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Engineering research on your buildings.


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Hello, greatest developers and players!

So what I am going to introduce today is an idea that I have tried to introduce months ago.

Engineering. Especially you can improve your appliences with engineering like increasing production rate or increased yield.

To start with your engineering research, a Engineering Workshop is needed to be built. Needs to employ engineer class dupes for this.

Spoiler

Actually the idea about the outlook of that machine on right hand side comes from Don’t Starve. Combinding both academy machine and science machine.

Next time may be I should introduce some MK2 stuff.

Suggestions and improvement?

Please comment! (•ω•)/

IMG_20181005_181221.jpg

The description would say "Science Machine"

I think this would be like the power plant thing that enhances the machines in a room. They would add a new room which would be called factory or some sort. Just thinking. Enhancing a machine permanently via research seems to be OP in the game.

9 minutes ago, InternetGuy said:

Enhancing a machine permanently via research seems to be OP in the game.

Or I think I should change its purpose on reseaching a higher tier device like the new sodium carbon-skimmer in my last post.

12 minutes ago, InternetGuy said:

I think this would be like the power plant thing that enhances the machines in a room. They would add a new room which would be called factory or some sort.

Oh yeah, that will be another good idea.

A new ‘factory’ room buff!

(But) That would be another thing. :)

35 minutes ago, Madbro said:

Or I think I should change its purpose on reseaching a higher tier device like the new sodium carbon-skimmer in my last post.

Definitely would be awesome to have better machines! I'm really hoping for high temperature machines here.

35 minutes ago, Madbro said:

Oh yeah, that will be another good idea.

A new ‘factory’ room buff!

(But) That would be another thing. :)

I really did want a factory room since there's all these kinds of rooms introduced but none for fabrication. Maybe dupes would work faster in them or something.

Forgive me if this isn't the original direction you had in mind, but I'd be down for some 'engineering research' to make some interesting buildings possible.

New Job:  Inventor (requires Scientist, Electrical Engineer)

New Research: performed at Engineering Lab, requires Iron/sec.  (Can be set similar to the Power Station if Refined Metal/sec instead.)  Rate is dependent upon Tinkering, not Learning.

----

Any 'buffs' mentioned below would be manufactured at an Engineering Workshop and require regular (every 3 cycles) reapplication.   'Buffs' may never stack on any building and require Refined Metal input with possible additional resources like Plastic depending on the buff.

Potential researches:

Engineering (base research of the chain): unlocks the Engineering Lab.

Rocket engine researches would then stem from Engineering and require its points.

Industrial Modification:  requires Engineering, unlocks the Engineering Workshop and the existing "Engie's Tune-Up."

Sustainability: requires Industrial Modification, unlocks the "Precision" buff (for buildings with net mass loss, halves wasted material.  Example:  Petroleum Generator would consume 375 g/s less Petrol, as it consumes 2 kg/s but outputs 1.25 kg/s material.)

Industrial Engineering:  requires Industrial Modification, unlocks the "Fine-Tuning" buff (decreases Power consumption and heat production by 20%) and Conveyor Packer (heavy-duty Conveyor Loader - puts out larger packets of material per belt tile for increased logistics efficiency)

Thermal Engineering:  requires Industrial Engineering, unlocks heat-resistant, heavy-duty variants of the Liquid Pump and Gas Pump requiring Plastic and Refined Metal.  (Overheat temperature around 350 C - prevents easier Crude Oil cracking, but high enough to facilitate the Steam Turbine.)

Artificial Intelligence:  requires Industrial Modification and Computing, unlocks the "Prioritizer" module (allows our long-requested multi-recipe Electric Grill functionality across the board)

Bio-Engineering:  requires Engineering and Animal Control, unlocks the Feed Factory (allows production of 'fish food' [recipe: algae+meat] for small-mass Pacu feed, 'hatch food' [recipe:  Meat, Raw Egg, Bristle Blossom, Mushroom] for high-mass Hatch/Sage Hatch feed)

Basically, since Pacu are hard to maintain, this provides a lower-maintenance path to ranching them (with greatly reduced net returns aside from Egg Shell) and a higher-return Sage Hatch path for longer-term Coal production after other resource stockpiles are exhausted.

---

While on one hand I'd love an 'advanced' Thermo Aquatuner and Thermo Regulator, I'm afraid increasing their operational limits would break the game.

6 hours ago, JahwsUF said:

Forgive me if this isn't the original direction you had in mind, but I'd be down for some 'engineering research' to make some interesting buildings possible.

New Job:  Inventor (requires Scientist, Electrical Engineer)

New Research: performed at Engineering Lab, requires Iron/sec.  (Can be set similar to the Power Station if Refined Metal/sec instead.)  Rate is dependent upon Tinkering, not Learning.

----

Any 'buffs' mentioned below would be manufactured at an Engineering Workshop and require regular (every 3 cycles) reapplication.   'Buffs' may never stack on any building and require Refined Metal input with possible additional resources like Plastic depending on the buff.

Potential researches:

Engineering (base research of the chain): unlocks the Engineering Lab.

Rocket engine researches would then stem from Engineering and require its points.

Industrial Modification:  requires Engineering, unlocks the Engineering Workshop and the existing "Engie's Tune-Up."

Sustainability: requires Industrial Modification, unlocks the "Precision" buff (for buildings with net mass loss, halves wasted material.  Example:  Petroleum Generator would consume 375 g/s less Petrol, as it consumes 2 kg/s but outputs 1.25 kg/s material.)

Industrial Engineering:  requires Industrial Modification, unlocks the "Fine-Tuning" buff (decreases Power consumption and heat production by 20%) and Conveyor Packer (heavy-duty Conveyor Loader - puts out larger packets of material per belt tile for increased logistics efficiency)

Thermal Engineering:  requires Industrial Engineering, unlocks heat-resistant, heavy-duty variants of the Liquid Pump and Gas Pump requiring Plastic and Refined Metal.  (Overheat temperature around 350 C - prevents easier Crude Oil cracking, but high enough to facilitate the Steam Turbine.)

Artificial Intelligence:  requires Industrial Modification and Computing, unlocks the "Prioritizer" module (allows our long-requested multi-recipe Electric Grill functionality across the board)

Bio-Engineering:  requires Engineering and Animal Control, unlocks the Feed Factory (allows production of 'fish food' [recipe: algae+meat] for small-mass Pacu feed, 'hatch food' [recipe:  Meat, Raw Egg, Bristle Blossom, Mushroom] for high-mass Hatch/Sage Hatch feed)

Basically, since Pacu are hard to maintain, this provides a lower-maintenance path to ranching them (with greatly reduced net returns aside from Egg Shell) and a higher-return Sage Hatch path for longer-term Coal production after other resource stockpiles are exhausted.

---

While on one hand I'd love an 'advanced' Thermo Aquatuner and Thermo Regulator, I'm afraid increasing their operational limits would break the game.

Wow. Thanks dude. (•ω•)

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