Today I added dedicated
Structures for the interaction with
Since I haven’t written a lot about
Modules so far, let me introduce them to you:
Modules can be created by first defining a
Blueprint View one can place any
Structure at no cost. This way it’s possible to plan parts of a factory without having to worry about resources.
Here the special
Target become available.
Source can be set to spawn any
Item. It keeps track of the number of spawned
Target accepts any
Item, but after accepting the first
Item, it will only accept that
Item from now on.
For example if you place
Coal into a
Target, it will from now on only accept
Target also keeps track of the number of
Below you can see a simple
Blueprint where there’s an iron plate
Source to the left. There’s also
Belts transporting the plates to the
Target to the right.
This is a really basic example and not practical. But one could place any
Structure here and define complex sub-factories.
It’s now possible to simulate this
Blueprint for a specific amount of ticks ONCE and simply store the amount of consumed and produced
This makes it possible to basically create custom
Assemblers with any recipe. It’s also a great way to optimize the simulation, since the generated
Modules are way cheaper to simulate than their individual components.
It’s also possible to use already created
Modules in new
Source Target position
Before today’s changes one could have placed and taken the input or output
Items from any location of the
Module, similar to how
Assemblers and other
This would have made it too easy from gameplay’s perspective and for example allow for
Therefore one now must place
Items exactly at the location of
Sources and can only take them at