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Power brownouts are pretty rare outside of the very early game. It's too easy and cheap to massively over produce power for that to really harm players outside the early game so I don't think there'd be much interest. Usually brownouts rapidly develop into full blown blackouts and black restarts as your miners reduce output during the brownout often leading to a reduction in incoming fuel leading to even less power being generated in a self consuming cycle.


I would apply it to inputs as well.

Suppose you can start production with only 1 of each input required for a recipe, but to keep it going you need to keep feeding all of the inputs to finish it. If any of them run out, then the recipe fails, you lose the inputs, and the machine stalls.

This works better for high latency recipes (>10s) with lots of inputs, like low density structure, modules, and atomic bombs.


Usually the answer is to just slightly overproduce the inputs, only the new planet Gleba even slightly discourages letting items just sit on the conveyors with their freshness mechanic. What's the benefit?


You would want to use circuits and stop production if there aren't enough inputs for a receipt.

It still looks kinda easy, the machines just do it automatically on the default game.




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