CodingKitteh Posted November 11, 2017 Share Posted November 11, 2017 So now we have the logical aspects of automation nailed down. I think being able to automate EVERYTHING should be the goal of automation. The cost to make such end-game creations are hard to gain metals and hefty power supply (electrical grid). We currently do not have any means to: Capture items dumped/output onto the ground Feed items into inputs Move items around To address the above: Hoppers - Can take items that are dumped out and funnel it somewhere else (i.e. smart storage lockers), or funnel items from storage into inputs. Requires Electricity, Logic More advanced Hoppers may handle phase changes - i.e. feeding liquefied gases into inputs that normally take gas only. Allows of bulk item management (i.e. liquefied carbon dioxide -> polluted water via automated feeding of scrubbers, Liq Hydrogen -> Generators) Item transport system - can be implemented many ways but here are some examples: Conveyor Belts Drones (pretty taxing on performance, imo) Chutes Example of New Automated Applications: Algae Oxygen Factory Puft-Slime Farm Massive Slime Distiller Fertilizer Farm Storage Refined Metals handling Hatch Pooper Scooper (Coal Farm) Self Fed Coal Power Plant Such automation will take focus off the colony building aspect of the game and progress it into an exploration/story aspect. For example monsters/threats, quests (as part of the story), world exploration, etc. Once automation is fully implemented, the biggest threat is not survival (food, water) but situations that will cause entropy that will compromise the stability of your automated systems (i.e. Natural Gas geyser runs out temporarily, monster invades and steals/destroys gases, liquids, and solids, combat) Link to comment https://forums.kleientertainment.com/forums/topic/84058-automation-hoppers-item-handlingmanipulation/ Share on other sites More sharing options...
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