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About the offline implementation, what about an offline "mode." The game will check whether or not there is any net change in anything (heat/power levels) over a period of time. If there is not, you can assume there will be no change and just use the current numbers (simply using time passed and power per second. If the numbers are changing too much, you could make the mode not turn on. Alternatively, make the game check the average rate of change since the player made a change and extrapolate from that to find the change that would occur since they left. Hope this helps even if just by giving you an idea.
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Seems cool but very unpolished and unfocused. Some of the upgrades are redundant, you could only get them at the point where you've already moved on to the next tier. Seems like there's a lot of flab that could be cut out aside from the upgrades as well. I'd like to see Reactor Incremental 2 reworked from the paper up.
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There's something wrong with your math. When I replace Quad Dol cells (4.16m heat) with single Nef cells (2.9m heat) it melts the vents that are next to it. Also it seems strange that cells heat up all the surrounding squares at max value, It seems like it shouldn't do that if it's being cooled(that's why they call them heat sinks). Also it seems wrong that cell heating works diagonally, but vent cooling only works in the four cardinal directions.
There's nothing wrong with my math. There's everything wrong with the way the game presents information to people, as that leads to misunderstandings, like the idea that heating works diagonally.
Sorry, it has nothing to do with my snobbishness or lack thereof, and everything to do with the fact that the game's mechanics don't support offline accumulation. The only way it could possibly do it is if it tried to rapidly 'make up' for missed ticks when the game starts back up. But considering the performance issues that already exist, that could be quite problematic.
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Could you make the heatsinks effect the fan's ability to hold heat as well? currently my fans can lower heat by over 3mil but can only hold 2.6mil
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Suggestion: Add a new item, possibly called "Piping", which will attempt to balance out heat with ONLY adjacent components, and ignore the reactor. Considering the fact that reactor heat now affects efficiency, it would be nice to have the heat more easily controlled.
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Optimal *PURE* idle Dual Nefastium arrangement. 53 Dual cells, no reflectors that need to be replaced.
http://imgur.com/GLAkqSt
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Another suggestion to add to your list! It would be nice to have another bar that shows the heat capacity of the coolant cells. I've had two meltdowns because I didn't keep a good eye on those.
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Idea! Show the total production of a particular cell. That way we can more easily gauge the effectiveness of patterns of reflectors and blocks of cells, etc.
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Is there any heat balancing mechanism? I.E. the hotter the reactor the less heat is generated or the faster heaat is removed? At the moment the simplest way to keep a constant heat (to benefit from the fission bonus) seems to be to avoid heat exchangers and leave an uncooled cell running until the desired temperature is reached. Also: how to use Dolorium/nefastium efficiently? I already use 50-60 ultimate plating to get my vents up to speed, about the same amount of capacitators to get auto sales (with only one 2x bonus left) and the rest is 50-50 seaborgx4 (with 3 neighbours) and ultimate vents. There is one capacitator update left but that's about it.
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I would love to be able to toggle between per tick and per second earnings/heat or at the very least see ticks per second. Maybe even have a component that increases ticks per second on top of the upgrade
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@ChaoticBrain Later in the game, you use heat for the bonuses, more than worrying that it will go over, so the pause isn't really used as a recovery mechanic. Also consider that when you have to pause the game, you are losing income while you gain time so you aren't simply getting free heat dissipation.
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This game is fantastic! I so far have tier 3 (thorium) in place with some of the previous tiered uranium in my reactor and have found a nice balance of heat and cooling. This is a blast to tinker around and find the right balance for your reactor until it is working in tip top shape.
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Im not sure if its already suggested but an option for move already placed items can be possible? Example: "Shit, i missplaced a 450b double nefastium cell, what now? Remove it and lose those 450b or wait until everything explode and lose MANY more money than that?"
This isn't going to happen. Reflectors (And coolant cells) are rewards for actively playing and actually get less efficient the more expensive they are.
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As it stands, manual venting is useless in the late game with the new plating. Maybe you're fine with that, but you might consider changing some of the upgrades from x10 to x100 and increasing the price so it scales better.
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after the update my fans are not working. the heat exchangers are only dispersing the heat equally all over the reactor but none is being cooled. its just going up unstopped. (i have a full reactor with both ultimate heat vents and exchangers in IOIO pattern)
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For anyone who wants to know, you need 144 ultimate plating to get vents that can handle 4 single nefastium per vent. This is at max heatsinks upgrade (1% vent speed per plating level.)
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What's the point of the heat exchanger when coolant cells completely remove heat, they just add unnecessary heat for me
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Heat shields should increase the maxium amount of heat components next to the can store as well, not just the reactor.