Make a SCADA block!
Having four different blocks where you can make "things" is super complicated. I can see it bringing a level of depth to the game, but there comes a point where it's just too much. If you want to keep all these production systems, maybe make a "SCADA Block" - where you can just input your desired item and it will coordinate all the other connected production blocks to achieve the desired result. (Oooo, something NEW!)
For people not familiar with the term: Supervisory Control and Data Acquisition (SCADA) is a software and hardware-based system that allows industrial organizations to monitor, control, and process data from equipment—such as sensors, pumps, and motors—in real-time. It enhances efficiency by facilitating remote control, recording, and analysis of industrial operations, which reduces downtime and improves safety.
We wouldn't be using the system in the purest sense of the real-world technology, BUT, it's "close enough" to make the game easier to play.
AND, if you want to upgrade the block (either a new/different block, or an upgrade module), you could have it manage material flow - either in conjunction with, or replace the existing sorter blocks. Just think, you could have the system manage waste flows, gas flows (splitting hydrogen into different tanks for example), splitting products into different cargo containers, and pushing items into or through connectors. There's so much possibility.
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I like idea, but maybe this is a something which can be left to be solved by engineers in-game with use of C# scripts similar to autocrafting scripts from SE1 or more general automation blocks (which hopefully will be added to SE2 someday).
Simple scripts could be written even by people who are not familiar with programming with help of AI agents.
I think what would help a lot with building such system without need to use of in-game script would be (compared to what SE1 offered):
- extension of event controller that it can trigger action based on quantity of specific items in specific containers,
- toolbar actions for assemblers to control their queue and loop mode
In SE1 I managed to build such system without scripts but it required sorter, cargo container and assembler for each type of item because event controllers can only react to "cargo fill level" and assembler was configured to run in loop mode and only action available is to enable/disable it by the event controller.
So it is not suitable for many types of items but was possible to run script-less.
If only we could trigger event by quantity of specific item and control assemblers in actions toolbar then it would be much compact setup with just single cargo and single assembler.
Only event controllers would be needed for each item type.
I suggest "buildable" solution instead of ready block with its pre-defined logic because I think this is more general problem of management of "stock levels" which can be managed not only by production but also by inventory transfers between grids (automatic loading/unloading of defined quantities) or even trade (automatic buy/sell offers on store block).
I like idea, but maybe this is a something which can be left to be solved by engineers in-game with use of C# scripts similar to autocrafting scripts from SE1 or more general automation blocks (which hopefully will be added to SE2 someday).
Simple scripts could be written even by people who are not familiar with programming with help of AI agents.
I think what would help a lot with building such system without need to use of in-game script would be (compared to what SE1 offered):
- extension of event controller that it can trigger action based on quantity of specific items in specific containers,
- toolbar actions for assemblers to control their queue and loop mode
In SE1 I managed to build such system without scripts but it required sorter, cargo container and assembler for each type of item because event controllers can only react to "cargo fill level" and assembler was configured to run in loop mode and only action available is to enable/disable it by the event controller.
So it is not suitable for many types of items but was possible to run script-less.
If only we could trigger event by quantity of specific item and control assemblers in actions toolbar then it would be much compact setup with just single cargo and single assembler.
Only event controllers would be needed for each item type.
I suggest "buildable" solution instead of ready block with its pre-defined logic because I think this is more general problem of management of "stock levels" which can be managed not only by production but also by inventory transfers between grids (automatic loading/unloading of defined quantities) or even trade (automatic buy/sell offers on store block).
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