Closed opusforlife2 closed 4 months ago
That wouldn't be helpful because the game doesn't update that statistic when the sector isn't loaded.
Because realisticly if you leave the game running consumption rates would eventually end up breaking even with production since storage is finite.
Plus the stated production rate is the an average rate of materials flowing into the core.
when the sector isn't loaded.
I'm talking about when it is loaded.
consumption rates would eventually end up breaking even with production since storage is finite.
That's not what happens. Despite having a full core, the rate is shown as the actual value of average input minus output.
stated production rate is the an average rate of materials flowing into the core
That's what I'm getting at. If more materials are leaving the core than entering it, that rate can be shown as the difference between the two. Net production and consumption are opposites of each other, so there is no extra calculation needed here.
I haven't checked, but there is likely a floor function specifically to avoid showing negative rates. If it is, just removing it would work.
This suggestion is now stale, and will be automatically closed.
Describe the content or mechanics you are proposing.
The stat screen in the planet map lets you know production rates for each resource. However, if your consumption exceeds production, the stat for that resource vanishes. I'm proposing showing a negative production rate in case the total consumption rate outpaces production.
Simple example: let's say you're minting thorium at a rate of 60/min in a sector. You set up a phase weaver which uses thorium at 120/min. The stat screen should then show thorium at -60/min.
Another scenario: you're producing thorium at 250/min and also exporting it from your core. A production rate of -50/min would let you know your core in that sector is slowly being emptied.
Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
This will allow the player to notice production inefficiencies at a glance, as well as gauge how much more of that resource needs to be produced in order to overcome the difference.
Currently, it requires either trial and error (setting up more and more production blocks until it eventually outpaces consumption), or calculating the rates of all producing and consuming blocks to come at a rough total.
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