Changing recipe signal should abort production

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feng
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Changing recipe signal should abort production

Post by feng »

TL;DR
When the signal of "set recipe" changes in assemblers etc. the production should abort and not finish the current item.
What?
I use the new "set recipe" feature for producing multiple different items at crafting machines (assemblers, chemical plants). I want to produce exact number of items. For assemblers I can limit the ingredients in provider chest (30 iron plates for 15 gears) but that does not work when liquids come into game and feels anyway more like a workaround.

So I want to count the produced items and when desired amount reached, change "set recipe" signal to next product. But instead the crafting machine already started a new cycle and finishes it until it accepts the new "recipe" signal.
Why?
It just feels naturally that a machine aborts production when the "recipe" signal is not there anymore or has changed to something different. It also makes the production flow feeling faster and more responsive.
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