Complex assembly on conveyors
Posted: Tue Jul 29, 2014 12:32 pm
This is an idea for a new way of producing late game items in a way that is challenging in a more interesting way, ie needing to create a precise and efficient assembly line, rather than just requiring vast amounts of materials.
You have a new object called the assembly platform. When placed on a belt it appears as a full grid square in size. As it travels along, items can be put into it by inserters, if it is under the inserter at the right time, otherwise the inserter puts the item on the belt as normal. Complex items are built according to a recipe which requires the right number of ingredients to be loaded in the right order. So a tank might be, 4 steel plate, 8 gear wheels, 4 belts, an engine, 2 advanced circuits, 2 batteries, 1 laser. When all the parts have been loaded the item is complete and can be removed by an inserter, leaving the assembly platform to be used again. If the items loaded do not meet a valid recipe, then you are left with a generic 'construction' which is basically junk and wasted resources.
This would require careful use of control circuits to sync up the inserters with the movement of the assembly platforms to ensure items are loaded at the right time. It allows for arbitrarily complex recipes, and provides an automated way of producing the modular vehicles which have been requested many times elsewhere. Eg adding more steel to a tank gives it more armor but slows its movement. It also avoids the problem of 'intermediate item proliferation'. I want the challenge of building a 20 stage assembly line, but I don't want the build menu and the inventory screen cluttered with 20 new intermediate items which only serve to increase the cost of the final item, as is currently the case with the various levels of modules.
You have a new object called the assembly platform. When placed on a belt it appears as a full grid square in size. As it travels along, items can be put into it by inserters, if it is under the inserter at the right time, otherwise the inserter puts the item on the belt as normal. Complex items are built according to a recipe which requires the right number of ingredients to be loaded in the right order. So a tank might be, 4 steel plate, 8 gear wheels, 4 belts, an engine, 2 advanced circuits, 2 batteries, 1 laser. When all the parts have been loaded the item is complete and can be removed by an inserter, leaving the assembly platform to be used again. If the items loaded do not meet a valid recipe, then you are left with a generic 'construction' which is basically junk and wasted resources.
This would require careful use of control circuits to sync up the inserters with the movement of the assembly platforms to ensure items are loaded at the right time. It allows for arbitrarily complex recipes, and provides an automated way of producing the modular vehicles which have been requested many times elsewhere. Eg adding more steel to a tank gives it more armor but slows its movement. It also avoids the problem of 'intermediate item proliferation'. I want the challenge of building a 20 stage assembly line, but I don't want the build menu and the inventory screen cluttered with 20 new intermediate items which only serve to increase the cost of the final item, as is currently the case with the various levels of modules.