After playing for a few days and watching Cliffski’s Video Blogs, I thought about the Slot Assembly dialog and some issues with the current UI. I know Cliffski has a update fix for the stockpile but I can see if the number of car options continues to grow especially with all of the gear ideas on the BB and Steam will once again cause issues.
The current dialog has 2 tabs. One for Efficiency and the other for Upgrades. What took me a while was the Upgrades tab has both efficiency upgrades for the assembly slot and car upgrades. Mu suggestion is to separate the efficiency upgrades from the car upgrades. My suggestion is to call the car upgrades components.
I think Cliffski is on the right track with the Wing Mirrors. Most car components are assembled together and then brought to the car to be added to the car. A car door is completely assembled together before it is put on the car. This includes the door frame, window, power locks, power windows, and internal plastic or leather cover. The user should be able to select which parts are needed to make the door and name it like the car models. For example the user could choose the default basic door which includes steel door frame, standard locks, basic window. The user then can define a door with central locks, remote entry, power windows, tinted windows, chrome handles, and leather interior as their combination. The component assembly will assemble the door from the parts and send it to the Fit Door slot so its ready to put on the car. So how to deal with the different user combinations. One part would be the Components tab would show all the user created door components. The user can select up to 4 of them. This way the 16-slot stockpile will stock exactly 4 doors of the selected component configuration.
This leads to the next issue which is how do you make sure the correct model gets the correct door. An additional tab is added called Routing. The routing tab has all of the user defined models. The user can select the models that they want the selected door components would be installed. The game already knows what kind of car (Sedan Basic). It knows which current slot is is located (Fit Roof). It searches for the next available slot and makes sure it the right type (Fit Door). Could the code be modified to check that next Fit Door slot Routing data and check to see if it contains the same model as the car? This make the conveyor system a bit smarter and allows for the user to have more flexibility in their setup. The default would be “all models” so it then would work the same as now.
The component assembly (make door, make dashboard) should be done on a separate line and not right at the car assembly. A suggestion here would be have 3 sizes of part manufacturing, small medium, and large. Depending on the part, it would be built at the corresponding part manufacturing slot. Door frame is at a large, window at a medium, and a speaker at a small. All the parts would be sent to a large component assembly to be put together. Here you can have up to 16 different parts make a single component. A dashboard instrument panel could be made at a small or medium component assembly. The user can make chains of part and component assembly to have complex car components. Adding a new option such as tinted windows for doors the user just adds a new component assembly and either import or make the parts.
Thanks Cliffski for making a great game and keep up the great work.