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Good idea for a Factorio mod? A new failure mode resets output progress back to zero if you lose power or some other input while crafting. You could design ci
by tantalor 11mo ago
Good idea for a Factorio mod?
A new failure mode resets output progress back to zero if you lose power or some other input while crafting.
You could design circuit networks to cut power to non-essential systems so the rest of the factory can keep producing.
- ActorNightly 11mo agoSomeone needs to make the whole chip manufacturing process into a factorio like game and let the gamers optimize it, then build the factories around that.
- gnatman 11mo agoLike Ender’s Game but instead of intergalactic shooting war it’s international chip war.
- sidewndr46 11mo agoIsn't that what spoilage is?
- helpfulclippy 11mo agoI thought of spoilage as a mechanic that punishes overproduction.
- blmarket 11mo agoIt's a constraint to process item within limited time (regardless of overproduction or power outage). Matching with the problem description. Surely the reality might be much more complex (like... the yield/quality drop by time function?)
- tetha 11mo agoSome mods in modded minecraft had that and it's a very punishing mechanic unless implemented well. It eats all of your power and usually also very expensive items very quickly usually. Assume you have like 600RF/tick generated, common with certain generator constellations. 1 tick - 1024 RF and one input consumed, crafting fails due to not enough power. 1 tick wait, 1 tick, 1024 RF and one input consumed, ... This can void 10+ items / second, which can hurt very badly. Even for common items in fact. It also tends to kick you while you're down, because it only kicks in if everything else is already failing. Then the only thing to continue functioning is the thing voiding your energy and your expensive items. Or even worse, if you did one miscalculation about your power grid, and then all of your resources are gone, often before you can react. It can be interesting in the right packs, but it is Gregtech level hardness.
- hofrogs 11mo agoGregTech doesn't use RF though, at least it didn't. Machines pull packets of amps through the wires from the generators/batteries, the whole system is pretty interesting. Also high-level circuits have to be manufactured in cleanrooms with a pretty complex tech chain.
- squigz 11mo agoI think GP just used RF as an example and was only referring to GT as a comparison in difficulty. GT's system of only pulling power on-demand is very nice though; no wasting fuel
- tetha 11mo agoOh GTs power is absolutely not RF. Back in the day, even GTs power could be cruel though. You could over-volt your machines and thus void machines you spend literal days on crafting. And the cables in the process too. And you could lose your entire infrastructure once it rained and you had no roof :)
- squigz 11mo agoOut of curiosity, which mods are this cruel? I've been playing GT (modern) lately and even it doesn't void your machine's items unless you break the machine itself.
- tetha 11mo agoOh this was in the days of yore of modded 1.4 and early 1.7. I don't remember specific mods, I just remember the pain and frustration of this happening. I'm currently playing Stoneblock 4 and have been playing GT:NH and Nomifactory some time ago, and the more modern mods have learned a lot from those old janky things. Heck, back in the day every mod had a different power system and you needed a nonsense amount of conversion infrastructure, unless the modpack did a lot of work to combine all of this somehow, haha.
- bombcar 11mo agoGT:NH has “easy mode” enabled in some regards - it won’t finish the craft but it WILL wait for power (actually keep trying) - so if you fix the power problems you can finish and not lose the mats. May or may not apply to multi blocks.
- rtkwe 11mo agoPower brownouts are pretty rare outside of the very early game. It's too easy and cheap to massively over produce power for that to really harm players outside the early game so I don't think there'd be much interest. Usually brownouts rapidly develop into full blown blackouts and black restarts as your miners reduce output during the brownout often leading to a reduction in incoming fuel leading to even less power being generated in a self consuming cycle.
- tantalor 11mo agoI would apply it to inputs as well. Suppose you can start production with only 1 of each input required for a recipe, but to keep it going you need to keep feeding all of the inputs to finish it. If any of them run out, then the recipe fails, you lose the inputs, and the machine stalls. This works better for high latency recipes (>10s) with lots of inputs, like low density structure, modules, and atomic bombs.
- rtkwe 11mo agoUsually the answer is to just slightly overproduce the inputs, only the new planet Gleba even slightly discourages letting items just sit on the conveyors with their freshness mechanic. What's the benefit?
- marcosdumay 11mo agoYou would want to use circuits and stop production if there aren't enough inputs for a receipt. It still looks kinda easy, the machines just do it automatically on the default game.
- dylan604 11mo agoMindustry has something similar with pumping various gasses/liquids through plumbing. If you accidentally mix them while building new lines, things stop working when your gases get mixed up forcing you to purge the line.