2018-04-13 Production Line Headache, Power Plant Design

Details about updates to Shores of Hazeron

2018-04-13 Production Line Headache, Power Plant Design

Postby Haxus » Fri Apr 13, 2018 12:38 pm

Production Line Headache
It would be nice if a building could run a production line with less than the full number of workers. This would relieve a huge micromanagement headache when building a new city.
  • Production lines can now run with as few as one worker present, regardless of how many shops are assigned. No worker is required if a player runs the process.
  • Production lines now show the number of workers present at each.
  • Manufacture page now shows the total number of manufacturing workers present.
Power Plant Design
When designing a power plant, I ran into several things that needed improvement. Here is a summary of the changes that resulted from that experience.
  • Power plants now require the appropriate generator module to be valid for their type. i.e. A coal power plant needs a coal generator module.
  • Power plants now show the number of terajoules of storage created by the battery. The scale seems weird; perhaps it should be in the giga range. That's a lot of energy from a lump of coal.
  • Power plants now give a warning message if the battery storage is inadequate to store one run of the manufacturing process, plus 10% in case output is boosted by computers, plus 100 for a margin. That means wind and solar power plants have a huge battery requirement due to the amount of output they can produce in extreme wind and sunlight environments.
  • I published a Coal Power Plant with one generator. It conforms to the battery size requirement. It wasn't too tough to build in my first town. http://hazeron.com/gallery/CoalPowerPlants.png
Server Deadlock
A server deadlocked when a spacecraft fetched a vehicle. Fixed.

Server Crash
A server crashed when a designer tried to create a preview of a building on the world hosting the designer, instead of on the world inside the designer instance. Fixed.
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Re: 2018-04-13 Production Line Headache, Power Plant Design

Postby Deantwo » Fri Apr 13, 2018 2:07 pm

Haxus wrote:Production Line Headache
It would be nice if a building could run a production line with less than the full number of workers. This would relieve a huge micromanagement headache when building a new city.
  • Production lines can now run with as few as one worker present, regardless of how many shops are assigned. No worker is required if a player runs the process.
  • Production lines now show the number of workers present at each.
  • Manufacture page now shows the total number of manufacturing workers present.

Does a manufacturing line that lack sufficient number of workers still work at full capacity? Or is it penalized in some way.
I would assume that the process time is increased, so that that there is no time advantage.
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Re: 2018-04-13 Production Line Headache, Power Plant Design

Postby Haxus » Fri Apr 13, 2018 4:10 pm

There is no penalty. A production line with N workers operates at N capacity, regardless of the number of shops authorized to do the work.

If 2 workers do a job. It consumes twice as much commodities. It produces twice as much commodities. It does not take longer.
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Re: 2018-04-13 Production Line Headache, Power Plant Design

Postby jakbruce2012 » Fri Apr 13, 2018 6:27 pm

I assume that the penalty will come into play when morale is implemented for new buildings, via the overworked penalty, and perhaps a reluctance of the local population to do much work at all.

Or maybe the workers could be thought of as supervisors, and the shops be automated by robots or something, idk.
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Re: 2018-04-13 Production Line Headache, Power Plant Design

Postby Deantwo » Sat Apr 14, 2018 4:16 am

Haxus wrote:There is no penalty. A production line with N workers operates at N capacity, regardless of the number of shops authorized to do the work.

If 2 workers do a job. It consumes twice as much commodities. It produces twice as much commodities. It does not take longer.

Ah, so number of shops indicate how many workers can be assigned to a manufacturing line, and the number of works define the multiplier instead of shops.
That does make more sense!
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