[IDEA] Allocating resources.

Discussion in 'Mod Discussions' started by naginacz, November 25, 2013.

  1. naginacz

    naginacz Member

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    It happens that during the game we lose part of the eco .
    May be due to explosive nukes or effective rally by the opponent.
    Often the most effective solution in this situation is temporary turning off the production of all but eco .
    This allows you to build in a short time , for example, a number of advanced power plants.

    Another example:
    You discover that your opponent completes the construction of the nukes . There is no time to lose . you have to stop the construction of everything and all the resources allocated to anty-nuke defense .

    Would be useful switches determining the priority allocation of resources.
    I would see three or four switches ( maybe more ) :
    <mass extractors> - funds are/arent allocated to the production of mass extractors
    <power plants> - funds are/arent allocated to the production of power plants
    <units> - funds are/arent allocated to the production of units
    <everything else> - funds are/arent allocated to the production of

    possible would be different configurations:
    - Only <mass extractors> and <power plants>
    - Only the <power plants>
    - Only <units>
    etc.

    Thanks to this there is no need to look for factories to stop them temporarily. replicators in general can not be paused. This is a problem.
    it would be great if "everything else" switch, pause the replicators too.
    one step could be concentrate resources where it is needed.

    Is it possible to create a similar mod?


    sorry for my language.
    I hope I'm understandable. :)
    LavaSnake likes this.
  2. LavaSnake

    LavaSnake Post Master General

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    Interesting idea. It's already sort of in the game thanks to the consume energy (lighting bolt) button, but a system like yours would be quite useful for getting out of stalls.
  3. cola_colin

    cola_colin Moderator Alumni

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    Right now we dont have the API for this. Later I am pretty sure we will have this.
  4. Supermap

    Supermap New Member

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    was also thinking of something similar, but having more of a priority system.
    in the most basic way to do it, it would just be the ability to select units or a factory and give them high priority.
    This would make them be the first to draw resources and then the rest is given to the rest, allowing some specific project to be finished at 100% efficiency while losing some on the rest.
    snierke and naginacz like this.
  5. naginacz

    naginacz Member

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    From my point of view, your idea is even better.
    This function solves all about what I wrote.
    When you are forced to rebuild eco, or build your defense, you give the highest priority to specific fabs.
    There is no need to disable anything.
    Additionally, there is no risk of wasting resources.
    Priority system is a great idea for me.

    I think it would be good to have one button restores the priorities of all fabs, factories, etc. to the default position. Without seeking the modified fabs / factories.

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