Machines, coils and condition

I nearly put this in support, but I don’t think it’s a bug as such, just an imbalance or quirk.

I’ve mentioned this before but got some screenshots to help illustrate.

My example is on a mixer with max coils.

Mixer aand coils were fully repaired at the same time, so all starting with max condition.

After x amount of use they condition bar is at the same point in both:


Let’s call it 50%.

A look at the mixer condition bar inside the machine:

1945/4000 condition.

The coils have greater condition stats than the machine does, I don’t know exactly what that is but let’s say 40000 (you’ll see why a bit further down).

This is x10 more than the machine.

Why then does crafting an item take x10 as much wear off a coil as it does the machine?

One hit with my spanner repairs the machine completely (15k condition added, only 2kish needed)

But adding 15k condition does not fully repair the coil:

You can see the bar is still yellow, and not green.

I guess what I’m getting at is if my crafting took just over 2k condition off the mixer, then surely it should take just over 2k condition off the coils, not just over 15k as it is doing now!

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Repairing machines again, and remind me of this and thought of another way of illustrating my point of it being imbalanced.

If you don’t think of the numbers at all and only what percentage you are adding or removing from the wear bar (after all, this is all that actually matters, the numbers could say absolutely anything really), currently the coils are as easy as the machines to reduce the wear bar (they go down by the same percentage at the same time) but they are more difficult to increase the wear bar (the bar increases by a different percentage when hit by a spanner).

I suggest that the coils actually reduce by the number stated in the crafting recipe each time, meaning they have to be repaired much less often than the machine they are attached to.

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I agree with this, they should be balanced.