New parameterisation variable 'Item count of crafting result'

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Sophisticaited
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New parameterisation variable 'Item count of crafting result'

Post by Sophisticaited »

TL;DR
Parameter variable in blueprints for the 'item count of crafting result'.

What?
In paramaterising for blueprints, there are hard coded variables for the crafting time, and for the item counts of inputs to craft a parameterised input.

For completeness, the suggestion is also to include a variable that outputs the quantity that the parameterised input's crafting recipe would output, in addition to the inputs for that crafting recipe.
01-03-2026, 13-54-43.png
01-03-2026, 13-54-43.png (143.58 KiB) Viewed 266 times
Take bioflux for example, and lets assign in to parameter '0'. That would mean the variable p0_i1 would have the value 15 yamako mash in the blueprint parameterisation, and p0_i2 would have the value 12 jelly. But the bioflux recipe that takes p0_i1 and p0_i2 as inputs actually outputs 4x bioflux, not 1. It would be extremely useful, and consistent with the parameterisation system, if there was also a variable p0_o1 which would have the value 4 bioflux in this situation.
Why?
This would extend the usefulness of the parameterisation system toward its intended utility.

The feature would be particularly useful to set up factories in a demand-driven or JIT way, instead of the default play style of supply driven (just saturate all inputs all the time). This is because it would allow a parameterised blueprint to be used that allowed the player to set up production buildings that could output both supply and demand signals to the circuit network, without having to have seperate blueprints for different output quantity recipes.
Potential Issues
* some items have multiple recipes, so it could be a challenge to distinguish between them. However, this works mostly fine for the input variables or crafting time variables, so it should theoretically be no worse for output quantity variables.
Nidan
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Re: New parameterisation variable 'Item count of crafting result'

Post by Nidan »

While I'd like to have the outputs available for blueprints and circuit network, there's one actual issue: How should random outputs be handled, like e.g. uranium processing? Should this result in the minimum or maximum possible? Or the average, but how should non-integral amounts be represented, given that formulas, as far as I know, only support integer math?
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Re: New parameterisation variable 'Item count of crafting result'

Post by FaXiR »

Nidan wrote: Sat Jan 03, 2026 3:44 pm How should random outputs be handled, like e.g. uranium processing? Should this result in the minimum or maximum possible?
Average
Nidan wrote: Sat Jan 03, 2026 3:44 pm Or the average, but how should non-integral amounts be represented, given that formulas, as far as I know, only support integer math?
If you divide 2/10 in the parameterization formula and then multiply by 5, you will get 1, as I understand it, only the result is rounded to an integer. This means that if the chance of crafting 1 item is 1%. Then the result will be 0.01 --> 0, and that's fine. However, we are working with parameterization, which means specifying 100,000 items * 0.01 = 1000. It's not a fact that you'll get 1000 items because of the chance, but you can work with an approximate number. (as opposed to none)
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