seanbro wrote:
my only concern is that is does not seem to have a knock-on effect -
if i wanna work out the next best factory to buy i look for big -ve numbers in the res. right?
like if crystals are like -10 then a good idea is to build a crystal mine.
from what i can tell energy cells are in a surplus in bascially every sector. i.e big positive numbers.
which actually disuades you from building any SPP's at all. in the game SPP would lose money if the NPC stations were at 100% production. but they're not there short of crystals.
if you program could say "if crystals are short then energy cells aint gonna be comming out at 100%" then it would accurately show that SPP's are a good idea.
Yup, -ve numbers are demand.
I agree with what you've said as I was thinking about it the other day, however when you start thinking about it, it becomes incredibly complex, for eaxmple if I have a lack of Soja Beans then:
Soja Husk production is low->
Crystal fab production is low->
Energy cell production is low->
Silicon mine production is low->
Crystal fab products is *LOWER*?
etc..
Also it doesn't cover the fact that I am using freighters much faster than the AI, so my factories are running at 100% by the AI's are not.
Also because products are being produced more slowly the resources are used more slowly, which in the end will have a knock on effect for the entire sector.
As you can probably appreciate, it just gets far too complex to even think about modelling this side of the economy.
When looking at the resource usage, you can get an idea that there may be some resource issues that you will need to fix if you want to use that product. i.e. some paranid sectors start of with Soja Husk +3 Soja Beans -2. This shows clearly that it is unlikely that the Soja Husk fabs will be producing at full speed.
On the SPP side of things, what do you have your jumps set to? If you set it to 5 then almost all the sectors will show up as having enough energy, however I usually use either 1 or 0, and sometimes 2.
Also you should note that most people "force sell" (i.e. have selling transports) for SPP's which does allow you to make a profit in a sector that has surplus energy.
A final note about SPP's is that the NPC ones appear to produce energy at a slightly lower rate than player ones, once I have proper information about this, I will update SectorPlanner appropriately.
I hope this helps
Cheers
LS
PS NPC Solar power plants always run at 100% as they don't *need* crystals to run - they're a secondary resources.