Introduce energy_required

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wanne
Long Handed Inserter
Long Handed Inserter
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Introduce energy_required

Post by wanne »

There is a value that is literally called energy_required in the RecipePrototype. And I think it is a very reasonable thing to have.
For some things you want to have no net positive loops especially since there are now loops everywhere since you introduced recycling recipes.
But the energy_required is only for speed. So you have to match the energy and speed of the assembler.
But this is now horrible. The most obvious thing are efficiency modules which can be disabled by allow_consumption.
But there are also speed and productivity modules and faster assemblers that affect the output per time.
Fortunately, most people wisely decided to let all of this have an even greater impact on energy consumption.
And while there was the mathematical loophole that modules were stupidly applied additive instead of multiplicative this wasn't a problem in almost all practical cases since modules slots are limited.
This got busted with quality.
* Rare speed modules now allow you to craft items with less energy even so you disabled consumption modules.
* And as everybody recognized legendary assemblers allow you to got to Aquilo with ridiculous small amounts of energy since everything is idle all the time when you can craft with multiple times of the speed thanks to legendary asseblers and beacons.
* So there is quality_affects_energy_usage except that it doesn't do anything since it will apply energy_usage_quality_multiplier which is nil.
* So you will also have to set that to the crafting_speed_quality_multiplier? No it is also nil by default and will set to crafting_machine_speed_multiplier.
* So you also have to match the crafting_speed_quality_multiplier.
* Except that is again an optional value and defaults to default_multiplier...
Same for speed an productivity modules...
So in the end you have to the game logic for modifications that is spread over several dozens values in 4 different prototypes (CraftingMachine, Quality, Module, Recipe) which will have hundreds of side effects since all of these prototypes are applied to a lot of other things if you want to set the energy required to craft something to a fixed value.
This more or less made everybody remove fuel values for more or less everything.
So: Please introduce a simple bool value in the recipe that energy consumption is strictly tied to output instead of time. (So energy consumption of assemblers goes up with speed and productivity.) And IMHO make it default. It is already true for most of the standard things via balancing values. But of course this would require re balancing all these values is what is not going to happen...
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