Production Line

Production Line

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cliffski  [developer] Mar 11, 2018 @ 9:46am
New developer blog video #63: Blueprints
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Showing 16-30 of 31 comments
42BelowVodka Mar 14, 2018 @ 7:40pm 
Originally posted by cliffski:
I just fixed it today so you can place down 'locked' stuff, and it just sits there as a blueprint in another color (purple) which cant be converted yet.

thx that sounds great but doesnt seem to work yet. diddnt get a download for it i think
Last edited by 42BelowVodka; Mar 14, 2018 @ 8:55pm
cliffski  [developer] Mar 15, 2018 @ 2:36am 
yes thats not released yet, but will be in the next update.
mosfet Mar 15, 2018 @ 10:27am 
Originally posted by cliffski:
yes thats not released yet, but will be in the next update.

Im really looking forward to this. Thanks for your quick answers and updates :)
I have one more question/idea about blueprints tho :D
Is it possible that you make the placed slots in a blueprint moveable? E.g. clicking on a placed slot while pressing the Ctrl key to "pick up" this slot and move it around or rotate it etc.
cliffski  [developer] Mar 15, 2018 @ 10:47am 
yup I'd love to do that too. There is now a new 'beta' branch that you can opt into which will get you the most up to date (todays) build of the game.
mosfet Mar 15, 2018 @ 10:51am 
Originally posted by cliffski:
yup I'd love to do that too. There is now a new 'beta' branch that you can opt into which will get you the most up to date (todays) build of the game.

I will try that out today.
Im in the middle of optimizing my production line in theory so it might take a few hours until i actually get to play the game :D
asaphx Sep 26, 2018 @ 6:17am 
Is it likely that using blueprints for cloning or multiple placement of sets will happen?
cliffski  [developer] Sep 26, 2018 @ 2:41pm 
Hi, you mean a sort of copy paste of existing slots? Its not impossible, certainly something I could code if its considered a priority by players.
Rodrigo Sep 26, 2018 @ 2:49pm 
Any chances for 'fixing' specialized assembly lines to work along with general assembly lines? I've got a big problem financial issue with the more general 'fit body' assembly line, and other smaller specialized lines like fit windows / fit body shell re-fitting components the 'fit body' larger shop already placed in first place.

no way to make vehicles just past thru lines it doesn't need anything from?
asaphx Sep 27, 2018 @ 6:08am 
Originally posted by Captein:
Any chances for 'fixing' specialized assembly lines to work along with general assembly lines? I've got a big problem financial issue with the more general 'fit body' assembly line, and other smaller specialized lines like fit windows / fit body shell re-fitting components the 'fit body' larger shop already placed in first place.

no way to make vehicles just past thru lines it doesn't need anything from?

From what I've seen, vehicles do just pass through a second re-work if they don't require it, so this must be possible. But I think it would be better if it were possible to make the main slot work shorter according to presence of sub-slots (or maybe other configurable parameters too).
Rodrigo Sep 27, 2018 @ 10:10am 
Originally posted by asaphx:
Originally posted by Captein:
Any chances for 'fixing' specialized assembly lines to work along with general assembly lines? I've got a big problem financial issue with the more general 'fit body' assembly line, and other smaller specialized lines like fit windows / fit body shell re-fitting components the 'fit body' larger shop already placed in first place.

no way to make vehicles just past thru lines it doesn't need anything from?

From what I've seen, vehicles do just pass through a second re-work if they don't require it, so this must be possible. But I think it would be better if it were possible to make the main slot work shorter according to presence of sub-slots (or maybe other configurable parameters too).

I think an easier way was to actually be able to simply disable processes on the main slot, until all processes are replaced by sub specialized slots, and so, the main one could finally be removed.

I tested again and unfortunatelly they do not skip sub specialized slots, I've this basic car with nothing, and the same model with leather seats only, the basic version gets basic seats installed by main slot and then again but the sub specialized seat slot.


more time wasted, and money..
Last edited by Rodrigo; Sep 27, 2018 @ 10:11am
cliffski  [developer] Sep 28, 2018 @ 1:50pm 
I will look into this, although until relatively recently they would not even go to those slots if some tasks had already been done :D. I have to check the balance of everything because the incentive needs to remain (as its a core game mechanic) that splitting up the line into smaller steps is a big step up productivity-wise from large multi-task slots.
Rodrigo Sep 28, 2018 @ 3:22pm 
Originally posted by cliffski:
I will look into this, although until relatively recently they would not even go to those slots if some tasks had already been done :D. I have to check the balance of everything because the incentive needs to remain (as its a core game mechanic) that splitting up the line into smaller steps is a big step up productivity-wise from large multi-task slots.

I tried a bypass by adding a pathway around the fit seats slot, i thought the junction before it would choose this path around the slot instead by recognizing the vehicle already had seats, but it actually chooses to continue thru the fit seat slots and get 2 seats installed once again.

how about allowing it so that we could disable individual stages on main slots? we could just disable one by one as we get advanced ones until completely replaced by smaller specialized ones.
cliffski  [developer] Sep 30, 2018 @ 3:31pm 
My concern then would be that this makes things too easy, in terms of allowing you to progress through the expansion from a few slots to many without much in the way of needing amass capital or risk loans to make an investment.
asaphx Oct 6, 2018 @ 11:45am 
perhaps the cost of an atomized slot should be much higher than its relative share of the process? i.e the paint dry slot cost more than the entire "paint" slot? I guess it's not very realistic, but it could serve somehow.

I think the challenge should definitely be there, but the reward should also be. Being able to slowly reduce your bottle neck slot is very rewarding, and currently missing as you can only do it in one blow. I'm sure you will be able to come up with some genius way of improving this :)
Doc Savage Oct 7, 2018 @ 12:42am 
This would be fixed simply if you just added one line to the stations: Allowed Models.

You want diversification and complex, but don't add simple tools to get it done.

Any station with options should include a drop down list with allowed models. The car doesn't have the right name, it doesn't go through that station.

That makes smart junctions useful for pre sorting say sports cars and trucks out of the main line or for sending defects back through rework and allows for the player to be specific in what he/she/other builds.

Mostly it just allows a player control... No way I'd build this massive line and just let it run with no control over options, inventory or car pathing. No one would. No one would waste time with cars that don't go where they should or parts inventories at stations that are incorrect or with conveyors being allowed to decide where cars go. It just isn't done because it's dumb with a capital B.

I understand game..... But I don't understand remove logic, common sense or making things arbitrarily difficult and confusing because simple floor decisions are missing and then added in by way of tech that doesn't do the job as well.

In my world, one can't be all about building and efficiency without also being about being able to do the painfully obvious, having proper logical decisions and proper pathing and tools. You can only skew reality so far in a game like this before it becomes out of touch, illogical and no fun to play because normal, logical decisions aren't there for the player to use.

As for difficulty... Aside from some financial goals and production quotas, it's the player who will ultimately determine how easy or hard it's going to be. Giving the player logical decision making and tools will only increase their dives into complexity and difficulty. Adding events will help, but that still just turns into financial and quotas; it just has fancy introductions.

As it stands, the game IS already too easy. Learn a few tricks, run the same lines, game done. The only challenge is to learn the introverted and convoluted game mechanics and place stations. Once you get the hang of that, there is nothing difficult about this game at all.

We're trying to dive into the kiddie pool here. Game mechanics are being sanitized for our protection. I wanna dive deep, but I can't even get out the door to the boat with the fake buttockal region way the AI makes car models and the arbitrary dollar cutoffs that just screw the market up.

I hate peeing in the pool. I really do. But what else can one do with such issues..?

This has potential to be really nice, really deep....logical even....but as it is now it's just a place a station game. Tetris with car bodies. No depth at all once you get past the initial mysteries of mechanics, and I find that to be sad.

But I digest... Apologies for my frustrations.

Cheers..!
Last edited by Doc Savage; Oct 7, 2018 @ 12:44am
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Date Posted: Mar 11, 2018 @ 9:46am
Posts: 31