Joubarbe wrote:
New [...] Logistics system.
What's your general design idea for a logistics system?
Didn't see that you were working on one and I just spent this weekend working on a logistics system that works the way I want it. My general idea is to reduce the amount of micromanagement and clicks for freighters, factories, sanctuaries and also to use ships more efficiently.
That first bit, reduce micromanagement, is key for me. Ever since Civilization (the first one) every empire building game has failed that when it comes to the endgame of building a massive empire. I get deep into world domination and my RSI gets RSI from all the clicking and the noise from mouse and keyboard clicks give me tinnitus. The game ends because it becomes too tedious, not because the goals are met. For a simple example of this in vanilla LU: once I start dropping rings of fire on every interesting gate I need to turn off half the sounds because "One of your ships is under attack" never stops and can't be turned off.
Anyway, my script is still very much work in progress, but can now automatically manage all factories and docks as they get built, automatically manage all freighters (they still have to be added manually, but I plan to change that to make it automatically claim all homebased ships, it's just not feasible in my test save). It keeps all factories running, sanctuaries stocked and sells overstocked wares.
Well, that last bit (sell) is not true yet. I finished the code for that last night, but according to the logs the first test run ended up trying to sell "null(9) Remote Guided Warhead" to an equipment dock and after 5 minutes half my trucks were docked at that equipment dock and stalled. But apart from that things look promising. I start my test with a save with 10 IDN Drakes and half the factories blinking yellow (20-30 factories), move the IDN ships to my script and within 5-10 minutes no factories are blinking yellow and 10 more minutes and half the trucks are idle. Most of the efficiency gain is because if a factory needs three trucks to fill it up, we immediately send three trucks. And if a truck is shipping 150 cahoonas to a factory it also ships other things (like energy cells) to that factory at the same time. And if a truck is at a factory with cahoonas we send it directly to whoever needs cahoonas instead of bouncing back to the dock. Current TODO: implement buying resources (not planning on making it too smart), automatic dockware configuration with pre-configured profiles including checking laser/missile/shield/ship perks to see if we need to stock resources for those or not (I have a very dumb version of this working), managing mining carriers (I passionately hate that it takes 30+ clicks to set up a courier to empty a mining carrier).