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The upgrades should be that you get more energy in less time instead of making the time that they stay longer. Now I have to wait the whole for my cells to be used up.
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If implemented properly, with scenarios, constraints, and resource limits this could be a game that would be a miniature SpaceChem. What I think it needs: [1] A sell-all option, of course cannot be used as emergency bailout. (Can only be used when there's less than 30% heat and it's not increasing) [2] Time compression, as it's quite boring to experiment with a certain model and wait. Of course, time compression means the reactor blows up faster if you fail to control heat. [3] Overlays, such as heat density and pulse distribution. "Heat Bars" on each component make me squint. [4] Use pictorial or list to display property of each component. Going all-verbose makes it hard to focus.
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Cont. A Basic Heat Exchanger is able to move 16 heat per Tick. With 4 Heat Vents connected to it, it will in at full capacity move 16/4 heat to each of those, and at the same time Move 16 Heat to, or from the Reactor buffer, so a total of 32 heat movement per tick.
However if 3 of the vents already have a lot of heat, it might move 16 heat to just 1 of the Vents, as it says on the tool tip, tries to Balance out.
The Heat dispersal happens between ticks, so you won't see them actually change drastically, because heat has already been removed from a Vent, and been replaced in the Vent.
But i would love have much more details on this, perhaps how much Heat moved/dispersed last tick on the Vents, Heat Exchangers, and from and to the Reactor, as well as a total of Heat dispersal and Heat generation.
And i saw a comment about wanting a new feature for the Heat Exchangers, being able to decide if it should Move to, or from, or just between adjacent components. That would be really nice.
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Reactor Incremental is a game about building your own reactor!
This game is technical and complex, I like that.
And it has tons of managing.
Overall this is a very "cool" game. (See what I did there?)
4.5/5
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I see there is a lot of confusion with how the heat exchangers actually work.
Too my understanding it uses the Reactor(Top right Heat) as a buffer.
Example: If you have a Double Uranium Cell, it generates 8 heat, and you build a Basic Heat Exchanger connected to it, you will move that 8 heat away from it, and store it in the Reactor. But if you connect 2 Basic Heat Vents to the Heat Exchanger, you will remove 8 heat per tick.
But it doesn't, not immediately anyway , when the Reactor Heat starts to fill up, the Heat Exchanger will start to move more Heat away from the Reactor, than to it, and the Heat vents will start to working at 100%.
This is a little annoying, because it takes sometime for it to stabilize, and you won't really know, unless you calculated it, if your setup can actually take the heat.
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Seems like last patch fixed a lot, but half missed heat/vent problem. Sure you can't spam only vents to dissipate heat anymore, but after patch you only have to connect vents to heat exchanger and still no connection to reactor is required :/ Maybe adding heat capacity for reactor itself which would be a common sense as in reality :) Just a little problem to be taken care of on next patch.
Anyhow, thumbs up for so simple yet interesting game;)
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Was running 12-15 quad uranium... was idle ready, tried 2 quad plutonium and blew the reactor up, note to self... must read numbers
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I cant make sense of how cells work. I have a setup which takes quad uranium cells and doesnt even sweat, but as soon as i replace them with single thorium cells, which are only 11% hotter, it goes nuclear in a few seconds. It seems something is odd with the heat multiplication?
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There is definitely something wrong with the heat exchangers. I built 2 basic heat exchangers with a basic heat vent on one side and a basic coolant cell on the other side of each one. I placed some cells away from them to build up some heat in the reactor and waited untill they ran out. I would expect since there are 2 vents that get rid of heat at 4 each that the total heat should eb going down by 8 each tic. Instead in the heat window, the tic goes up and down a bunch, sometimes the total heat even goes up at this point with no active cells. It seems like the heat is just getting moved around or double counted somehow.
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You know you got hooked by the game when you create an excel file to calculate and test heat/vent/earning possibilities :D (tip: you should try, it does make things easier to predict and manage)
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I think plating system is broken, the more you add plating the more heat you gain while the percentage of heat produced is about the same when you don't use an plating
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Hm, the only thing I'm finding annoying right now is having to replace every cell on my grid after upgrading duration. Is there any way cells can keep their percentage of life remaining upon upgrade, instead of the exact number of ticks?
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I believe the heatsink upgrades are not stacking. With first four heatsink upgrades purchased, here is the heat reduction of the ultimate heat-sink... 0 plating, 57.87k. 1 plating, 58.449k. 2 plating, 59.027k. 3 plating, 59.606k. Which means each plating is increasing the heat reduction by 1%, not 4% (as would be expected from having purchased four 1% upgrades). It's possible this is just a tooltip error; I haven't tried to measure the actual reduction.
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Really fun game until late game, it definitely needs some tweaks and more upgrades.
Only way i found to sustain Quad Nefastium Cell's were Only using Coolant Cells.
http://s13.postimg.org/b9dj9u5n9/Re_Balance.png
Even the Coolant Cell in between 2 Quad Nefastium cells only cost ~13% of the power generated before needing to swap it out.
But im not going to sit here for 64 days straight swapping out coolant cells and pressing Sell All Power.
Even if the Heatsink upgrades worked, i only found a build capable of around ~24M Heat/tick. Compared to now, where it's only possible to get ~13M Heat/tick, if i remember correctly. So we need some higher tiers, or upgrades for existing ones.
Keep up the good work, i can't wait to see this game in more a polished state!
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great game, cant stop playing, this game has so many choices or spawns in the directions it could go, more idle or faster active play
new version is hard to get used to, a well explained tut with demos of the various items and usages would be nice , anyway not knowing your image for the game...it would be nice to have a fast forward button choice( or slider) 2x 4x 8x 16x etc with an auto cancel - e.g user sets % heat gauge warning - maybe even with an alarm sound and it auto throttles speed back to 1x
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the game has stopped saving for me; I always re-open incrementals in a new window and refresh before I close the game, to verify that it is saved, and it no longer saves.
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Alright, if you want to tag it as an 'idle' game, you need to be able to step away from the computer for a while without having to do anything. Even when you get to the point that it takes forever to deplete a power cell, it's still not an 'idle' game, because they WILL eventually run out. Just make a checkbox or something that enables the game to replace a power cell when it runs out. I think it'd be pretty simple to implement, actually. Then this could ACTUALLY be an idle game. :P
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How about upgrades for how much heat the pipes can transfer per tick and how much the fans can cool themselves off per tick?
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Something i think would be helpful is a way to upgrade tick speed for late game reactors since they last for much longer then the starting ones, or an offline mode where they continues to run while closed
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that's different too: heat vents no longer reduce the reactor's heat along with their own! instead the exchangers pull heat out of the reactor and pass it on to the vents-and the coolant cells! it suprised me when i build some new coolant cells and exchangers with NO connection to the uranium cells and they got hot!
oh, and it appears exchangers will not pass heat diagonally to vents.
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Spent fuel cells either need to blow up or "re-buy" on their own. Also, none of the parts are even necessary. Just vents and fuel. Done.
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it appears that heat from cells now spreads diagonally...was it always that way? and do heat-exchangers pass heat on diagonally also? that would effect my strategy.
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the new update has a bug the heat exchanger says that it transfers heat to and from the reactor but it doesnt. also not sure if this was planed but vents no longer vent from reactor
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Picture of my old stable setup. Once finished you can easily run multiple double doloriums. (This setup cools down faster than it generates heat, and has enough transfer by far to not need to replace the cooling tanks.)
http://snag.gy/492sc.jpg
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sptdexs build works to generate cash, and it's one of the fastest ways that way, but requires rebuilding once the coolant cells are nearly full. When heat and power generation is the same: The ultimate coolant cell costs 20B, but can store 180B. That means when you fully use that coolant cell, you have stored 180B heat, and you've gained 180B power (=> cash) in the meantime. If you use single cells, and you've got some nice upgrades in them, the power:heat ratio is like 4:1 or 5:1. Which means, the moment the cells generated 180B heat, you've gained 180x5 = 900B power.
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@TheMouseHunter Its not for passive play. I switch to this-http://postimg.org/image/6t45ckdtn/- then replace all collant cells about every 15 mins. if you wanna be less active you can use doubles instead of quads.
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bugreport: it seems like the heatsink upgrades don't stack. I still only get 1% per shielding, even though I should get 4% (I got 4 upgrades)
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A banking system or a way to store cash would be great. If you've just tested your new design and it goes boom all I tend to have left is pocket change. Great game though, played it for hours now.
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Something is messes up about heat exchangers, this setup stay with 7M heat at the reactor, when it should be draining up, cause there's nothing generating heat there.
http://s4.postimg.org/6c1j3g0vh/reactor2.png
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@sptdexs
Your build is epic for cash generation, but wouldn't that require being active to replace coolant cells quickly? Or do they take a loong time to fill up?
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For anyone saying you cannot use the quad nefastium cells. If you use 4 ultimate cooling cells then it will take the heat for about an hour and forty-five minutes so just switch them out every hour and a half and you will be fine. It is tedious but it is possible and you would be making around several trillion each switch if you do that with 24 of the quads.
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suggestion: Hardcore mode, where you can't sell cells. Could be other modifications too. Like 0% refound when selling other components.
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The double seaborgium cell build is only 66,5% of the power my build has - 133 cells with 1/3 of the power from quad cells = 44,3 quad cells - my build has 50 quad cells ( https://dl.dropboxusercontent.com/u/14330739/dde/best%20build..JPG )