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Post Re: Start builds without initial supplies
Rounder wrote:
Makes sense, /signed.

Question though, would the build take in initial materials as they come? Or only start once 100% of initial materials are satisified? (first method helps with decaying commodities)


No. It should only start when all of the initial materials are present. To do otherwise would make them periodic materials, which is a different part of building.


/signed to the OP idea though. Good plan.


Thu Sep 15, 2011 5:00 pm
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Post Re: Start builds without initial supplies
so... start tit/lac/dem/ada mods at once and then just wait, until ada mod is done

kinda defeats the idea of multiple stages...

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Fri Sep 16, 2011 12:38 am
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Post Re: Start builds without initial supplies
its hard to believe the automated manufacturing systems of the future could not control a process like this

so /signed


Fri Sep 16, 2011 10:27 am
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Post Re: [Gameplay/Code] Start builds without initial supplies
/signed.

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Fri May 31, 2013 7:25 am
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Post Re: [Gameplay/Code] Start builds without initial supplies
Since this was already bumped:

If something like this went in, I think there should be a way to see what items are available and which items are needed to continue a build other than event spam in the case of periodic commods. Maybe highlighting a queued item would load its build requirements in the build window and would show item quantities for available items next to a build item. If it was "x0", maybe highlight in red or something.

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Fri May 31, 2013 10:01 am
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Post Re: [Gameplay/Code] Start builds without initial supplies
If you attempt to start a build without all the initial materials present, it could show up on the list with the word "queue" or "pending" instead of a % complete, and would begin as soon as all the initial materials were gathered. This would essentially be a very rudimentary way to program builds which I would be useful for everyone who's ever scrambled to start something before the thousands of prom they just carted in decays.

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Fri May 31, 2013 10:14 am
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Post Re: [Gameplay/Code] Start builds without initial supplies
Signed

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Tue Jun 04, 2013 7:36 am
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Post Re: [Gameplay/Code] Start builds without initial supplies
But, if queued, and cancelled, would it return all materials as if it didn't start?

I mean could be bad in a way that at least right now, if you realized you forgot a key ingredient, you haven't started the build. But, then say you realize that the ingredient may be out of your reach for a while, then all the other materials goes to waste?

Just a thought, else idea seems like a value adding feature.

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Tue Jun 04, 2013 10:59 pm
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Post Re: [Gameplay/Code] Start builds without initial supplies
No, it wouldn't use any of the initial materials until it was ready to go. At that point it would cease being listed as "pending" and show 0%.

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Tue Jun 04, 2013 11:58 pm
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