Please read the post from papachabre and my repsonse.
For summary:
It brakes down to:
Currently i don't like the way factories work.
Ok i need this thing hier for my ship
-- writes it to a list
Next my factories have to produce this - than this - than this
-- next 30 minutes running from factory to factory to update the production
It takes a good amount of my time to configure the factories to do what they should do.
So why not let them figure out what to do:
Hey i need advanced armor - hey you chest give me standart armor oh hey you are a factory - build me standart armor
So they will create demands on factories on which they are connected to.
In pseudo code:
I need red hull
if(connected inventory doesnt have red paint){
get a connected factory or self
create need on factory "red paint"
if(factory was self){
create need red hull
swap production to red paint
}
}
factory finished building old item
check needs
start with next need and try to build.
For me that would make the new shipyards much more fun. Especally if they again could create needs from currently loaded blueprint.
I hope someone is able to understand it and can translate it for none me's
So what do you think?
For summary:
It brakes down to:
---------------------------------------------------------------------------------------------My only suggestions are to make it so that storage units can activate an OR block when anything draws the last item from them, and that factories and refiners also had this ability. I'd like for the same to be true for use with an activation module (it works when the storage is full instead of empty FYI). I think that'd allow me to simplify my system but it still would've taken some thought and planning to create.
Currently i don't like the way factories work.
Ok i need this thing hier for my ship
-- writes it to a list
Next my factories have to produce this - than this - than this
-- next 30 minutes running from factory to factory to update the production
It takes a good amount of my time to configure the factories to do what they should do.
So why not let them figure out what to do:
Hey i need advanced armor - hey you chest give me standart armor oh hey you are a factory - build me standart armor
So they will create demands on factories on which they are connected to.
In pseudo code:
I need red hull
if(connected inventory doesnt have red paint){
get a connected factory or self
create need on factory "red paint"
if(factory was self){
create need red hull
swap production to red paint
}
}
factory finished building old item
check needs
start with next need and try to build.
For me that would make the new shipyards much more fun. Especally if they again could create needs from currently loaded blueprint.
I hope someone is able to understand it and can translate it for none me's
So what do you think?
Last edited: