Good to know, thanks for the very cool mod.
Ideally the best solution would be to allow the player to choose where the goods are stored, but I've no idea how hard would that be to implement.
Do you have any plans/ideas to add more industries, by the way?
I could make such an interface - but does it really have any advantage? The player will set the delivery point to the production delivery point in about 99% of cases - so there is not much gained except making the system more complicated.
Adding more industries? - Yes, definitely. I'm not spoiling which ones, though
Here's another thing that bothered me about the Variable Assembler again: perhaps I don't get something or maybe it is a bug.
The production itself, if I understand correctly, is intended to work as a normal industry; that is, it consumes locally produced/imported resources depending on demand, and adds refined resources to the colony's overall production. The extra resources every month dropped in your storage are a bonus.
Then why do the produced goods/commodities not stack with the ones produced by standard industries, as shown here for the fuel and supply VPC with a fuel production industry present: https://imgur.com/a/jAThdp1 - the value doesn't exceed 7 fuel units exported.
I have tested this with the domestic/luxury goods VPC - the production/exports don't grow when their relative standard industries are present.
Question one: is this an intended feature for balance reasons? And if not, then...
Question two: is this because of the local production of the demanded resource not being enough to support the VA? And if so, why don't the demanded resources get added to the colony's imports?
Starsector economy is logistic. That means this:
Every resource unit your colony displays is 10x the amount of the prior unit. This is why Gilead, at a base food output of 8 units, can supply the entire sector with food - it could, in theory, supply up to 10 planets that need 7 units of food each (if the engine cared about that, which it doesn't.)
Imagine if I stacked the resource units: The assembler produces 4 units (ten thousand items), the industry, 6 (one million items), you combine them and suddenly you have an output of
ten billion items, or 10 units?
The units you see in the industry screen is not a true representation of the produced item amounts. It is a heavy abstraction, called economy units. Economy units produced by industries are completely detached from commodities that the player trades with - there is a definition how many items make up an economy unit, but the economy system does not care about it (that is not entirely true, but explaining it is confusing.)
So - what the Variable industries deposit in the storage has absolutely nothing to do with the actual economic output. It is a number I calculated by taking upkeep vs. commodity cost and theoretical profit, running upkeep to output comparison with a logarithmic increase over market size, and balancing it manually a bit.
I hope that answered both questions.
By the way, this is also why Salvage Yards are so useful - they export their output alongside Heavy industry, which no other industry does because it would just be integrated in whatever industry delivers more units.