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Whenever I do a long run where I create universes, I encounter a problem - I want to buy a lot of Stone to be used by my worker clones for the divinity generator overnight or while AFK, but this stone is being used when creating planets (and moons), and the divgen quickly empties.
I want there to be a way to reserve a quantity of stone so that it can only be used by the divgen.
AFAIK no such method currently exists, but I'll be happy to be told otherwise.
The only workaround I could think of is set planets and moons to auto-buy, taking a massive hit to divinity efficiency.
(If I'm just building planets it works out ok because the planet buys stone automatically which can go into the divgen, assuming there's some divinity to begin with. But when building universes, a lot of divinity is spent on light for suns, which drains the available divinity and breaks the cycle).
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Bugs me a bit too if I'm not paying attention and the pre-purchased stockpile disappears and the divgen empties because the expensive creations used up all the stone.
Honestly though, establishing an untouchable reserve of stockpiled stone that creations can't consume would basically be creating a second capacity bank for the divgen, which just sounds kind of odd... Running with that thought though, maybe the idea could be:
1) create a field in the divgen called the "staging area"
2) distinction: internal capacity of the divgen stores raw divinity, and the staging area stockpiles actual stones (and any other materials that have been dropped off)
3) limits: staging area can store any materials you've tossed at the divgen that haven't been broken down into divinity yet, but the total value of all staged materials cannot be greater than some specific amount proportionate to the divgen's internal capacity (constant multiplier, not upgradeable)
4) redefine base capacity amount and how much it gains based on highest god kill, NDC completions, and capacity upgrade levels (example: suppose that the new internal capacity starts at 1/3 as much as it currently does but then we have double that amount of space as a staging area, ie we end up with the same total amount of space overall but it's just split between internal and staging)
The new meta that this creates may encourage us to actually consider investing some clones in the capacity upgrade instead of ignoring it. (Since the upgrade would affect both internal and external capacity. So leveling it would expand the reserve that the creations can't steal from.) The bonus production from excess worker clones will still kick in based on the internal capacity being full. Staging area does not need to be full to get that bonus. (If it did there'd be no point in the idea since it'd be the same as the current situation, where we can already just level up capacity so that there's more time in the absence of a stockpile before it empties completely (even though that's of little benefit since not being full means lower divgen output anyway.)) Workers still automatically move stone from creation tab to divinity tab, but the difference is that it goes to the staging area first before getting processed to fill the divgen's internal capacity.
Edit: Hmmm... Seems like the idea would imply that an option would exist within the staging area to extract things back out to the creation tab if you want to for whatever reason, so long as it hasn't made the move to the divgen's internal capacity yet. Without an option like that all this idea really is is defining a lower threshold than 100% full to start receiving the excess worker bonus.
Anyway, a thought occurs to me that if anything "complicated" gets put into the staging area it'd probably make sense if there's a stage in the workflow that breaks down the creations back into lower creations step by step until it's all broken back down into just stone and light, only actually directing stone and light into the divgen.
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