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Nerf Chemgroups by adding an actionbar
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I would have no issue with making dispensing a chemgroup take 0.1s per unit of reagent in that chemgroup (so e.g. a 96u chem group to produce a bunch of silver sulfadiazine takes 9.6 seconds).

That seems about right to me in terms of speed; I'm not married to it, I could easily be convinced of 0.1s per 2u. I would be against blocking regular dispensing behind a similar timegate because that is a pretty poor UX (if I want 30u of something, having to wait a second between clicks or messing with the dispense amount is lame).

I wouldn't necessarily mind it being a delay after the chemgroup was dispensed (i.e. click to get the chemgroup, have to wait time to dispense any more). This would still allow for the case of "I need some silver sulfadiazine now" while mitigating mass production of chems (which is botany's territory, imo).

I am relatively ambivalent on whether other chems could be dispensed while the chemgroup is working/recharging. I would probably go with not, for the sake of simplicity.

I think there's probably some fun that could be had with the chemgroups being dispensed a bit at a time (rather than all at once either at the start or end), but suspect that might cause issues with weird amounts of reagents due to precision errors.

I think there is also some merit into moving chemgroup storage off of IDs (or the lack of an ID, which is the most common case) and putting it on to floppy disks (probably with several groups per disk). This is a separate facet and could be added either in addition to or in isolation from the above.
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RE: Nerf Chemgroups by adding an actionbar - by Mordent - 08-22-2021, 11:14 AM

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