...Also unnecessarily complicated, potentially buggy (and hard to fix), and maybe even laggy with sufficiently large factory arrays. Inefficiency's fine, thank you very much.The primary suggestion, shipyards eating resources directly, I must oppose as automagical. Shipyards are for building, factories are for manufacturing. While it would be somewhat balanced resource-wise if there was some inefficiency, it would still blur the lines of functionality in the game.
The idea than shipyards would automatically set external factories to produce what they need, I'm all for. This is just better block interaction, and a very practical one too.
You might be able to do that if they make it possible that you are able to set your NPCs route, then just let the factories do normal work and the NPCs are there for the animation. I don't know if that is already planned tho.I'd like it if NPCs would manage the factories for you, automatically switching the factories functions to build the correct parts. Mainly just so I could head into a factory and see them at work.
This is the best solution.Or just have the option of linking factories to the shipyard computer and allow it to automagicly craft missing blocks.
don't know if it is the easiest tho :PThis is the best solution.
I think a way to reduce lag with it would be to have a new block that would act as a "conductor" block. Slave it to a storage, factory, shipyard, shop, or any block with an inventory and slave a factory to the conductor(Storage>Conductor>Factories<---Notice the plural!).don't know if it is the easiest tho :p
This is good to hear. Just as long as we get something different than the way it currently works I'll be happy because honestly, the current system is straight up bad.I am marking this as recognized as I do not know the full details as to how we will implement future changes to shipyards and factories. There will however be better factory management in the future, as well as better integration with shipyards. This should help with automated construction even if it is not what you had in mind.
You play EVE online correct? I like how it is there. It's quite simple making a ship, get all the ores and the blueprint, shove it all in the industry tab and boom, your ship is their after it has finished it's job.I am marking this as recognized as I do not know the full details as to how we will implement future changes to shipyards and factories. There will however be better factory management in the future, as well as better integration with shipyards. This should help with automated construction even if it is not what you had in mind.
Why add a new blocks? All we need is old blocks with extra features when i said not easy to make something i mean not easy for the devs. Making an block in between doesn't reduce that. If you want to suggest something, always try to keep blocks to a minimum (my opinion)I think a way to reduce lag with it would be to have a new block that would act as a "conductor" block. Slave it to a storage, factory, shipyard, shop, or any block with an inventory and slave a factory to the conductor(Storage>Conductor>Factories<---Notice the plural!).
The conductor would have a setting like AI, and would have these things:
A dropdown with "maintain"(keep x amount constantly in master slave), "supply"(give master slave any items it requires[as with shipyards or factories]), and "give"(give master slave x amount every tick seconds if it can).
A variable number input for the x in the settings above
A variable number input for the seconds between ticks in the give setting, and maybe also the tick on which maintain and supply check values.
An on/off toggle that could be activated by logic.
Maintain setting would be for always having a spare 10,000 shield blocks no matter what, or keep a certain stock of blocks in your store.
Supply would be sorta be for this thread, it could be used to automate colored advanced armor/multilevel crafting recipies and building ships a lot easier.
Give would allow role play and faction settings where you could have shops that would slowly regenerate, role play reasource gatherers, investments, and giving new faction members a small amount of stuff every day, without you and them having to be on.
If not connected to a conductor, the storage makes no big calculations.
My 33 lines!
Edit:love the "about" giph by the way HolyCookie! Good luck with the council
I´ve probably never seen a single idea in the suggestion forum that I want more than this. This would make building and repairing ships with blueprints so much easier and at the same time it´s rewarding to build a base with a huge factory section!OHHHHHHHHH
Factories linked to the shipyard? YES PLEASE.
I would prefer that it auto-ques for construction in factories linked to it rather than deleting raw resources and spawning in blocks.
So if you have a shipyard with only 1 factory of each type and no factory enhancers, it will only be pulling 3 blocks per tick.
But if you have a couple thousand factory enhancers, you will be set.
It would actually make me like using shipyards, right now they mess up wireless logic blocks, inner ship remotes, display screen outputs, and docked turrets when using shipyards.
Currently too much of a hassle, but if the process was significantly streamlined like this, AMAZING.
Really just to make it more of an upgrade and an optional thing, you could see the other uses as well, like Roleplay and maintaining shops(past the 50,000 limit, you could make shops reset macet capsules back to 20,000 every day, taking any extra macet capsules into a storage, any less than 20,000 from te storage to the shop).Why add a new blocks? All we need is old blocks with extra features when i said not easy to make something i mean not easy for the devs. Making an block in between doesn't reduce that. If you want to suggest something, always try to keep blocks to a minimum (my opinion)
dunno, having factory enhancers as upgrades would be okay too right? xD I always try to come up with the least amount of work for the dev team, this way they can put as much work into the awesome features that need more time. I guess from here on schema will create its plan. I do agree, having upgrades cost credits is boring, luckily they've never done that.Really just to make it more of an upgrade and an optional thing, you could see the other uses as well, like Roleplay and maintaining shops(past the 50,000 limit, you could make shops reset macet capsules back to 20,000 every day, taking any extra macet capsules into a storage, any less than 20,000 from te storage to the shop).
Likes to have everything block based, having a new block do the things and not just a new popup thing. You could make an upgrade costing credits, but I like it better through material upgrades than just credits.