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public float RefinerySpeedFactor { get { return 1; } }
public float AssemblerEfficiencyFactor { get { return 1; } }
located I can't seem to find them.
I should really dust off v2 and try it again. Keen have apparently merged some of lord-devious's programmable block fixes which might make it more tractable.
Is dropping low-precision mode in v2 a deal-breaker for anyone? It would demand a timer running on a trigger loop because the script would actually be depending on being called 60 times a frame. The effect on game performance should be effectively zero, but you'd need an extra timer block.
Script version 2.0 is mostly working now, but SE's programmable block is being difficult and throwing ridiculous exceptions for perfectly valid code, so progress is slow and aggravating.
I'm looking at changes to the scheduling algorithm to take into account how rapidly assemblers consume certain things compared to how fast refineries produce them, which is something that's been bothering me about the current design: the iron stockpile rarely changes even when churning out iron-heavy components while the entire platinum or silver stockpile vanishes in seconds when bulk-manufacturing thrusters or reactor components. Realistically the only solution to this is to have a seriously huge number of refineries, but I think I can improve the situation with some work.
Fixing it seems difficult without adding yet more information about the game files to the script and requires another internal API change.
I'll sort it out in version 2.
I'm going to revisit the scoring algorithm and post a new version later. I'll fix the efficiency cap bug at the same time.