Gunsmith

Gunsmith

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Darkspear Dec 3, 2018 @ 2:45pm
Item ratio still annoying
why cant you just make it so the item ratio match??
even with splitter the ratio between input output between fittings and cloth are all unbalanced

I am kinda starting to believe its easier to make a line that make fittings, 1 that makes cloth and then make a line with dispensers of the halffinished products
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Showing 1-15 of 18 comments
"I am kinda starting to believe its easier to make a line that make fittings, 1 that makes cloth and then make a line with dispensers of the halffinished products" In fact, ratios can be matched, but it requires some division gymnastics with splitters.

So yeah, A line for Fitting, another for fabric gloves, another for fabric vests, etc etc. I use that kind of organisation for almost any mid-product. Guncotton, Fittings, you name it.

The problem is, the more item you have on the map, the less fps you get. So if we're obliged to multiply lines, fps get quickly down to 22~24 or worse :/
Shinzo - Ed  [developer] Dec 5, 2018 @ 7:10am 
We are currently working on FPS and the ratio balance, hopefully we'll be able to bring you more news soon.
*Praying in progress*
Imp0815 Feb 13, 2019 @ 11:53am 
The ratios between output speed crafting speed and crafting amount is giving me a headache. Remove output speed and match it with the craftig speed or output amount.

The whole conzept that a machien can produce more items than it can output is insane!

Every 2s there are 5 items made that can be outputtet every 0.5s one item will always rot in the machine. if you supply it every 2s with material

And Boxing Machines have an output speed to but its not displayed.
Last edited by Imp0815; Feb 13, 2019 @ 12:15pm
hhaddow Feb 17, 2019 @ 12:01am 
Having sub assembly lines is more efficient anyway, especially for common parts such as plastic fittings and guncotton

For plastic fittings you are best to have
Dispenser, heater, splitter, 2x former, 2x bin

Gun cotton is a little more complex and makes an X shape plus a short line
North chem dispenser, splitter; South chem dispenser, splitter; East chem mixer, bin; West chem mixer, bin
then for every X
Chem dispenser, chem dryer, bin
OR for every 2X
Chem dispenser, splitter, 2x chem dryer, 2x bin

You could use conveyors to get the end product to the second line but it's far less efficient

if you do want gun cotton in a single line I recomend
a simalar X shape

North chem dispenser, splitter; East chem dispenser, splitter; Centre 3x crossover (North East, North West, and South East); South chem mixer; West chem mixer; South West chem dryer fed from mixers
Last edited by hhaddow; Feb 17, 2019 @ 12:22am
hhaddow Feb 17, 2019 @ 12:21am 
Here is the flowcross array required to get the single line gun cotton working https://steamcommunity.com/sharedfiles/filedetails/?id=1658347424

In comparison here is the more efficient two line version
https://steamcommunity.com/sharedfiles/filedetails/?id=1658350298

And here are multiples of the second line
https://steamcommunity.com/sharedfiles/filedetails/?id=1658352875
hhaddow Feb 17, 2019 @ 12:34am 
A slightly more timing efficient version of the NitroCellulose S to Guncotton S line for 4 dryers
https://steamcommunity.com/sharedfiles/filedetails/?id=1658363220
Grimm Spector Mar 8, 2019 @ 5:03pm 
Now that all the machines have to be reachable by path by workers, which is ridiculous by the way since we have no way of creating some space for them to cross lines like you would in real life, the item ratios are extra ridiculously a problem because you have to pack things densely to be even remotely efficient, particularly as you get into guns. This needs to change!
☠ neeko347 ☠ Mar 12, 2019 @ 8:23pm 
Originally posted by Grimm Spector:
Now that all the machines have to be reachable by path by workers, which is ridiculous by the way since we have no way of creating some space for them to cross lines like you would in real life, the item ratios are extra ridiculously a problem because you have to pack things densely to be even remotely efficient, particularly as you get into guns. This needs to change!

+1
Henrikf Mar 13, 2019 @ 1:01pm 
Maybe the devs should ask themselves if maintenance of machines is actually fun gameplay for the player. If this is the direction this game is taking I don't think it is a game I can play anymore. The fun gameplay for me is about making a productive line, not this kind of frustrating gameplay where everything breaks every 10 minutes.
pickupsticks Mar 13, 2019 @ 1:45pm 
After a fairly shaky start to my first game I am now at the point where I hardly ever have to repair anything at all. Short patrol routes along aisles that provide access to machines, all machines accessible on foot, enough work benches for toolkit replenishment, at least two mechanics per route (or 3 for more important machine areas)... seems to be working OK.
I certainly did need more mechanics than I anticipated mind you, and have had to change my layout around so that they are actually working efficiently rather than just wandering around aimlessly or getting stuck on things.
hhaddow Apr 7, 2019 @ 2:29am 
Originally posted by Henrikf:
Maybe the devs should ask themselves if maintenance of machines is actually fun gameplay for the player. If this is the direction this game is taking I don't think it is a game I can play anymore. The fun gameplay for me is about making a productive line, not this kind of frustrating gameplay where everything breaks every 10 minutes.
As someone who works in a factory I feel the need to point out, the in game machines breakdown far less often than real ones.
WILDCATreactor May 25, 2019 @ 5:03pm 
Originally posted by hhaddow:
Originally posted by Henrikf:
Maybe the devs should ask themselves if maintenance of machines is actually fun gameplay for the player. If this is the direction this game is taking I don't think it is a game I can play anymore. The fun gameplay for me is about making a productive line, not this kind of frustrating gameplay where everything breaks every 10 minutes.
As someone who works in a factory I feel the need to point out, the in game machines breakdown far less often than real ones.
Then you haven't seen how line operators kludge machines to keep them working to avoid calling over surly techs.
Imp0815 Sep 3, 2019 @ 12:15pm 
Originally posted by Shinzo - Ed:
We are currently working on FPS and the ratio balance, hopefully we'll be able to bring you more news soon.

Did you adress the ratios in the past? I did not read something about them in dev updates in the past. I would like to give it spin again but i dont want to deal with the terrible In/craftspeed/out problem...
Amiths Sep 10, 2019 @ 10:23am 
What is really missing in my opinion is some logic gates so we can control the state of the machine.

If we could do that the ratios would not matter so much anymore since you could control if the machine is on/off.

I didn't look much into the devs logs but i hope this is a planned feature, if not, i hope they get the ratios to make some sense.
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Date Posted: Dec 3, 2018 @ 2:45pm
Posts: 18