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@Verkade That is a rather brutish and inefficient design.
@Turtleman87 There already is, in a way. By the time you should really start planning, buying just tier 1 components to plan isn't a bad idea, and you should have the money for it.
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Not bad, though I think it could really use an option/upgrade to autoreplace fuel cells when depleted. It would let me focus on overall planning.
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2 suggestions. 1: Make it so that better plating gives a better bonus for vents, because currently having 10 basic plating gives the same bonus as 10 ultimate plating. 2: LMB on depleted cells should auto replace them with full cells at the same price. If you want to make the game completely idle, you should make an upgrade that automatically does this; maybe it could do a system sweep every certain amount of time and checks for depleted cells to refill. By the way, you made me addicted to this game.
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I really like this game A LOT and it's definitely a 5 star game. Two oversights make it a 1-star title though- leaving out an auto-rebuy button (and auto-sell everything), plus leaving our base heat levels so low. One misclick and you can lose everything...and very few will start over from scratch when things go insta-boom and there's nothing in the bank.
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Due to the length in time it takes higher tier fuel rods to expire - having an offline time elapse would make this game a LOT more playable.
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really wish there was a pause button so i could arrange things without having to click things constantly.
Apart from that it's really fun!
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Nice game. Needs a hardcore mode (e.g. no scrapping of cells/coolant when >25%). Looking at some of the comments, a tutorial also.
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Please fix the 1% cooling upgrade bug. Also I don't think the numbers add up to ever being able to cool down quad nefasium cells, as the maximum cooling you can achieve is around 30M per tick (filling the whole room with exchangers and vents and using plating to buffer the heat), which is barely enough to keep up with a double nefasium cell. So cooling quad nefasiums is only possible by replacing coolant cells all the time around it and cooling the other nefasium cells can never reach the profits of using singles due to the cooling cap. The design of the parts makes it so that there can be no "advanced cooling techniques" as there are only 2 cooling techniques in the whole game (3 if you count replacing cells, which i dont).
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Thorium cells are bugged. When using the quad version I found that at random times the income per tick will change to negative and not let me receive anymore income, very annoying.
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I am not sure how you have coded the heat exchanges to work but they seem a bit clunky...It seems to just transfer a ton of heat to the reactor then next pulse its like"oh shit the reactor has tons of heat!" and then it takes it all back...then its like "i have a ton of heat" and the cycle continues.
Also the reactor seems to send heat back to all the exchanges equally. Instead of sending more to exchanges that have idle vents around it. So maybe setting a flag on each vent as to weather it should be receiving or sending.
One other thing that i like to do is place 2-3 exchanges and surround them with coolant cells as an emergency backup...but the exchange system doesnt seem to be smart enough to send all the excess heat to those cells when i am peaking out my heat.
These are just my thoughts and constructive criticism...Hopefully you can look into some of these suggestions.
Thanks
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Enjoyed it for an hour or so. Extremely annoying that 1 wrong click can completely destroy the board and essentially force you to restart from nothing. For that reason I only rate 3/5 stars.
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If you want a better feel for the mechanics, look up the Minecraft Mod, Industrial Craft, specifically Nuclear Reactors: http://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor
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So, in my personal observations, it seems that the best heat management strategy seems to be letting heat get sent into the reactor itself, and setting up arrays of heat exchangers to push heat into vents. I am still testing, but I am thinking that for a quad nefastium, you would need to surround it with ultimate water coolants, and then use the rest of your reactor to focus on venting heat out of the water.
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Something to keep in mind is that as you go further down the fuel tiers each tier is less efficient (total energy per dollar spent) than the previous tier, but ends up making the money faster.
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A nice alternative to the usual idle games, adds a little bit of resource/time management puzzle to the formula. A lot of fun.
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One very tiny thing you could do that would make the game more appreciable, at least for me: Put in a few units, e.g. heat units (J, Joules) and power units (W, Watts). That'd make it nicer and... Uh... Somewhat make me feel more involved in it rather than looking at simple numbers.
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My build now: http://oi59.tinypic.com/1qqtep.jpg - 4 coolant cells for every single Nefastium cell. They can absorb 720B heat before exploding. It takes 69 hours (almost 3 days) to burn up those coolant cells. Or, you can replace them before they are full. My Nefastium Cells last 4 days, so I either have to replace the cells, or just let it meltdown. It cost me 280B to use 1 cell like that, and after 3 days I've got 3.6T back. So a profit of 3.3T. Got 30 cells like that, so after 3 days, earned 100T. This build is generating 400M+ per second.
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after a while of producing energy, my reactor suddenly had a meltdown. It goes from 300 heat straight to 12000 and i get set back a crap ton... wtf is happening?
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This is one of the best games I've played on Kongregate, and it has everything to with the challenge of figuring out how to design the layout for optimal performance, while using a selection of highly important components! At first, I couldn't see the usefulness of many of them, but I soon found their brilliance! 5/5 Bravo!
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At first I liked it and really wasted some hours on it. It was really fun and quite interesting. And it proved to be quite a challenge to get to the next Tier of fuel rods. The reason I gave this only 2 stars is, and that is in my opinion a massive throwback in the gameplay, that the heat and power are calculated in such a messy way. This allows for some pretty funny but also for some annoying and frustrating outcomes. The latter made me rate this game sub-par cause just when i was at ~100k$ per tick I experienced a huge meltdown without any sign of warning whatsoever upfront. My Heat was swaying between about 50 and 650, never going above 700, and then suddenly I was at 24k without me doing anything, just because of some kind of fluctuation in the calculation. Maybe check the algorithm on that one.
Still, for me it is a new and interesting kind of gameplay, just the frustration about that meltdown was getting the better of me.
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To everyone commenting on how it's impossible to cool Nefastium cells with vents/exchangers: yes. Ever wonder why Coolant Cells are SO much more expensive than other cooling buildings?
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Verkade: I did mention multiple times you would have to switch out the coolant cells every hour and a half. I also mentioned it was tedious but at the same time it would bring in the most cash possible even if it isn't the most heat efficient. Yes you miss that hour and a half mark and BOOM there goes trillions of dollars but if you can make that mark every time, which is technically impossible without sleeping, the amount of cash you would bring in would be of an obscene level. TBH the problem with using the nefastium cells isn't the heat its the space required for the capacitors. quad nefastium cells just produce too much power to be utilized effectively because of how much room you would need just to discharge it all.
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I drop one- ONE -Dolorium cell (surrounded by double seaborgium) in a max tier facility (exception coolant system) and everything explodes. Something somewhere in the code is borked.
Wish I had an updated pic with the cells, but the set up was the same anyways. (one of the center reflectors was removed for it)
http://s1292.photobucket.com/user/Noyoki1/media/RI%202.0_zps1pa8fkip.jpg.html?o=0
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@tdress777 just hover your mouse over one of your vents closest to a cell. If the heat stays at 0 for a few ticks, it'll stay at 0 for the cell life.
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All set, this should hold pretty nicely. Let me go and get a drink of water nothing will happen. BOOM! There went that 39 billion. F#*&!!! Start over sure. Good game looking forward to seeing what else you do with it.
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Scratch what I just said, I added one more ultimate heat plate and it went from just a measely 0 to 14, I think BILLION!!!!!! In one single tick
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Maybe we could have an alert for when the heat in any fan starts going up?
(I'm in t4 fuel and have to leave the game for hours, and I don't want the whole thing exploding a half hour in because the heat went up by 100 per tick or something for each fan)
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And yet again, my reactor blew up, this time, it was absolutely zero, at a steady 1K, then all of a sudden it spiked to 8M, 8 FREAKING MILLION HEAT!!!!! SERIOUSLY! WHAT THE HECK!?!?!? I NEVER EXPECTED A DISASTER LIKE THAT!!! Also, it's a bit annoying how the heat exchangers are majorly needed now, I understood before they were an upgrade via doubling the cooling rate, but now? It's a bit annoying, but, whatever, can't complain that much.
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It would make more sense that heat exchangers should prefer to push heat into the heat vents rather than other places. This would increase the cooling efficiency overall, and would allow the system to completely drain of heat.