A factory that turns ore into bars produces too much when the ore runs short
Chains of producers, where one eats what another makes, go wrong when the supplier is slower than the eater. The output must slow to the supply once the stock is gone. Here is the two-phase sum that gets it right, even after hours away.
Why this works
A machine cannot make more than it is fed. Splitting the time into the stretch where the stock lasts and the stretch where only the supply counts keeps output honest, even when the whole absence is settled in one step.
When not to use it
Skip it when the machine draws from a stock that is always refilled by the player's own action, or when running short is not meant to matter. A simple on-or-off switch is easier to read than a gradual slowing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 15 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A factory that turns ore into bars produces too much when the ore runs short" (read_entry idle-converter-runs-out-of-input) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP