Manufacturing block's rework is long overdue. Even after the introduction of components, it did not solve a lot of the core design problem of how resource and crafting works.
With Payload asking the community for suggestions on crafting, I'm proposing a rework concept to make resource and crafting less complex and less prone to break. While it has its downsides , I believe it will be easier to implement in co-op immensely instead of either completely disable manufacturing or attempt to forcefully add into co-op.
What problems exist with our current system:
1. Remove the concept for conveyor belts
This is going to be the most controversial part, I'll elaborate further later.
Without conveyor blocks, resources will not bottleneck near refineries and factories. It will also put a lot less strain on processing each single resources in the world. Now resources picked up from collectors will directly transfer into the tech instead, providing they have enough space on it.
2. Resource Container Blocks and Resource Transfer-er

Re-purposing Resource Blocks, instead of fabricated from a certain amount of the resources, they act as 1-type silos to expand your tech's resource inventory, the more containers, the more types of resources you can store.

3. Resource Management Function Interface

(Make-shift UI)
Resource Management Function Interface or RMFI (Re-mi-fee) is a tab located above your block inventory button , it shows the each container on your tech and how full it is. It will also be used to control manufacturing blocks
Edit2: More about Disadvantage List and updated intro
Edit3: Adding more on Disadvantage, adding "problems with current system", and separating the parts for word limits.
Edit4: My point on removing conveyors, more moving.
Continued in the comments.
With Payload asking the community for suggestions on crafting, I'm proposing a rework concept to make resource and crafting less complex and less prone to break. While it has its downsides , I believe it will be easier to implement in co-op immensely instead of either completely disable manufacturing or attempt to forcefully add into co-op.
What problems exist with our current system:
- Players may found creating a whole new production line for a block discouraging to use Fabricators as selling resource and buying blocks is a lot more convenient.
- Following 1, current conveyors plays a factor as they are easily jammed or bugged, it is also one of the source of performance issue.
- Following 1, there are players who enjoy creating crafting base or multipurpose base using conveyors (despite 2) causing conflicting standpoints
- More to discuss.
1. Remove the concept for conveyor belts
This is going to be the most controversial part, I'll elaborate further later.
Without conveyor blocks, resources will not bottleneck near refineries and factories. It will also put a lot less strain on processing each single resources in the world. Now resources picked up from collectors will directly transfer into the tech instead, providing they have enough space on it.
2. Resource Container Blocks and Resource Transfer-er

Re-purposing Resource Blocks, instead of fabricated from a certain amount of the resources, they act as 1-type silos to expand your tech's resource inventory, the more containers, the more types of resources you can store.
- Container size will be depended on which corporation's container Blocks. GeoCorp has the biggest, venture has the smallest.
- Resource Transfer-er works like Chargers but for connecting techs and transfer resources between them. Their transfer rate and range doesn't have to differ from Corporations as I see no reason other than being a hindrance, but possible.

- If the container is destroyed with resources in it, 50% (can be changed for balance) of them will drop as a indestructible cargo pickup that can be collected by running it over / with a collector. Storing Containers in SCU will also drop cargo but fully. Same as in co-op when ran over.
3. Resource Management Function Interface

(Make-shift UI)
Resource Management Function Interface or RMFI (Re-mi-fee) is a tab located above your block inventory button , it shows the each container on your tech and how full it is. It will also be used to control manufacturing blocks
- Refineries will refine raw resources into refined ones as long as there's extra storage containers to place them. You can select which type of resource to be processed and how much by dragging the slider or ticking "Repeat". Refineries will look similar to the existing one, but will not have input/output and has a tank behind. Different Corporations has different processing speed and capacity. GeoCorp's refinery can process a lot at once, while Venture's mobile refinery process very quickly
- Delivery Cannons has the same slider. It will fill a capsule and launch resources. Again, different corporations has different efficiency.
- Power generators can be toggled on and off, it will automatically take any burnable resources as fuel unless you mark a certain container for it.
- Fabricator will have the same UI, but more on that later.
Edit2: More about Disadvantage List and updated intro
Edit3: Adding more on Disadvantage, adding "problems with current system", and separating the parts for word limits.
Edit4: My point on removing conveyors, more moving.
Continued in the comments.
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