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This game! So good!! Moaaar!!! Honestly though well done, very well thought out and refined, a true masterpiece... and its free! W00t
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Another comment: just a minor bug. When you conveyor belt connected to a foundry (dunno about sellers) they lose all their stock( that's pure waste of valuable resources)
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Switch to steel as soon as you can afford it. But make sure your at 100% production. Unlike iron production steel costs x amount of money per tick. So until you buy upgrades that means 2 steel foundry's for 1 steel seller. So its best to wait until you can buy 2 steel foundry's 4 coal buyers and one seller.
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Doh, found it. Having it somewhere in the interface would be useful since the game news can only hold a limited amount of text.
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a suggestion, if there is no overall trend of surplus, allow offline-mode, and if there is a surplus of any form, make offline-mode impossible.
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"Error loading the game. Please try again and if still happens, send this to developer: 'Uint8Array' factoryidle.com/app.js line:52 col: undefined"
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@tobiashunter, Since I don't have a picture of your setup to go off of, make sure you only have 2 outputs from the lab (unless you have rockets unlocked) since you can conveyor up to 20 research or waste every 20 ticks. Based off what you have said, that seems the most likely issue unless you are using 3 or more outputs, in which case we would need a picture of your setup to help. (we being if you really have a bugged file and the developer can look at it too.)
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@Dyno I have read the pro-tips, and I have a system set up "properly". That still doesn't stop it, when I reload the game (or log off for awhile and come back) from screwing up. Specifically, the issues are with the gas/oil labs, It always, when I reload/log off will output waste from both outputs. According to the "pro tips" this shouldn't happen. Once I clean it then reset it, it works fine, until I log off.
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@tobiashunter, if you've read the pro tips section of the help you would know how a building decides its output priority. If conveyor that it would output its next item to is full, then it will output it to the next available conveyor and thus the outputs can change order. this is also what the clear tracks button is for so that buildings restart their output priority.
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I'm fine with complexity, but when it changes randomly, and multiple times, it's not complex. It's pure RNG. Every time I log back on, I have to reset my waste system, as the outputs get swapped. That has absolutely NOTHING to do with "being mechanically inclined".
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adds complexity, too easy otherwise. guess it should be toned down for those who aren't mechanically inclined in the least... which is being discussed now.
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The "waste" system needs removed. It' adds nothing to the game, it makes no sense at where it randomly comes out at, and even when you think you finally figured it out, the game LOL's at you and changes it up. It detracts so much from an otherwise good game, and adds, literally nothing.
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One thing I would like to see changed is either lowering research point costs , or increasing rp gains. Other than that minor gripe, pretty good so far!
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dyno: i wouldn't say you were producing *too much* per se, more like you can't sell fast enough. Also, dedicated conveyor lines aren't a bad thing, you need them sometimes.
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Mr. P... i suspect that would require quite a reworking of the entire game from the ground up to implement those 'dots' of yours. the general overview, I support... however, your dots would not be worth it when you can get the same effect by merely paying attention to where you place things.
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Whats with people wanting to change the clockwise selection for outputs? I like it in the fact that it makes you think ahead/ try really hard to make the best use of space. Its also fun to have conveyor belts running between buildings, which you can do across the yellow lined openings. I love the game so far, even with the high research walls, which allow you to save up money for the, i'm guessing, expensive new structures.
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I hope the game grows and changes because I like it but I can already find myself getting to a point where progress is too minimal and I just have to let the game run untill I can afford some upgrade and then I can rebuild and let it run again.
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Another thing would be to add dot for garbage and a dot for the element / report on pieces that produce multiple items that way when we drag the conveyor build tool from that dot, we get the intended item. So, for example plastic maker has 2 dots that light up as soon as it has produced its items, if we click and drag from the dot of the item we want to our destination then that light goes out untill the other one is used, once both are used, both are re-lit in case we want multiple conveyors leaving the maker with the same item. If we do not drag from a dot the first conveyor comes out with all the items on it, same as it is now. In the same manner, when we have multiple items on a conveyor
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Please make the factories screen (the one where we must select) show total sellers for each seller type a player has in that factory and below that the quantity of those at 100% efficiency., total for each lab type and below that total labs running at 100% efficiency and maybe similar for research centers but since always 100% i guess the thing to do is total research centers and then a quantity, if any, of research centers without reports in stock. Or maybe total the amount of research center storage for reports and give us a % of those that are full/or empty. Some small overview of our efficiency so we dont need to move all over the map inspect each individually.
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@ Balduranus Nice work so far, some of the areas are of such an awkward size and shape (A7 probably top my list so far) I think you must enjoy torturing us. After several days playing I have come up with some ideas that I hope can be implimented.
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If you have a facility that produces a product and waste and your product line gets backed up, it means you are producing too much. To prevent a backup separate the product conveyor to a seller or increase max stock (for research labs). This will prevent a backup and thus getting waste products in you product line. Making a line only move 1 thing kinda defeats the purpose of the game.
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Quick note for the facilities that produce waste. Going clockwise from the top around the object, the 1st output will be the nonwaste output (good product) and the 2nd output will be waste. Or at least that is what I have noted in my game.
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Alternatively modify the garbage facility to accept only waste since I'm pretty sure someone would get sacked for that - "where are the research reports from our new $2 billion center?" "I threw them in the bin"
Haha!! Good one! Currently there are no plans to modify how the outputs work though, but last update made one simplification, that should make it easier.
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Please add an option so that if a single output is full and there are two outputs, the entire component will shutdown, rather than "alternating" mixed output on to the other non-full conveyer. In other words, once an product comes out on an output, it should be the only type of product that ever comes out on that output.
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you could just hit clear tracks shotgun. there's a clearly defined bias if you do, and i would suggest following it by clearing tracks until you get enough xp to do your own thing.
I have tried to balance it so that it wouldn't be too fast for effective layouts. Otherwise for every very good layout you would need to destroy it too quickly, because you got upgrades so fast. If it really goes slow, try to rethink your layout, maybe you can make it better? (50% effectiveness vs 100% difference is huge or wasted space). But this is definitely not a 6 hour game, planned to have content for months.
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The coal doesn't seem like it is timed right with the other components. As the others say that it makes something every 10 ticks and the coal buyer seems to buy faster then the others. Even though the iron foundry and buyer are running at 100%!
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I would like to see storage components so if your conveyor line was full, you could stick it on the line to get extra space, and make it so that it lets items out the same order they came in.
But in overall, it would just get full at some point and then what should happen? Not sure I understand why this component would be useful, can you please give more insight :)
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I really like how the bonus ticks for offline production works, great idea :)
Could you add in a zoom function? I find it hard to see clearly when I'm building and my eyes strain a bit, something like a 2x zoom would make it a lot easier for me when building a production line. Thanks a lot for the game, its really well made and awesome as an idle game :)
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I didn't realize you could draw a straight conveyor belt across the top of another one to cross over each other until I did it on accident... once I figured that out it really helped with getting stuff to the right places when sending iron/steel around to the labs.
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SHIFT+click should work even if you do not have any component active. (I mean just regular mouse pointer should be able to sell...)
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It would be great to see an upgrade to the conveyor belt that would be a sorting gate at junctions. For example, a gate that would allow iron ore to go in one direction at the gate and smelted iron to go in another. It would help to remove clutter when making conveyor belts.
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this game as you go on gets to hard to make a profit and honestly a lot of things in it don't make sense. doesn't help that once you get the extra button you can't read what things do anymore when hovering over them.
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Conveyors need to be able to push more at higher levels. 4 conyers outputting from a foundry still can't fit all the materials I'm pushing out.
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Please remove the feature where after making a purchase a new purchase is displayed - please display all 4 from the start. It gives a very negative feeling of "suckered you, that's not all!" after a purchase is made.
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@baldurans, I meant being able to go to reduced performance mode without the time limit like it used to be, or the option to switch between the 2 (instant or timed). Oh and I meant electronics earlier not software. Great game so far, can't wait to see what my next stuff to research is (avoiding spoilers for those not to electronics yet).