djrygar wrote: ↑Thu, 10. Jun 21, 01:06
AH, yes, I do use VRO. Playing without VRO is a crime
. But I said, it is not such massive issue. Just my observation, something to look at if you will be fooling around with scripting.
just as a thought;
Have you considered something like this, instead of injecting wares trough fill, adding some small complexes / fab blueprints that consist of entire production chain, or large portion of it in case of high end products? Like, single ecells plant + single graphene + single ore + single hull. Effectively, it would work similarly to fill, but without cheaty feel to it. It reduces complexity, but not entirely. Transports still can be destroyed. one or two such small complexes for race for specific wares could be interesting solution.
From what I saw, complexes you created in God are large fabs of single wares with occasional additions (I am not sure if you added those secondary products or AI does it by itself trough some faction logic, I am watching things as I play, so I often look at things after long ingame time)
The missile component shortages are from the recent rebalancing by vro. They went from completely overproduced to a massive shortage so you can guess why it's hard to find a good balance.
The secondary productions on stations are actually all from the ai which is expected. I try to balance the wares to have a slight shortage from their entire economy demand. It allows the ai to expand; it keeps good ware velocity (this is probably the wrong term but I basically want traders to keep busy with good traders of sufficient amounts) and price differences; and it allows the player to make an impact while not requiring intervention.
The reason I went with single product factories is that the AI is more efficient with them and the available methods for balancing multi production are poor. Modders have a single limit modifier for types of stations and the modules are determined by chance so it's very difficult to reliably control. Having more possible combinations of modules can lead to a problem where the game fails to generate a station because it doesn't know how to fit it all in the bounding box. Stations are the single biggest impact to performance from my testing; so I did everything I could to increase production capacity, reduce the amount of stations, and use changes that were highly compatible with other mods and mostly keeping the station calculator as a viable tool for users. I can go more in depth on my observations for AI handling of single product vs multi product stations if you are interested.
There are several reasons why I am not changing fill:
1) it is about as simple as it can be with as minimal performance impact.
2) it is compatible with basically everything the way it's written
3) it is customizable enough to meet the needs of everyone. You can disable injection or draining. You can change how often it occurs.
4) It is designed to assist the faction logic that handles the economy. They are supposed to adjust for shortages and over production but it takes time, like a lot of time. Fill helps to keep things moving and prevent the death spirals that occur with the economy.
Btw, the station composition changes are actually from ware. If you are interested in looking at the changes, it's specifically modules.xml.