I recently discovered some problems in the game relating to what resources a slot would order, what resources they would use, and the circumstances where an upgrade may be fitted to a slot, but not needed by the car currently being worked on… Anyway,. in investigating this I’ve fixed it, but it has thrown up some interesting problems…
The game logic has always assumed that it should keep a slot stockpile full at all times (sensible) and it assumes that the requirements of the current vehicle will be the same as the next one (ooops…). These two goals are actually at odds with each other as the slots upgrades and options become more complex. Here is an example:
A slot is fitting aircon. It orders aircon for the budget car, and another 15 aircons to keep the stockpile full.
The next car that shows up needs climate control. At this point, the current game junks(discards) all of the aircons, and fills up with 16 climate controls…
The next car is budget again, and so another 15 climate controls are wasted, and the delays and huge cost continues…
I HAVE FIXED THIS.
What happens now is…
The empty stockpile gets filled with 16 aircons for the budget car…
Then (if neccesary) a single aircon gets junked to make room for one climate control…
Then the next car uses one of the aircons…
Then the next car orders in a single climate control…
And that seems much better, but actually the problem is if the next 100 cars are all luxury ones with climate control… then we have 15/16 of our stockpile slots sat there full of useless resources!
We CANNOT be 100% sure in this game which car turns up to a slot, so scanning ahead and configuring appropriately is NOT an option. In the long run I can only see two ways to fix this:
- Add configurable junctions which send cars of one type one way, and others the other way. Combine this with multiple aircon slots for maximum efficiency.
- Allow the player to ‘override’ the logic on a slot-stockpile and tell it what ratios of equipment to keep in stock, rather than let it order stuff intelligently.
I’m tempted by 1), as it means more logic fun for the player. Thoughts?
(BTW the 1.27 build doesn’t seem to have a problem, because its hiding the bug from the player. If you watch closely you will see that sometimes slots use the wrong resources to fit certain features)