Evospace 0.20 development news
[h2]Improving Recipes[/h2]
Recipes had several forms, but in general, they consisted of two inventories: an input and an output. For a recipe to be executed, the input inventory must first be consumed, followed by a wait period, after which the output inventory is created.
The first issue arose with large energy buffers required for certain expensive recipes, creating an unrealistic delay when the power was disconnected.
This problem was solved by introducing a special resource slot. It’s still an inventory slot, but its contents are consumed every tick, reducing the machine’s internal buffers by hundreds of times. Now, most machines stop working almost instantly when power is cut off.
The next problem surfaced some time ago during energy calculation for network production. To compute the total consumption/production, one could sum all resource slots of this type and multiply by 20 (the tick rate); however, some machines still retain a small buffer, breaking the calculation algorithm. Currently, the calculation is approximate, and this issue remains unresolved.
Another issue is that some machines can perform slight variations of recipes with different resource quantities (e.g., furnaces of different levels) or alter the resource (e.g., assemblers using player recipes and electricity as well).
A proposed solution to address both the buffer and duplicated recipes issues is as follows:
Removing Machine-Specific Recipes and Introducing General Process Recipes
For energy consumption, use the machine's consumption rate during operation. The same approach applies to energy producers, such as furnaces. Higher-level machines complete recipes faster, producing more energy as prevously. Higher-grade fuel types burn longer, better suited to high-level furnaces.
To differentiate fuel quality (e.g., good fuel vs. poor fuel), it’s suggested to use a productivity system, already implemented in version 0.20.
The best fuel would have productivity that boosts the machine's output proportionally.
For example, a level 2 furnace has a work speed of 2.0, and refined fuel has a productivity of 50%. A level 1 furnace produces, say, 1 kilowatt of energy.
Thus, the calculation would be: 1 kW * 2.0 + 50% = 3 kW
0.20 is not far away, more news with images

Improved crafter ui

Refactored world settings and save metadata

Production stats

Mod manager
And much more!
If you want to report a bug, suggest a game change, or ask a question – join us on Discord

Recipes had several forms, but in general, they consisted of two inventories: an input and an output. For a recipe to be executed, the input inventory must first be consumed, followed by a wait period, after which the output inventory is created.
The first issue arose with large energy buffers required for certain expensive recipes, creating an unrealistic delay when the power was disconnected.
This problem was solved by introducing a special resource slot. It’s still an inventory slot, but its contents are consumed every tick, reducing the machine’s internal buffers by hundreds of times. Now, most machines stop working almost instantly when power is cut off.
The next problem surfaced some time ago during energy calculation for network production. To compute the total consumption/production, one could sum all resource slots of this type and multiply by 20 (the tick rate); however, some machines still retain a small buffer, breaking the calculation algorithm. Currently, the calculation is approximate, and this issue remains unresolved.
Another issue is that some machines can perform slight variations of recipes with different resource quantities (e.g., furnaces of different levels) or alter the resource (e.g., assemblers using player recipes and electricity as well).
A proposed solution to address both the buffer and duplicated recipes issues is as follows:
Removing Machine-Specific Recipes and Introducing General Process Recipes
For energy consumption, use the machine's consumption rate during operation. The same approach applies to energy producers, such as furnaces. Higher-level machines complete recipes faster, producing more energy as prevously. Higher-grade fuel types burn longer, better suited to high-level furnaces.
To differentiate fuel quality (e.g., good fuel vs. poor fuel), it’s suggested to use a productivity system, already implemented in version 0.20.
The best fuel would have productivity that boosts the machine's output proportionally.
For example, a level 2 furnace has a work speed of 2.0, and refined fuel has a productivity of 50%. A level 1 furnace produces, say, 1 kilowatt of energy.
Thus, the calculation would be: 1 kW * 2.0 + 50% = 3 kW
0.20 is not far away, more news with images

Improved crafter ui

Refactored world settings and save metadata

Production stats

Mod manager
And much more!
If you want to report a bug, suggest a game change, or ask a question – join us on Discord
