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The "It's Growin On Me" malignant upgrade is giving me way more copper boosts than iron ones. Might be worth checking the logic there. And yes, this is not just a fluke, it's consistent over two whole prestiges.
Here's the code for that! (I'll try to type it so that it looks slightly readable, since comments don't display new lines.) --- var roll = randi()%2 ----- match roll: ----- 0: ----- rt.g[4].d.t[1] += c.inhand * 0.1 ----- 1: ----- rt.g[5].d.t[1] += c.inhand * 0.1 --- It's 50/50 :D That creates a situation where each run is unique, if only in this one way.
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The game needs to be more clear as to what items use as fuel, and maybe ideally show how much, with a page that lines up exactly income vs upkeep. - Personally I think the income/upkeep mechanics feels punishing if the wrong parts of the machine go wrong, since I don't think I can turn off specific production, or lower it, to fix a hiccup.
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it's a good concept. would like to see a manual way of adding fuel to a property or lored so i can add enough for a 5 minute stint then turn it off for auto fuel add
Heck yeah you can! There's going to be 3 extra tiers of LOREDs. I have the next tier all planned out, and I think I want them to be available from the start (as soon as you can afford them) so there will be a lot to manage.
I agree! There used to be a tip in the game that said "will u fix ur freaking game? i can barely see concrete" but that was before I took out the useless tips. I just increased it from 20% white to 35% white. Lol, I should put that in the patch notes. "Buffed concrete brightness by 75%"
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I seem to have a problem with coal autobuyer not functioning. Stone, copper ore and iron ore work just fine, but coal doesn't.
AUTOSHOVELER buys the COAL LORED if its net income is negative (unless certain malignant upgrades are owned). I would really like to make a system where you have full control over the autobuyers, but that might be hard D:
Also, if it's not buying even when the net incoming is negative, make sure it's not turned off in the settings
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The pause button means that the producer does not send the produce onwards. For example, joules seem to require using it to get to some joule upgrades; otherwise joules are used as soon as they are produced.
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Pressing the little 'pause' button on things does not seem to stop them from actually doing things.. they continue using up resources, and can make it hard to do things..
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game is a little less idle and a little more incremental. Theres nothing that holds your attention to the game. You have a great layout and idea so far, perhaps upping resource acquisition would improve it
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im getting close to malignant reset. does 1 malignant count as 1% bonus?
second question, does that bonus if it excists count even if you use malignant on malignant upgrades? :)
I don't know what you mean. For the IRON LORED, it displays how much iron ore it has available to smelt and how much it requires before it can smelt it. If it would help, go into the hud options in the menu and check the "proportional inventory" option.
Could you try to enable "prevent cross-site tracking" in your settings and see if it works then? Safari doesn't support very much but when looking into this I heard that might help. I hope so, anyway.
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great start but please change the ores to conventional colors. Light blue/Teal for iron does not make sense, neither does purple for coal or gold for copper. If you want to keep the colors you have just make up material names.
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Honestly I'm loving the animations. The game is simple enough so far that it doesn't really need a tutorial, which is a good thing. A+ so far