Assembler Assay

by Mylon

Assemblers occasionally break and need to be serviced. Adds maintenance and attrition to assemblers with various options for increased difficulty.

Tweaks
1 year, 2 months ago
0.17 - 1.1
375
Manufacturing

i Doesn't seem so random, on when the machine brakes.

4 years ago

In our multiplayer it seemed like if you placed a new machine, it had a bigger change of getting damaged than an older machine that had run for a longer time, obviously i don't know. My friends abandoned the game cause they couldn't handle the machines braking so often, we incrised the default brake time. (MTBF 135)

It should be even double from that.. According to my friends. I Digress, so I feel like there should be few settings, like "foundations should have a % number of how much they reduce damage, it is pointless if you have refined concrete as 100%" It's just a pointless mod in my opinion at that point, "extra steps and all that."

Also pollution clogging should have settings. Like a way to only count the amount of pollution not an actual static value.

And the static value should be a random number * how many products you are producing with it. no need to start counting the actual amount of produced items per unit just extract an value from produced items per minute etc..

These are my thoughts on how to make the mod more "friend" friendly.. stupid friends just want bigger guns and nothing to be too hard.. but it's too hard TOO HARD JONE TOO HARD!!! WELL FUCKING MAKE THE SYSTEM RECILIANT TO FAILURE THAT WAS THE FREAKING POINT OF THE MOD ANYWAYS! FFS!

like i was saying My thoughts, use as you like, pls do not get offended by my comments :) I love the mod.. And now I will implement your bot braking mod as my "friends" who want to play EZ mode are not there anymore

4 years ago
(updated 4 years ago)

Thanks for your feedback.

I can understand the frustration, there are a LOT of assemblers required so the MTBF definitely should be higher. Especially early game! I thought about making ASM1s less likely to break than higher tier assemblers to make earlier game a bit easier.

Pollution clogging is not a flat amount, but scales. More pollution means higher chance! The formula probably needs some tweaking. Currently the formula is: 1 - 400 / ( 400 + (target.surface.get_pollution(target.position)^0.5 )) -- So at 20k pollution (a reasonable mid/late game amount) it will break 26% every check. Definitely need to revise this. This formula already already scales with MTBF.

Edit: Changed the formula to 1 - 400 / ( 400 + (target.surface.get_pollution(target.position)^0.4 )) so the effect of higher pollution is smaller.

4 years ago

:)

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