energy_usage_multiplier for recipes
Posted: Mon Jul 01, 2019 5:12 pm
Ahoj,
I would like to kindly ask if you could add an 'energy_usage_multiplier' field for recipe prototypes that makes the corresponding assembling machine consume power at a lower or higher rate. Similar to the 'emissions_multiplier' field, but for power consumption.
This would make it possible to create fast-but-energy-heavy recipes. As it is now the required energy for a recipe-cycle is the product of it's 'energy_required' field and the machines 'power_usage' field. Setting the 'energy_required' field to a higher value creates more of a very-slow-and-in-the-end-energy-heavy recipe.
And creating another assembling machine with the desired energy usage has unintended effects on the game design... because you end up with lots of machines that confuse the player.
(Or maybe you can replace the machine with a lua-script at runtime? But I wouldn't like to resort to black lua magic for such a simple purpose ._. )
((But maybe that's just me, I don't really like lua.))
I would like to kindly ask if you could add an 'energy_usage_multiplier' field for recipe prototypes that makes the corresponding assembling machine consume power at a lower or higher rate. Similar to the 'emissions_multiplier' field, but for power consumption.
This would make it possible to create fast-but-energy-heavy recipes. As it is now the required energy for a recipe-cycle is the product of it's 'energy_required' field and the machines 'power_usage' field. Setting the 'energy_required' field to a higher value creates more of a very-slow-and-in-the-end-energy-heavy recipe.
And creating another assembling machine with the desired energy usage has unintended effects on the game design... because you end up with lots of machines that confuse the player.
(Or maybe you can replace the machine with a lua-script at runtime? But I wouldn't like to resort to black lua magic for such a simple purpose ._. )
((But maybe that's just me, I don't really like lua.))