Improve Industry Lua and link system
Reduce factory bloat by doing any or all of the following
>Adding a lua code to change an industry’s current recipe
>Increasing number of links per element or adding a container relay that can be linked to a container and 10 more inputs or outputs
>Increasing transfer unit speed or give them additional recipes that transfer significantly more items
>Adding an industry that destroys waste products such as oxygen and hydrogen
Comments: 26
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08 Oct, '20
WildChild85Additionally, talents should be considered when starting industries through lua.
Currently not the case. -
08 Oct, '20
EmceeHeyzRi really think this whole post seems to be something everyone has had issues with and implementing this would be absolutely great.
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09 Oct, '20
StephanatorChange Recipe. Query Item Types and Quantities from containers. Add tiers of transfer unit that pulls multiple item types. T2 allows 2 recipes, T3 allows 3, etc. Same effect as more links, but requires materials, rather than just an arbitrary throughput buff. Add skill to increase transfer speed when placed. O and H should be useful as-is as rocket fuel, just like real life, and/or used as fuel for power generation, rather than just having to be dumped in a furnace.
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09 Oct, '20
SlaserXAdditionally, increasing the LUA functions for containers, from 2 near-worthless functions, to give us the ability to query for specific items, calculate their weight/count/etc, would be an absolute gamechanger for industry professionals.
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09 Oct, '20
KasmilosFactory design is currently a kind of puzzle. It involves optimizing limited resources (links) and flows through dedicated machines. It is possible, but very hard, to build a "make anything" factory.
Adding a Lua hook for recipe change will alter the nature of the puzzle from optimization to coding. Personally, I don't think this is a good idea.
Container relay is an excellent idea though.
https://upvote.dualuniverse.game/suggestions/125892/container-relay -
09 Oct, '20
DangerThis should be very fast and easy to add and yesterday was too late.
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09 Oct, '20
Elias VilldThis is the worst idea! The game will become satisfactory and encourage people to be more self-sufficient and stay in their corner!
It is the worst thing to do! Making the game simpler will not add dynamics or interactions!
Only one thing to add for industries! A limitation by learning recipes with talents, and an industries more oriented on mass production, than unit production! -
09 Oct, '20
KiwiThis is a terrible idea, it will mean that someone will just create a m core factory bp that everyone can use with a lua script to make any item they want. this will make markets useless as why would you bother moving ore to the market when you can pop it into your anything factory, select the correct item, and produce it with no effort. Just because this would make the game easier will not make it better.
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09 Oct, '20
TeknikWishing there was a down-vote button. nothing against the poster, but this is a set of changes that i think would take away from the games vision of "one person cant do everything", while it would take a great deal of time, I can see an S core factory, with recipe changing being able to make literally anything in the game.
-single input container
-single output container
-single transfer unit
-single electronics machine
-single metalwork
-single refinery
-single smelter
-5x assy
-1x PB
-done -
10 Oct, '20
GodsFavoriteAntEven if they don't increase the number of links, let us change links through lua code.
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10 Oct, '20
DecoyGoatBombI like asking for improvements to clarity and ease of use but just making the puzzle side of industry easier makes 0 sense. That is the interesting part. Keep the puzzle but improve the UI UX. The recent remove input/output on right click feature is perfect example. I heard a great suggestion of making input and output links different colors. Simple but would be a nice easy improvement.
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10 Oct, '20
DelizinKeep in mind that lua code only runs when there is someone within 2.5km that is running the programming board, whether by interacting with it or using sensors to activate it. Having a lua run factory means you will need someone standing by while you need the code running so it will be less efficient than a dedicated factory. On the plus side, you would be able to set a target element and then have all of the proper factories in the pipeline changed to make that item. Seems balanced to me.
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10 Oct, '20
Jeyfor a lot of items, there just isnt the demand to warrant a dedicated line (for instance, counter 2,3,5,7,10). being able to share a single line between all of those, would actually make them a tiny little bit better to actually bother making. (ive made 1000 of each of those... 3 weeks ago, 700+ left to sell at 500 quanta proffit !)
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10 Oct, '20
PleioneI'm good with the current link count, although I think transfer units need a lot of balance work: I can build 4 factories in the time it takes to build 1 transfer unit - which discourages their use. Batch sizes need to be time balanced as well. Currently if you try and transfer a batch of advanced quantum core units (a 4 hour build single thread) it requires a batch of 50 to initiate a move. That is over 8.3 DAYS per batch.
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10 Oct, '20
Namen Malkavthis is one of the best and worst ideas i read today which one depends on the perspective of balance.
i think the recipe of assemblers and transfer units can be changed via lua but not to the rest of parts I'm even add some more types (there is a lot in the metal workers)
the multiple recipes for transfer units is a must
the number of links or the speed of transfer units is a good place to use some skills
adding to this i will relate it strongly with the idea of recipes and quality -
11 Oct, '20
CorwanRegardless of what nincompoops say, this is a very good and needed thing. The ability to utilize idle units by switching recipes? YES! The ability to link more units? YES! If you're worried people will stop buying your overpriced items on marketplace, then you need to whine about it.
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13 Oct, '20
Refresh4I can definitely understand why some people don’t want main industries to be able to change recipes, but having at least transfer units able to change recipes would be extremely helpful for things like sorting boxes. The puzzle aspect of factories is fun, but it also has a lot of downsides that just bog down gameplay since only 10 different types of items can be sorted from/into a single container.
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14 Oct, '20
LinearburnThis is somthing that should never happen I do agree it should be able to read the respie in read only contents of cans ect but never change anything
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14 Oct, '20
TeknikRealizing that this enables a slippery slope, i agree with the need to change *some* recipes, perhaps just those of transfer units.
Alao, the ability, in or out of lua, to adjust batch sizes should be available. Leave the minimum time for transfer at 10 seconds, extend transfer time such that the max throughput remains the same.
Either adjust xfer batch size to match minimum creation batch size, or allow us to set batch size as low as 1 unit... it would just take the full 10 sec minimum time -
15 Oct, '20
ValefothI think that recipes need only to be changed on Transfer Unit cause the actual cost of a TU and the link limitation is a mess !
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19 Oct, '20
LlosidianI'm 100% against changing industry recipes via LUA - including transfer units. Being able to READ the recipe from the industry unit should absolutely be implemented, as well as being able to identify the TYPE of industry unit (metalwork, electronics, glass furnace, etc.)
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26 Oct, '20
SethcranTo the people complaining about this allowing for a "one man industry" - This already exists, and really isn't hard. The current gameplay is not really a limitation on this at all (see the guy on reddit who posted his 'billionaire' screenshot the other day). If that's actually the design goal, then they need a completely different way to limit it than not allowing lua / requiring more cores / etc.
Most games of this type (think eve online), make it a resource problem, because that's really all you can do. Make it difficult to handle that volume of resources alone (logistics), or require special resources just to make (limited run or rare blueprints). -
04 Nov, '20
DjokaIm ok with elias villd i don't want a casual game. we need to use our brain and make this more difficult with skills
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05 Nov, '20
dtmurpBeing able to walk up to an assembly, activate a switch to allow reprogramming of links and recipes, doesn't seem like it would unbalance the game and since the puzzle has already been solved, it would allow for more elegant factories. I also agree with the desire to have transfer units be more effective. There should be some "penalty" for automation, but if someone can walk around and move items at high speed in and out of containers and not wait on transfer units allowing a unit that can cycle between types of units at a slower speed than the speed of a player would make things less of a grind.
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09 Nov, '20
MahanaI am also in the camp that changing recipes in lua would add too much automation and create a problem. I do like the idea though of a way to relay and increase slots for overview activities in lua. I can easily have a script scan and tell me if my industry is running fine, but it requires an annoying amount of replicated pieces to connect it all because of the 10 slot cap.
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22 Nov, '20
CptDataSupporting this idea.
I plan to have three lines of mats refinery (4x refiner, 3x smelter), one line for basic mats, one for uncommon mats and one for the other three tiers of mats. Since advanced / rare / exotic materials are not required for most recipes, they need to be produced on demand, not "maintain X units". All I want is an option to switch products by hand without having to do it on each refiner and smelter too. One button to switch 'em all.
Same for other products: some can be produced "maintain X units", others on demand. And I really don't want to switch all stuff by hand but maintain a decent amount of anything in my containers. Same story again: one button to switch all required fabricators.