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I'd like the developer to know about a glitch with the "Refractored Prodium" prestige upgrade. If you are able to collect about 1Qi cash, spamming prodium cells while the reactor is melting down allows you to generate power and heat.
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That is not a walkthrough, that is more a early build since it's considerably different from what we have... And to note, apparently the super capacitor makes a horrible coolant replacement after actually trying it...
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Of course if you're not using the most expensive items for managing heat, you can always connect a heat outlet directly to 4 heat sinks, just make sure the heat sinks are 1 level higher than your heat outlet and they won't ever blow up; Or if you know you'll never exceed the heat sink's dissipation rate you can connect it/them directly to the heat outlet as well, i'm finding this best when restarting as it makes for very tiny fast and compact heat management while you're quickly racking up money until you can get to the advanced cells or the most expensive parts.
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Yeah, upgrades make a huge difference, especially the first one which doubles the effect of everything. After that it is just linear progression (x2, x3, x4 of the base, etc). The most compact and efficient method of cooling can be done with 7 parts (heat outlet, 2 exchangers, 4 heat sinks) however it doesn't give you much warning if something's wrong before it blows. With the upgrades capacitors make your heat sinks more effective, and plating makes your heat exchangers/inlets/outlets more effective. You might end up with a screen full of capacitors to auto-sell, but more likely to manage heat more in line with your current strategy. If you use super capacitors it appears you can use them as a drop-replacement for coolants, as they hold a lot of heat and need to be vented often. Maybe we need a guide somewhere, or a video...
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If you're having issues with heat, try adding a "buffer". Use vents and outlets a stage higher than the exchanger between them. The exchanger is a few orders of magnitude smaller, so a percentage that doesn't show up on the larger ones shows up there. It gives you a warning about a heat issue before things start exploding. This can also work with other setups, the main part is having your 'buffer' object be one tier lower than the other devices.
Also, the upgrades are a -huge- benefit. Do not skimp on the upgrades. Upgrade your vents, upgrade your capacitor effect on your coolant system, whatever. Just upgrade.
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Perhaps there should be added enhanced descriptions for researched tecnologies.
For example, if I knew how the vortex cooling worked I'd never had researched it, all due respect but the way it is now is completely useless, a component that can just store heat, extremelly expensive, and you can't remove this heat afterwards.
Speaking of that, some of the researched tech are very good, other are far from desirable, perhaps some tweaking on them could be done, like research to auto-renew protium, monastium, etc.
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How odd... It says i'm dealing with 95T heat per tick, yet when i added up the heat from the fuel cells, it comes to 767T heat per tick... I'd like a technical breakdowns of how this is being calculated, perhaps a tooltip on the statistics window.
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Welp, maxed out everything with a bajillion exotic particle to spare. I'm sure I wasn't the only person to figure it out, consider the this game beaten.
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Something else perhaps is a way to analyze a configuration. Say we can click on what acts as our core heating unit, one directly connected to a cell or heat outlet and get statistics. For simplicity the example is a cell, 1 exchange transfer, and 3 heat sinks. If I can select all those, I'd like information like the max heat the entire structure can hold, the amount of heat maximum i can get, currently getting, heat dissipation rate, heat outlet rate, how many ticks before it is expected to blow up if left unchecked, at full power, etc. Maybe have it blinking red if a change in configuration makes it so it will blow up (but only the selected portion), the max heat recommended for your reactor for 1, 5x, 10x of identical configurations, etc. Maybe other statistics like the original item's stats were before prestige or upgrades were, for comparison... An reactor-wide removal of empty fuel cells, a upgrade/downgrade button so you can do in-place replacements.
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Something i'm curious of is if the heat sink's dissipation is considered as part of the max heat held by the heat exchangers; I don't think it is. With a combination of upgrades i've had 30B heat removed per tick, yet the heat sinks only hold 1B max. This means instead of treating the heat exchangers as having 31B for the max; If it's still 1B and transfers considerably less than what it can dissipate. That problem goes away when the dissipation rate is 1/10th or so the max heat value for heat sinks (2B/20B). Like with higher dissipation than the max value, you won't get any warning before the heat sinks just blow up instantly if they get too much. I'd like to see a variant of a heat inlet/outlet/exchanger that only works when the heat value of your reactor is above a certain percentage of the max (say 75%), this would let you more optimize for getting extra output from the 'forceful fission' upgrade.I'd also like heat exchangers that can connect in all 8 directions; Or use a hex grid.
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There should be a keybinding to replace all of x type of object of object with y. For example, if, say shift+clicking an advanced heat vent replaced all heat vents with an advanced heat vent. That would make upgrading builds much easier.
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is it a glitch to have negative exotic particles? or did i do something seriously bad? i have to re-earn ALL the EP i gained... feels like a glitch.
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I feel what this game REALLY needs is increased heat capacity.
Even with plating, the heat capacity of the reactor is very low compared to the head output of later materials. Also, the Heat Vents, due to capacitors, often easily "reduce" their own heat by the same or more than they can "store". This gives you basically no time to correct a mistake after trying something that does not work. IMHO the heat capacity of vents should be 10 times what its now across the board, same for reactor.
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Bug with stavrium cells: reflectors that are more than a cell away don't decay although they increase the power of the reactor.
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exotic particles after reset -6959. went back after a while not playing and the number of exotic particles I would get was negative. tried resetting since the number changed too slowly and right after reset it still says I will gain -6959 on reset. weren't we supposed to get more intead of less of them? can i somehow fix this bug?
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Here are some tips to keep a stable reactor 1:If anything at all explodes/breaks, The reactor does not work well continue to replace parts until nothing breaks, then you have a successful reactor. 2:Make sure you always have alot of extra money, the reason for this is unexpected meltdowns. You need to be able to rebuild your base, or revert to a smaller version if you want to be sucessful. 4:Only upgrade to higher tier cells if you know for certain that it won't break your system. Do not jump headfirst into buying now cell types because in most cases your reactor is not ready for it. 5:Build your power increasers separate from the actual reactor, this way they have less of a chance to be melted.
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It seems like a better selection for placing/selling could be incorporated. Say, 2 buttons that stand for buy/sell size/configuration. Box, Box&fill, checkered, box&checkered,single, etc. Alternatively an easier one would be click & drag letting you do any NxN block quickly. Several times i've filled part of the screen with cylinders, and then want to clear them to change the type, or upgrade my cooling mechanism and i have to do it all manually.
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Example of current: Cores with reflectors, heat outlets with vents directly. Sometimes combining with heating the reactor using inlets. Can also make the reactor pulse with inlets combined with coolant cells and exchangers, but doing that is inefficient *primarily* due to the inefficiency of having to use cells for exchangers. In anycase you can optimize the number of vents vs. the number of capacitators, and find the intersection where the combined cooling is the largest. Usually what happens is that you build something like 108 vents with 21 outlets, 36 reflectors, 25 cores and 114 capacitators, but that depends on which upgrades you've selected and which cores are you currently using. Note though is that no inlets, exchangers, coolants, plating is required. A couple of plates can be used when core number is high enough to support the inlet heating, wastes a couple of cells in itself and requires extra cooling. It wouldn't require extra cooling with dynamic components though.
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Anyway I recommend looking at systems like these which could make the reactor designing more interesting, and allow complex devices. Currently simple devices outcompete complex devices.
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And in addition to this you could make switches. Switches which start when core is cold/warm and alter the function of neighbouring cells. Or based on the heat of teh neighbouring cells themselves. You could create multiple types of switches, basically there's condition, and once the condition is met, the switch disables a structure to a given direction or a combination of directions, or all directions.
This could be combined with an improved reflector design. Basically you could have the reflectors be considerably more effective than they're now, but also increase the heat production of the reactor. The switches could then be used to reduce both power and heat generation by disabling the reflectors. Inlets and outlets with dynamic designs could also be used to make the reactor core pulse, so that it heats up and cools down in a cycle, which produces spikes of power with the fission feature.
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I'd also like to suggest adding dynamic components. Such that alter their function quantitatively or qualitatively based on their heat or the heat of the surrounding cells, or the abstract core. For an example a heat inlet which would reduce pumping percentually when the abstract core heats up percentually would allow a very easy method of creating a reactor that operates while heated. Perhaps even too easy. Other possibilities you can consider along these lines is an alternative version of each device which changes it's function based on heating. For an example, you could have exchanger type II, which would speed up when heated, adn exchanger type III which would slow down when heated. This would allow controlling the spread of heat, but it still doesn't make exchangers actually worth building. The same can be done with outlets, alternatives which increase or decrease pumping based on reactor heat or the cell heat itself.
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Currently the reactor temperature is an abstraction. I'm fine with that, I like abastractions in general. But it might be possible to create a concrete reactor temperature, in which the cores heatup, and produce more power due to the forceful fission upgrade. And you could also add automatic heat transfer between cells, something similar to the exchangers, this might then create interesting possibilities like 2 cores next to each other, heating each other up, as well as gradually heating the surroundings. That in turn could be met with having to actually wall in the cores with the plating, to prevent the heat from spreading.
Currently it's possible to heat the abstract reactor using the red inlet pumps, but this also adds a load on the outlets, reducing the efficiency of cooling, but the fission upgrade can allow reactors with a large number of both cores and vents to make up for the difference with the increased power generation.
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In the prestige system the double heat,power upgrade is redundant due to the protium cells. You wouldn't want to double the heat consumption of protium cells when their upgrade does the same.
I'm anticipating, partially based on comments speaking of melting the reactor, that once you've accumulated a sufficient number of exotic particles there's a method that allows spamming the cores. I don't know exactly, but I'm guessing it has to do with the core upgrades being 4x. That's the only way to make the core upgrades comparable to capacitator or vent upgrades, which only double efficiency. However as the upgrades doubling in cost I think the core can catch up by a factor 2 at best.