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> Are the deliveries continuous and not bursty

They are not "bursty", but they can fluctuate. Power fluctuation, fuel shortage or upstream supply chain issue could cause a building to skip a production cycle - and impact all its downstream. In fact that is a core challenge in the game. So the core game logic has to be simulated, not calculated.

Doing multithread in JavaScript (via WebWorker) is kind of painful.



With the suggested method you could skip a production cycle by unlinking a producer from a consumer. Due to the setTimeout the fluctuations propagate through the factory just as they would with resource nodes flying around. Of course the details are a bit more complicated (you don't want to miss resources or produce too much due to the abstraction), and I see why you went the easier route ;-)

Yeah, multithreading is often a pain. OTOH the gains can be enormous.




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