Advanced Nodes

    Documentation

    Delays & Queues

    Delays & Queues

    In many games, producing, consuming, and trading resources takes time. The time it requires to complete an action might be crucial for the game balance – think about all the games out there with a time-based economy.

    Same Node, 2 functions

    success

    In a Machinations diagram, use a Delay Node to delay the flow of Resources as they get distributed in your diagram.

    A Delay is represented by a small circle with an hourglass inside.

    warning

    The Formula on the Delay’s output connection indicates how many time steps a Resource is delayed.

    Note that this is different from most Formulas on Resource Connections, which ordinarily represent a flow rate.

    This time is dynamic, it can be change by other elements in the diagram via Formula Modifiers.

    🔧 In the Delay example below, play the diagram Step by Step. Notice the counter in the play bar (next to the Reset Button) and the flow of Soldiers through the model. It takes 5 time Steps to train a Soldier.

    Here’s the step-by-step rundown:
    Step 1: 3 Gold are converted into a Soldier & sent to the Training facility (Delay node)
    Step 2: First Soldier is in training (delayed), and a second one is commissioned  
    Steps 3 – 5: both Soldiers are in training (delayed)
    Step 6: First Soldier is pushed to the Soldiers’ Pool. The second is still in training
    Step 7: Second Soldier is sent to the Soldiers’ Pool

    A Delay can process multiple Resources simultaneously. This means that all incoming Resources are delayed for the specified number of time steps regardless of the number of Resources currently being delayed.

    info

    Other elements in the diagram can change the delay setting through Formula Modifiers or triggers – Buffer diagram below.

    Or you can specify a random delay time using the dice notation or custom variables.

    success

    Delays can be turned into Queues. A Queue has 2 hourglass symbols instead of one.

    Queues process only one Resource at a time.

    🔧 In the Queue example below, play the diagram (Step by Step). In this case, orders from Build are queued and processed one at a time every 5 Time Steps.

    Step-by-step rundown:
    Step 1: Three Gold are converted into a Soldier & sent to the Training facility (Queue)
    Step 2: Initial Soldier is being trained (queued) for 1 step. Another three Gold are converted into a Soldier & sent to the Training facility (Queue), but their training is not started
    Step 3-5: the first Soldier is being trained & the second Soldier awaits in queue
    Step 6: the first Soldier gets pushed to the Soldiers’ Pool & the second Soldier starts their training
    Step 6-10: second Soldier is in training
    Step 11: the second Soldier gets pushed to the Soldiers’ Pool

    success

    Delays and Queues can use State Connections that communicate the number of Resources they are currently processing (including the number of Resources waiting in a Queue to be processed).

    See diagram below.

    Contents

    All Rights Reserved © Machinations S.àr.l

    8217, Mamer, Luxembourg, accounts at BGL BNP PARIBAS, VAT number: LU30464284

    We use cookies for marketing and analytics. We also share information about your use of our site with our marketing and analytics partners who may combine it with other information that you’ve provided to them. You consent to our cookies if you continue to use our site. Learn more