Craft items incrementally.
Posted: Tue Nov 01, 2016 11:06 am
One of the long-time issues that has been bugging me has already been raised in the thread "Assemblers return cancelled items" viewtopic.php?f=16&t=24359. To summarise: you lose the input items if you pick the factory up before it is has finished crafting as they are consumed immediately at the start of the production.
To solve the issue, why not use a consumption bar like science does? This way if a product is canceled at 50% through you only get 50% of the finished product and 50% of the inputs. This would not work as a single change though.
Issues:
To solve the issue, why not use a consumption bar like science does? This way if a product is canceled at 50% through you only get 50% of the finished product and 50% of the inputs. This would not work as a single change though.
Issues:
- What does it mean to have "half an assembler" or "half an inserter"? It could mean an inserter at half health that operates at half speed. The speed of the buildings is already calculated based on the power, so I don't think that it would be adding too much to the CPU.
- I am not sure how exploitable this would be, do you think it would be allowable to have someone have "half heath" factories because they only need half the throughput? It could really add another dimension to the game for the extreme min/maxers (could be a benefit).
- Would basically require the removal of repair packs as mentioned in "Repair through merging & stacking items" viewtopic.php?f=6&t=35425
- It would also solve the issue of damaged items (such as belts) jamming up your assemblers as it would only count as X% of a belt.
- It could also allow for more interesting recipes that only consume 1/3 of an item or 4.25 etc.
- Productivity modules could be changed to decrease the speed of the consumption of the input items as opposed to the current bar system.