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I have identified a major bug. The help screens are transparent. If you click on a help screen, the action is carried out on the reactor. I found this after I had clicked absent-mindedly on a help screen, and found that I had added fuel cells to the reactor.
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@ tady159 That's normal, If you look at the power gauge, it will tell you how much energy you are producing. Then look at the sell button, it will tell you how much energy is automatically being converted for cash. What is happening, is you can passively convert more energy than you are making.
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At some points in my game, the power bar stops filling up, even if there are active cells producing energy, and I only get money from the "+$ per tick" that appears on the "Sell all power" button. Is this a normal behaviour of the game?
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There should be a way to sell all items, and there should be a way to tell the heat exchangers not to pour into the reactor
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What about a UNDO Button?. yup i think is stupid because is funny and entertaining learn how to get a fully efficient reactor, but sometimes a simple missclick and... BOOM!!!,you have to rebuild all again.
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Ignore my last comment. Realized the role of capacitors. I notice a weird thing happens; if you use heat exchangers to take heat from the air and send them to fans, increasing the heat capacity of the reactor also lowers the ability of the heat exchangers to effectively reduce the heat of the reactor (ostensibly because the heat exchangers are trying to take a percentage of heat or something?) So when I added more plating in order to try to increase the effective of my fans, I learned I actually got a better result when I replaced the plating with lower heat capacity plating. An overall 1/3 heat when the capacity was 30m and 10m of heat went down to 5m and 1.5 of heat, with nothing else changed except for plating.
Just thought that seemed counterintuitive.
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after like 2 minuets the only use for the manual cooler was to reset mistakes and/or experiments with components. (also what do the heat exchanger and neutron reflector do?)
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I know nothing about operating a nuclear reactor, and here I am, opreating a nuclear reactor.
I feel like Homer Simpson.
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Okay, so I replaced my old capacitors, and now all of my power except the auto-sell is disappearing. Is this a game play mistake or a bug? FYI I went back to my old capacitors and all is working fine.
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Sell everything button would be nice. I often find myself blowing my whole lab just so I don't have to sell every piece of equipment before rearranging my reacor.
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So something that I find kinda pointless is the fact that the reactor works on a percentile activity. For example in a setup that uses a coolant cell if you eventually remove all power generation despite having 4 ultimate energy transporters surrounding them eventually it will taper off until it's only removing about 2k energy a tick. This is also seen in that it's basically impossible to have a zero energy system without manually removing energy. Is it wrong to say that if a system has more energy than the transporter can handle per tick then that transporter should move 100% of what it can to the system?
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4) Sandbox mode, where is possible to try different configurations and understand heat and energy mechanics.
5) "More space" upgrade! I don't have enough space to fit everything, and I would pay to have more space!
6) Tweak the cost/energy/heat production of cells. The bigger the cost, the better the cost/energy and energy/heat should be! Possibly mantain the longer duration of expensive cells, so that they only pay for themselves in more time.
7) More (or possibly infinite variations of) Vents, Coolants, Refractors, Platings and Capacitors! Mantain their linearity in the cost/effictiency, for refractor you should mantain that increasing efficiency as well. For coolant... whatever. I don't use them.
8) Upgrading the 1% auto sell energy should be done on one button and be made so that is unlimited (you can purchase it as much as you like, as long as you have the money). Similar for vents upgrade
I think that's all for now!!! Love it and 5/5
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Making the cells last longer is kind of pointless when you get infinite supplies except for slightly reducing cost peer hour
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Alright, got it up over 60/t with no capacitors, and as I was adding the capacitors in, I accidentally deleted the wrong vent.
Long story short, there was a chain of vent explosions that ended with a purple nuclear cloud.
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Alright, seaborgium reactor is making 50 m/t, but there's some space, let's move some plating around... *KA-BOOOOOOOOM*
...
FFFFFAAAAAAAAK.
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1) Wondrous Neutron Reflector costs 500K and can be used for 175K. That means its cost/efficiency rate is less than 3 (meaning that each 3 money spent generates a reflect effect).
The ultimate version, however, if we believe what the description says, only generates 200K reflection for a price of 5M. That is obviously a lower efficency rate than its supposedly weaker version (you need 25 money for every reflection). Seeing at all the earlier versions, it probably should have 2M reflection.
2) Add an upgrade for automatic substitution of neutron reflectors!
3) And make it clear with their desciption that the boost is by 1/3 of both heat and energy output.
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Not sure if this is intentional: Dolorium and Nefastium base power upgrades cost the same, whereas the duration upgrades for those fuels are different.
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In the late game, you either have space for the coolers or the power storage. I suggest you should add an "expand field" option,which would expand your playing space in vertical and horizontal by 1, and due to the power of the space it should have an incredible high price, around 100 blillion for the first time, so you should afford it only when you turly need it.
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atm best way to cool heat (from nefarium cells)seems to place 2-4 exchangers dumping heat into a single fan(with upgrades)(rinse and repeat) and isolating the fuel(surrounded with plating) to pump heat directly into the reactor.
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I've got 63 ultimate heat exchangers and heat vents, 56 wondrous coolant cells and double seagorium cells and my reactor's heat level is like "meh".
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The game in its current form has a very short life span. The progression arc in the game at the moment is flawed in the way that it does not attract players to continue forward once they understand how the game works. No real challenge is presented in this game and I would never even call it an idle game. I would call it an upgrade game and cut idle away from this all together. The results that the player gets from interacting with this game are too fast to consider idle. There is too few game mechanics here to make this a long lasting game, and very little discovery.
Again, I think you have a great opportunity here to make a very awesome game, you need to play through the game itself and ask yourself what grabs the player to continue wanting to play.
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This is probably one of the few games i have played where the meta changes completely almost overnight.
Yesterday high level rods surrounded with cooling cells was the meta, now it's mid level rods with 2 cooling fans and a ton of reactor plating.
So just saying, expect major changes like Williamrmck said.
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Part feature request, part almost-bug-report. I'd like to see other pieces of equipment be upgradeable as well, such as the heat exchangers and more importantly, the heat CAPACITY of items. I'm in the silly position of having heat vents that can dump almost 1M per second, but can only hold 500k heat because that doesn't upgrade. Similarly, I can't dump heat into them fast enough via exchangers, because I'm capped at ~250k for the best ones.