Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ufff such a huge abd cool feedback, lets starts from point to point.

(1)I think generaly smart commands is about "take less parameters, and make some complicated things" and in this case we dont need to add one extra parameter. Besides it generates some fun situations :)

Other reasin not to add such parameter is that usualy when you want to tell craftomate to "pick some element from storage" you talking about one specific storage, and for this case you have a "pick from"

Btw: we working on command that will dedicade a working zone for each craftomate, this should be usefull for your case

(2)This was some discussion topic for us. But currently our consensus is that this is works precisly like in real programming: "every data read event from isn't free (it costs time and energy)". But now "find and pick" brokes this concept down, so may be thats good idea.

Btw again: may be this problem can be solved by add "find" command: this is command that should save coordinates of coresponding element into variable (currently in work)

(3) Yep I agree Warning icon have outdated logic, we will rework it soon, thanks for reminder, I forget about that icon :)

to be continue...

Re (1), perhaps instead of an option, have different commands? "Find and Pick" to get from storage only, "Find and Mine" to get from raw resource piles only, and maybe a "Find and Get" which would get from either? As it is, it reminds me of how "Smart" phones like to "auto-correct" with the wrong correction... But at least with those you can choose to force it to your desired result.

As map size and game complexity grows. it will become less likely to have a single storage box dedicated to each item. Instead, transport lines will evolve: CMs will mine and deposit raw goods in areas where they are found, while other CMs will transport from those collection centers to different production areas where they are needed. (A true "ideal" would be a distribution "on demand", instead of "equally spread out"...)

In reality, a well-designed distribution is the opposite of "one specific storage", but a need to locate one of possibly many storage and staging sites with the desired item -- the lower cost of finding it outweighs the larger cost of walking across the map only to discover the single storage site is empty.


(2) That is not entirely true. A program can use logic to avoid wasted CPU or I/O. If a file is exactly 2 bytes in size, and you have already read 2 bytes, you know trying to read it again will give an EOF. Likewise, a CM knows if it is occupying the space requested, and nothing else is (or can, as the game is currently designed), it can skip trying to take take a step backwards to try to grab the space it just vacated.

A general "Find" feature would be a suitable alternative. But you can still assume that the CM has sensors (i.e., eyes) and can already know the command will fail.