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Crafting Speed

Posted: Sun May 10, 2015 7:22 pm
by Xcreeper23
Joined, cause identical -- ssilk

There should be a research where you get the ability to craft faster. Not sure what would be a fair amount of science packs for it but I would like to see this implemented.

Re: Crafting Speed

Posted: Sun May 10, 2015 7:24 pm
by sillyfly
Why do you need this? Just make more Assembly machines, or put Speed modules in your existing ones!

Re: Crafting Speed

Posted: Sun May 10, 2015 8:04 pm
by orzelek
I'd like to have that kind of tech too.

I'm crafting most of the buildings by hand usually and in some mods you need to craft a lot for those due to higher marks requiring lower marks.

Re: Faster Player Crafting

Posted: Sun May 10, 2015 8:26 pm
by Koub
Welcome to handorio, the game where you do things with your hands ! :).
OK that was half a troll, but on a more serious note, I feel this should remain in the "mod" area.

Re: Faster Player Crafting

Posted: Sun May 10, 2015 8:27 pm
by ssilk
See arguments at previous page. Factorio is a game about automation. Nearly every item you craft by hand is an item, that can be crafted automatic.

Re: Faster Player Crafting

Posted: Sun May 10, 2015 8:56 pm
by orzelek
ssilk wrote:See arguments at previous page. Factorio is a game about automation. Nearly every item you craft by hand is an item, that can be crafted automatic.
Only problem I have with that is that for a lot of those items it's simply not worth it to build fully automated factory. And then you hand craft them from intermediate components - which where improvement to speed would be useful.

It might be my approach to game - are you (plural) building automated production for things like all 4 marks of electric furnaces or mining drills (also 3 or 4 marks)?

Re: Faster Player Crafting

Posted: Sun May 10, 2015 9:20 pm
by Koub
There's only one mark of each ... in vanilla game :)
If you play mods that add contents that push you towards crafting things by hand, maybe should you suggest those mods to add accelereated handcrafting ... or create a mod that only does that. It's a simple line of code in the console to accelerate handcrafting.

Re: Faster Player Crafting

Posted: Sun May 10, 2015 9:44 pm
by ssilk
Ok, you're right: It is not worth building a fully automated factory for everything.

But this is not a problem. :)

Some arguments:
- You need to automate the intermediates. That is no question, that they must be automated!
- If you don't need to craft the intermediates (cause you have automated them, you remember?), most items take only one second. Pick up the intermediates and craft what you want within seconds. (*)
- It is also a matter of thinking forward: What do I need next? How much?
- If I don't craft anything now, so I craft either intermediates, or some mines, furnaces... some refineries.

(*) I see that also in many Lets plays: They pick up just iron and copper. No wheels, no circuits. Big fail! :)

Re: Faster Player Crafting

Posted: Sun May 10, 2015 10:03 pm
by orzelek
Koub wrote:There's only one mark of each ... in vanilla game :)
If you play mods that add contents that push you towards crafting things by hand, maybe should you suggest those mods to add accelereated handcrafting ... or create a mod that only does that. It's a simple line of code in the console to accelerate handcrafting.
Yep I might just do that.
@ssilk - for some reason mod authors like their furnaces and similar stuff to take long to craft :D

Re: Faster Player Crafting

Posted: Tue May 12, 2015 1:13 am
by SirRichie
I think the player crafting speed is about right at the moment. You can craft a few items yourself without problem, but anything higher-tier that is really useful takes a long time and urges you to automate.

I understand that some things do not need full automation; just build a chest with the necessary components next to the assembler and use inserters, that way, you only need to refill, but the crafting is done automatically.

I also think that the existence of a particular mod should never cause balancing changes to the main game. If the mod pushes things out of balance, it is the mod's responsibility to find mechanisms against that.