Throwing my hat into the ring with what I want to see from the machine.
Main Features:
Internal storage, like plankers
Logic or manually adjustable, full stud and decimal adjusted separately (20 studs total, 0.1 increments).
Outputs as it cuts
Processing time scales up with more cuts
Materials exceeding 20 studs length passthrough as if it was an alignment conveyor (alternatively cuts 20 studs off then processes both pieces)
Input track will be similar to plankers/refineries in that it will have an internal storage once materials enter it. Will use a similar lockout system to storage drawers for when it is trying to accept multiple kinds of materials because of the next part.
Once inside the material will get displayed simply as bar that has the respective materials texture applied for animation purposes. while it cuts sections, it will animate similarly to a backwards loading bar, where the farther the cutting process progresses, the less of the material is displayed.
The machine operates where an input of 18.6 could be expressed as a % total for the display to start off at. in this case, 7% of the bar will not be displayed at the start of cutting. each stud cut off would be the equivalent of 5% progression. without knowledge of roblox animations, this simplifies what i imagine the backend processing looks like.
On the backend, it will calculate total number of cuts required through division, and simply leave the remainder to be ejected. (see example) as a cut is completed, the piece is ejected.
Once complete the system allows a new piece to enter. Total time required to cut scales up with number of cuts because of this.
Alternative options: internal storage keeps a count of total studs inside the machine, always begins cutting maximum studs regardless of pieces inputted.
ex: Say a material is 18.6 studs long, and you want even 1 stud long pieces. the machine would have to cut 18 times and end with ejecting the remaining .6 to the output.


this was an almagamation of 20 ish posts and my own thoughts on the matter
