inform the user of the raw materials required.
It would have a versatile interface. You could ask it to produce any quantity of any block, or you could ask it to match the block requirements for a particular blueprint, or n times the requirements of a blueprint if you're making a fleet. I'm sure there's more possibilities here I haven't thougt of.
Edit: For clarity, consider the following example. The player instructs their coordinator to make one thousand black armor and two hundred black armor wedges. The coordinator executes the following process:
What it would not do:
It would not ever actually do anything besides set factories. Since it's exceedingly easy to set up your storages so that every factory can access everything that every factory makes, it's easier for the manager to assume this is the case. Then, it needs only to make sure the requested items are anywhere in the system it monitors, and know that particular need is fulfilled for now. This way, it remains purely a control block. It sets the behavior of existing ones, no more, no less.
Factories could become a whole lot more optimal if they're configured on the fly, and manufacturing in general could be a whole lot less redundant. The logic shouldn't be too hard to implement, at worst, it's a couple of steps of checking if a resource if there, if not, what is needed to make it? Since the flow of items follows an everywhere-to-everywhere structure, a lot of potential problems are cut out from the beginning, too. Hopefully, this block would remove one of the larger tediums of the game, while not actually changing any physical game mechanics.
The factory coordinator computer should do just that. You link any number of factories, storages and shipyards to it, and it makes sure they're all doing what they need to.
What it would do:
It would have storages, factories and shipyards linked to it. These linked blocks would be the system to be managed.
It would take requests for items, either through the GUI, or in the form of pull ticks from linked factories or shipyards. It would then try to fullfill said requests, either by detecting the items in storages, or managing factories to produce them, making sure all steps and sub-steps are done properly.
If a request cannot be completed, it would inform the user of the raw materials required.
It would have a versatile interface. You could ask it to produce any quantity of any block, or you could ask it to match the block requirements for a particular blueprint, or n times the requirements of a blueprint if you're making a fleet. I'm sure there's more possibilities here I haven't thougt of.
Edit: For clarity, consider the following example. The player instructs their coordinator to make one thousand black armor and two hundred black armor wedges. The coordinator executes the following process:
- "We need one thousand black armor, two hundred black armor wedges.
- We have one hundred black armor already. Set st. factory 1 and 2 to make it into wedges.
- Set bs. factory 1 to produce black paint, set bs. factory 2 to produce black hull.
- Whenever there's no grey hull to paint, set bs.factory 2 to make grey gull, then switch it back when there is some.
- When st. factory 1 and 2 use up the existing supply of black armor, set st.f 1 to produce standard hardener, and set st.f 2 to produce black armor.
- When 1100 black armor has been produced, set both st.f 1 and 2 to make the remaining 100 wedges."
What it would not do:
It would not ever actually do anything besides set factories. Since it's exceedingly easy to set up your storages so that every factory can access everything that every factory makes, it's easier for the manager to assume this is the case. Then, it needs only to make sure the requested items are anywhere in the system it monitors, and know that particular need is fulfilled for now. This way, it remains purely a control block. It sets the behavior of existing ones, no more, no less.
Factories could become a whole lot more optimal if they're configured on the fly, and manufacturing in general could be a whole lot less redundant. The logic shouldn't be too hard to implement, at worst, it's a couple of steps of checking if a resource if there, if not, what is needed to make it? Since the flow of items follows an everywhere-to-everywhere structure, a lot of potential problems are cut out from the beginning, too. Hopefully, this block would remove one of the larger tediums of the game, while not actually changing any physical game mechanics.
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