after you get the albert piece from the hardware screen and attempts to drag it down all the peces shift down and you ccan't interact with them anymore
can you add hotkeys to purchase buildings? i mean we already have hotkeys for spells so why not buildings?
Also, can you add an auto-purchase for buildings?
Can you make it so that shows what's the most efficient to buy when viewing dealers and builds? by efficient i mean the highest amount of drug sold/produced per dollar
Oh thank god the laser isn't just a glorified version of the minigun like the plasma gun, but i really miss a constant beam that would fire all the time, something like a really high rate of fire but low individual damage and just sweep over the enemy
Maybe i'm getting something wrong from the help, but i placed 4 quads cells in a 2x2 pattern and placed a single advanced coolant cell next to each quad, and rolled a tick, each cell is producing exactly 100 heat and 140 power at 0 reactor temperature, f the help is correct, quads produce 4 pulses, in a 2x2 grid every quad is receiving 8 pulses from adjacent quads, meaning 12 pulses per quad, if power scales linearly this should be 12x the power of each quad, in my case 1008 power(84 power) and 1728 heat per quad(36 base).
Fix this bug please so while we can't test our designs in an experimental reactor simple brain.exe can solve these problems using math.
It's not a bug. It's another instance of the game's mechanics not being clear to the player. Every quad, on its own, is creating 12 pulses. This is because that is what a 2 x 2 arrangement of single cells would create. (Four cells, each cell producing one extra pulse in two other cells.) So, a 2 x 2 of quads means that you have four quads, each quad producing four extra pulses in two other quads. The end result is 20 pulses in each quad. But the _base_ power per pulse for uranium, regardless of configuration, is 1. So the end result is 1 * 4 * 20 = 80 power per tick. I'm not sure why you're getting 140. Maybe you have upgrades of some kind? I just tested this in my end and got 80 power per tick.
It's not a bug. It's another instance of the game's mechanics not being clear to the player. Every quad, on its own, is creating 12 pulses. This is because that is what a 2 x 2 arrangement of single cells would create. (Four cells, each cell producing one extra pulse in two other cells.) So, a 2 x 2 of quads means that you have four quads, each quad producing four extra pulses in two other quads. The end result is 20 pulses in each quad. But the _base_ power per pulse for uranium, regardless of configuration, is 1. So the end result is 1 * 4 * 20 = 80 power per tick. I'm not sure why you're getting 140. Maybe you have upgrades of some kind? I just tested this in my end and got 80 power per tick.