Would it be possible to make craftable items require generic parts, but have their performance based on the quality of the parts? E.g., a mine would require plates, gears & a power source, with an optional electronics input. Plates would relate to durability (iron has greater hp than wood or copper), gears would relate to performance (iron gears mine faster than wood or copper), power source would affect efficiency & weather it needs coal or electricity. The electronics input would allow it some level or 'smarts', or modules, or something.
What do you all think?
[13.X] proceedural entities & parts
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Re: [13.X] proceedural entities & parts
Basically I like the idea.
But there are two problems: Firstly, I'm not sure how this can implemented in the current GUI without adding an item for every possible combination. And secondly, this may greatly increase the complexity of the game making it even less beginner friendly.
So overall I would say that this is best implemented with Mod's. If the GUI can be modified to allow stuff like this without making crafting every item a pain in the ass I'm all for changing it.
But there are two problems: Firstly, I'm not sure how this can implemented in the current GUI without adding an item for every possible combination. And secondly, this may greatly increase the complexity of the game making it even less beginner friendly.
So overall I would say that this is best implemented with Mod's. If the GUI can be modified to allow stuff like this without making crafting every item a pain in the ass I'm all for changing it.
Re: [13.X] proceedural entities & parts
I agree that this is best done in a mod. IMHO this is too complicated for vanilla.
(On the other hand, if it's a popular mod I'm sure I'll be outvoted.)
(On the other hand, if it's a popular mod I'm sure I'll be outvoted.)
- Gertibrumm
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Re: [13.X] proceedural entities & parts
It should stay easy to use by not adding any new items for every tier of upgrade like: wodden drills, iron drills, steel drills; but my making all things upgradeable:
Furnaces are already upgradeable like from stone funace to steel furnace and later on to electric furnace.
Same is with power poles, they are basically upgradeable form wooden pole to iron pole.
The way higher level buildings are upgraded (eg with circuit connectivity by adding circuits to the recipe) could work like inserter upgrades work now:
use old low tech insertes, add some cogs and plates and circuits and there you got your new filter inserter from fast inserter from regular inserter!
Same goes with the current assemblers which basically are upgrades to their previous levels.(just different colors and animations)
Maybe give the player the choice, which item they want depending on whats in their inventory and what they crafted earlier if there is no need to upgrade existing items.
In the end this will only change graphics of the buildings and items and give higher tier buildings some bonus or special functions.
- This could actually reduce current GUI load by putting related items into their own popup once you click them.
- Upgrade buildings on the fly instead of deconstructing them and then upgrading them in the inventory (just run around with your advanced circuits to add features to your factory)
- wooden chest should not be circuitable without upgrading to iron chest or steel chest.
- many new buildings with specialities that can be exchanged like modules without overloading GUI
Furnaces are already upgradeable like from stone funace to steel furnace and later on to electric furnace.
Same is with power poles, they are basically upgradeable form wooden pole to iron pole.
The way higher level buildings are upgraded (eg with circuit connectivity by adding circuits to the recipe) could work like inserter upgrades work now:
use old low tech insertes, add some cogs and plates and circuits and there you got your new filter inserter from fast inserter from regular inserter!
Same goes with the current assemblers which basically are upgrades to their previous levels.(just different colors and animations)
Maybe give the player the choice, which item they want depending on whats in their inventory and what they crafted earlier if there is no need to upgrade existing items.
In the end this will only change graphics of the buildings and items and give higher tier buildings some bonus or special functions.
- This could actually reduce current GUI load by putting related items into their own popup once you click them.
- Upgrade buildings on the fly instead of deconstructing them and then upgrading them in the inventory (just run around with your advanced circuits to add features to your factory)
- wooden chest should not be circuitable without upgrading to iron chest or steel chest.
- many new buildings with specialities that can be exchanged like modules without overloading GUI
Re: [13.X] proceedural entities & parts
Well, similar ideas have already been made.
The keyword here is "modular".
For example: search.php?keywords=modular*&fid%5B0%5D=80
You see: Modular vehicles, modular weapons. Also some suggestions have been around modular belts or inserters.
When I have a bit time I would call a list of suggestions "Modular Entities" or so. But others can do this also.
The keyword here is "modular".
For example: search.php?keywords=modular*&fid%5B0%5D=80
You see: Modular vehicles, modular weapons. Also some suggestions have been around modular belts or inserters.
When I have a bit time I would call a list of suggestions "Modular Entities" or so. But others can do this also.
Cool suggestion: Eatable MOUSE-pointers.
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