- 01Sample stock
- 02Compare thresholds
- 03Switch production
- 04Consume and sample again
Stock feedback control
Stock levels control production; separate start/stop thresholds prevent rapid toggling around one value.
The player's decision
Start early to avoid shortage or reduce switching and overproduction?
Original scenario
Original: bake below three loaves and stop at seven under variable demand; one threshold makes the oven chatter.
Start with this prototype
Build a ten-slot shelf, oven and twelve fixed demand ticks. Edit thresholds, chart stock/switches and avoid shortages or overflow; replay identical demand.
Change one variable
Vary threshold spacing and compare switching with stock occupancy.
What to observe in a playtest
Reject inverted thresholds and preserve state until the opposite threshold.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Hidden sampling/production order makes thresholds seem unreliable.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Factorio
The official wiki's latch example uses separate charge thresholds to prevent power chatter.
- Timberborn
Developer copy describes sensors, relays and counters for self-controlling dams and factories.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a ten-slot shelf, oven and twelve fixed demand ticks. Edit thresholds, chart stock/switches and avoid shortages or overflow; replay identical demand.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.