Cleanroom ideas #735
Replies: 7 comments 1 reply
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Actually this was @przemo1232 |
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Well at any rate, I have some ideas I'll just dump in the meantime. Additionally, I'll be starting working in an electronics nanofab in a month's time, so I can hopefully bring some interesting insights from what an actual cleanroom needs. |
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What i came up with that in my opinion wouldn't be annoying was a compound entity with an assembler and some unit with an equipment grid, the player edits the grid like a puzzle to get bonus prod, speed or unique features in the end product. There are no inserters, belts or anything other than machines that can directly input or output components, and depending on where u input a component into a machine you'd get a different modifier (for example inputting a cpu from the left side of an equipment grid machine would give bonus prod, but inputting it from the bottom would give a chance to get a better item). The finished grid would be analysed and set the recipe of the assembling machine that actually makes stuff. It would be used in items not made in bulk so for example modules or maybe some augments to the player. |
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I personally think that a factorissimo style building would be more interesting, and discussing the idea with some people elsewhere, they seem to agree. Given vector_to_place that was added to crafting machines, it would be trivial to have non-belting and non-inserter cleanroom configurations (although perhaps cleanroom inserters/item transport can be special item sets). I also believe that a set of possible machines to produce different components (say, 4 different chipshooters) of different sizes, power draws, resource efficiency (productivity), and speeds, would be an interesting enough mechanic to replace the bonuses provided from inserting items from specific directions. Perhaps a small beacon and specific new modules can be used to augment this mechanic. |
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+1 on protocols idea, i'd much prefer a factorissimo style building where the player can enter and build the factory itself, while also having to keep it maintained with all the things it needs in the outside world (cleaning filters/clean or inert gases/sterilisation methods). |
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Upon further thought on the cleanroom design space I have come to a couple of conclusions:
Sorry this turned into a bit of a brain dump lol |
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Hey guys, I'm back... Some new ideas to throw against the wall: Back to przemo's idea about puzzling together buildings with arbitrary non-rectangular shapes, using proxy inventories and arbitrary effect scripted beacons it can be done, in-world, and rather efficiently at that. I can also see an implementation where linked containers between surfaces would be okay, but with proxy inventories it could be done much more cleanly, such as creating walls/surfaces on the outside of a cleanroom that directly interface with assemblers and the like on the inside (also, gonna put in an API request for proxy fluidboxes, but that one might not go through because linked pipes exist. but it would still be cool). On the topic of arbitrary effect scripted beacons... How about assembling machines with an overheating mechanic? Use it too long, and it slows down significantly. Or, perhaps a bell curve where it speeds a little bit, then slows way down after that. (Or other effects like prod, efficiency, etc...) So that running a machine at 100% usage isn't optimal. Or the reverse, where machines need time to spin up to full speed, then slow down after not being used. And on the topic of proxy inventories, how about making modular assemblers? You start with a core entity, perhaps 1x1 or 2x2, which is hotswapped via scripting based on the shape, count, and alignment of proxy inventories as 'modules' or 'components'. Each hotswapped assembler can craft different recipes with different properties. Like, say, adding a welder and an extruder onto a modular assembler allows you to make recipes using the welder, or extruder, or both. As opposed to having multiple entities for each type of production. It would also allow for more unique designs, especially with non-rectangular combinations. Anyways, back to finding new things to tinker with... |
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Melon, can we get a cut and dry description of your cleanroom idea as-is for a basis?
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