Today I added dedicated Source
and Target
Structure
s for the interaction with Module
s.
Since I haven’t written a lot about Module
s so far, let me introduce them to you:
Modules
Modules can be created by first defining a Blueprint
.
Within the 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 Structure
s Source
and Target
become available.
Source
A Source
can be set to spawn any Item
. It keeps track of the number of spawned Item
s.
Target
A 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 Coal
.
Just like Source
, Target
also keeps track of the number of Item
s.
Below you can see a simple Blueprint
where there’s an iron plate Source
to the left. There’s also Arm
s and 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 Item
s.
This makes it possible to basically create custom Assembler
s with any recipe. It’s also a great way to optimize the simulation, since the generated Module
s are way cheaper to simulate than their individual components.
It’s also possible to use already created Module
s in new Blueprint
s.
The above Blueprint
as Module
:
Source Target position
Before today’s changes one could have placed and taken the input or output Item
s from any location of the Module
, similar to how Assembler
s and other Structure
s work.
This would have made it too easy from gameplay’s perspective and for example allow for Item
teleportation.
Therefore one now must place Item
s exactly at the location of Source
s and can only take them at Target
locations.