A new failure mode resets output progress back to zero if you lose power or some other input while crafting.
You could design circuit networks to cut power to non-essential systems so the rest of the factory can keep producing.
A new failure mode resets output progress back to zero if you lose power or some other input while crafting.
You could design circuit networks to cut power to non-essential systems so the rest of the factory can keep producing.
It eats all of your power and usually also very expensive items very quickly usually. Assume you have like 600RF/tick generated, common with certain generator constellations. 1 tick - 1024 RF and one input consumed, crafting fails due to not enough power. 1 tick wait, 1 tick, 1024 RF and one input consumed, ... This can void 10+ items / second, which can hurt very badly. Even for common items in fact.
It also tends to kick you while you're down, because it only kicks in if everything else is already failing. Then the only thing to continue functioning is the thing voiding your energy and your expensive items. Or even worse, if you did one miscalculation about your power grid, and then all of your resources are gone, often before you can react.
It can be interesting in the right packs, but it is Gregtech level hardness.
May or may not apply to multi blocks.
It really is about the journey; GT:NH isn't played to be won - instead, the win condition is continually moved out so you can keep playing.
GT's system of only pulling power on-demand is very nice though; no wasting fuel
I'm currently playing Stoneblock 4 and have been playing GT:NH and Nomifactory some time ago, and the more modern mods have learned a lot from those old janky things. Heck, back in the day every mod had a different power system and you needed a nonsense amount of conversion infrastructure, unless the modpack did a lot of work to combine all of this somehow, haha.
Suppose you can start production with only 1 of each input required for a recipe, but to keep it going you need to keep feeding all of the inputs to finish it. If any of them run out, then the recipe fails, you lose the inputs, and the machine stalls.
This works better for high latency recipes (>10s) with lots of inputs, like low density structure, modules, and atomic bombs.
It still looks kinda easy, the machines just do it automatically on the default game.
Surely the reality might be much more complex (like... the yield/quality drop by time function?)