I will give it some thought but I like the general idea behind that.mexmer wrote: ↑Tue Nov 27, 2018 8:01 pmIf you think about it, you can do both in tick/tock mannerArch666Angel wrote: ↑Tue Nov 27, 2018 7:37 pmSo assemblers will scale from 2x2 to 4x4, the bigger the assembler the slower it is crafting speed wise but the more ingredients it can take. Question is if ingredient count should still rise from tier to tier or if it is just the crafting speed that will get up over tiers.mexmer wrote: ↑Mon Nov 26, 2018 1:11 pm while such idea is appealing, and even will make sense, such linear scaling will not make much sense, also there is issue with graphic, just enlarged classic assembler to 6x6 will look fugly. (and i don't think about pixelating, if you use lowres sprite, i'm talking about fact, that current assembler model doesn't have enough details for upscaling)
not to mention, current assemblers accept item limit + 1 fluid, yes fluid is not included in ingredient limit and assemblers have intake for fluid. which on even limit count (therefore even assembler size), will look weird, because it will not be centered.
I'll try to get out at least a test version before the Christmas holidays, but I'm not sure I will manage.
T0 - 2x2, 3x3, 4x4 - respective item count, speed 0.5
T1 - increase speed by 50% , eg. 0.75
T2 - increase item limit on each by one, speed as blue
T3 - increase speed to 1.0
T4 - increase item limit by one
T5 - increase speed to 1.5
And asincetive for people upgrading from big to smal, when changing item limit, keep same power consumption, while speed increase will result in slightly higher power consumption
Not really, assemblers will still be the generalized construction machine and the biggest machine will still be able to take all recipes, but it will also be the slowest option, while smaller ones are restricted to a certain ingredient limit, but are faster. So there is an incentive to puzzle together the different sizes to use the most efficient setup.live22morrow wrote: ↑Tue Nov 27, 2018 9:50 pmThis sounds more like pyMods, where most of the new recipes require specialized machines for them. It's a cool approach, but has the obvious problem that it takes a ton of work to design and model so many new buildings. And from a gameplay perspective, it requires to create and hold on to a ton of different items with very specific uses, clogging up the inventory.Arch666Angel wrote: ↑Sun Nov 25, 2018 11:47 am I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all recipes in assembling machines or come up with some more elaborate code.