#Smart Craft for modules
16 messages · Page 1 of 1 (latest)
before I do this should flesh it out more
have it be slot specific would make having 4 so all the same one be a little wonky.
have it be a global setting is probably more what you want anyway id imagine
I suppose letting you queue up several in a row might be desireable too?
yes
tbh if we had smart crafting for modules I dont think many people would compain if the synth slots were just combined into one. I know that I pretty much just set them all to one item unless I am working on a specific upgrade
I would absolutely love a way where I can say "work towards the requirements for module X" and ideally also it would auto-purchase that module level when reached. If this takes away the granular individual control of my synth slots as they function now then that's a fair compromise.
i imagine the priority would be create the prerequisite components first with amount enough for upgrade one level, then work toward building the next components in chain
then after it level up it can calculate the new requirements
I don't think multiple slots is much of a problem? if all four are set to the same module. you maybe get a small amount of waste duplicating effort on the final ingredient (you only need 1 more but multiple slots are trying to craft it) but that's not a significant issue (and already happens with current smart synth)
if you've set multiple different modules with overlapping ingredients, they can fight over them sure, but this is also not really an issue. it might be a little inefficient sometimes but the "cheaper" recipe will win and finish first and its next level will be more expensive, so in practice it would be fine. they'll take turns, more or less
likely it would use all 4 to do it, and then have a queue available
hmm. either option is fine where i'm at now