Under rating threshold (hideshow)
With 1 setup I mean: 1 nuclear cell + 3 coolant cells. The other stuff around, mostly ultimate capacitors aren't worth mentioning since they cost nothing compare to coolant cells or nuclear cells.
Under rating threshold (hideshow)
Sandoumir is right. It looks like this: http://oi59.tinypic.com/2d0nv5y.jpg - You do not need any cooling really. Ultimate Cooling Cells cost 20B, but can store 180B heat. Now, when cells have a 1:1 power:heat ratio, that means you earn 180B power (= cash) the moment 1 coolant cell is full. Single cells, with upgrades, have a much higher power:heat ratio. Like 5 power for 1 heat. In this case you make 180x5 = 900B by the time 1 coolant cell is full. I have more of them around each nuclear cell. So each cell is producing at least 1800B. While it cost 200B + 60B = 260B to build one setup like that.
Under rating threshold (hideshow)
I'm curious as to the new cooling system. I had no cells, and would generate 3 heat, then cool off, then generate 3 heat and cool off. The heat gain/cooling doesn't stay constant even though I'm not changing anything. It makes it very difficult to properly plan my reactor. that being said, I do like the fact that things have been rebalanced. even if I have to figure out a new strategy
Under rating threshold (hideshow)
@Sandoumir I guess you can back up your words with a screenshot showing a more efficient build? Because what I hear from you sounds more like something that doesn't work, like, at all. But if you can show us something...
Until then I absolutely agree with Serinorah that SpinalJacks build is probably one of the most efficient ones.
Under rating threshold (hideshow)
Sandoumir 400m per tick? oO This mean you will also produce at least 100m heat. Which will require about a THOUSAND vents to handle it.
Under rating threshold (hideshow)
@ Senorah, just no. It is in fact the least efficient one. For every fuel cell he put down 5 Vents, where you can obviously see only 1 or 2 of them are actually venting heat every tick, the rest are just empty. Tip: get a very hot reactor. It will make your vents not take up any idle space. As for Idling: Coolant Cells will let you idle for as long as you would like it to idle, just do the math on how long it will take them to finally melt. In Seaborgium stage, you should make around 400 million per tick in this current version without ever getting a meltdown, or twice that with a coolant replacement every so often.
Under rating threshold (hideshow)
game needs offline mode specially when im starting to get into T5 cells thats 6 HOURS of doing northing while the cells chug away ((non-upgraded))
Under rating threshold (hideshow)
Sandoumir the design he showed is actually one of the most efficient money producers for idling. while putting them side by side does boost how much they produce it also makes them produce more heat. This means more space dedicated to getting ride of that heat which reduces how many of them you can do. Also on a side note neutron reflectors are useless since a fuel cell bombards adjacent fuel cells with neutrons and is bombarded in return.
Under rating threshold (hideshow)
Rather than starting with a full grid available, I think you should start with a small size grid like a 3x3.
Also would be good if you could buy additional grids. Just above where the grid is there would be a tab saying "Reactor 1" "Reactor 2" etc.
Under rating threshold (hideshow)
I noticed that the heatsink upgrades dont work. i've bought the first 5 of the heatsink upgrades however the effectiveness of the heating vents is only increased by 1% per reactor plating instead of 5%.
Under rating threshold (hideshow)
So yeah, some tweaking on the exchangers would be awesome, my system was going great, like constantly 1 or 2 K heat on over 100K, my exchangers where like below 10% and suddenly, without changing anything my heat went up instantly with over 500K, KABOOOM.
Under rating threshold (hideshow)
I like the execution of the game, but having something besides the gameplay would really help thicken it up. Can't just have bacon without some eggs.
Under rating threshold (hideshow)
I think I just had every thing explode for having two types of material in a 9 cube. Shouldn't have been an issue heat wise, but boooom
Under rating threshold (hideshow)
Nice one Spinaljack, a great example of not getting what a linear increase can do for you. try putting 1 fuel cell next to one of your others and see your profits skyrocket. (getting 17.7 million per tick with a fully filled in reactor with Seaborgium is just really really bad.) Also, you have used a total of 0 Reflectors. Bad economics.
Under rating threshold (hideshow)
People heres the heat decrasing techneuqie (Idk pell) So heres how you do it: Soround the heat balancers with the cooling vents so repeat to cool down faster press the plus so this could be seen
Under rating threshold (hideshow)
Also, just figured something else out: The whole thing with adjacent cells increasing each-other's production works across tiers. So you can save some money by taking one expensive cell and spamming uranium all around it.
Under rating threshold (hideshow)
How hard would it be to make the heat exchangers smarter? As it is now, they cause weirdness. This could be fixed with a priority list, like this:
Import priorities:
1: From coolant
2: From reactor
3: From other exchangers
Export priorities:
1: To heat vents
2: To coolants
3: To other exchangers
4: To the reactor
But setting up good priorities might be too complex. Maybe just make them configurable by the player? So you can tell them where to take heat from, and where to put it, and with what distribution to multiple outlets. Either way, one thing is for certain: They need to be one-way. Basically, if they take heat from something, they have to put that heat somewhere else, and can't put it back where they got it from.
Under rating threshold (hideshow)
Had 100b, built out next level stuff and misplaced one causing an explosion. Had almost 0 cash on hand, you pretty much have to start all over...
Under rating threshold (hideshow)
Oooh, here's an idea: Upgrade-able reactor size! And you could use scroll bars to "move" around the reactor. Plus, not being able to see everything at once would add another layer of difficulty.
Under rating threshold (hideshow)
The reason I like this game is because it simulates the chainreaction so good. When you change the cells or the architecure it can cause a fast meltdown. Tschernobyl reference, they underestimated the huge momentum of a reactor as well. Keep up the good work!
Under rating threshold (hideshow)
We need either, better heat vents and heat exchangers, or make a way that we can make them more efficient (Besides the 1% heat vent upgrade)
Under rating threshold (hideshow)
I love the game and have enjoyed it greatly thus far, but something is seriously wrong with the math. I have 95 quad thorium cells putting out 9k heat per tick, or 855k heat. I have 95 ultimate heat vents cooling 96, 643 each, or 9,181,085 yet my heat sits right around 5M constant (+/- 30k.) I'm no mathematician, but something isn't right.
Under rating threshold (hideshow)
i hope that the tutorial page have some advanced page to let us know how was the coolant and heat exchanger work thanks. I play today and also yesterday the calculation totally still unknown for me.
Under rating threshold (hideshow)
not sure if it is intentional or an oversight, so, Pulsating Uranium is a +1 energy per pulse where the other upgrades in the same line is now 100% increase to power production.
Under rating threshold (hideshow)
To the higher-teir players: If you take an exchanger surrounded by vents, it will pull general heat out of the reactor and help with cooling
Under rating threshold (hideshow)
The upgrades should be that you get more energy in less time instead of making the time that they stay longer. Now I have to wait the whole for my cells to be used up.
Under rating threshold (hideshow)
If implemented properly, with scenarios, constraints, and resource limits this could be a game that would be a miniature SpaceChem. What I think it needs: [1] A sell-all option, of course cannot be used as emergency bailout. (Can only be used when there's less than 30% heat and it's not increasing) [2] Time compression, as it's quite boring to experiment with a certain model and wait. Of course, time compression means the reactor blows up faster if you fail to control heat. [3] Overlays, such as heat density and pulse distribution. "Heat Bars" on each component make me squint. [4] Use pictorial or list to display property of each component. Going all-verbose makes it hard to focus.
Under rating threshold (hideshow)
Cont. A Basic Heat Exchanger is able to move 16 heat per Tick. With 4 Heat Vents connected to it, it will in at full capacity move 16/4 heat to each of those, and at the same time Move 16 Heat to, or from the Reactor buffer, so a total of 32 heat movement per tick.
However if 3 of the vents already have a lot of heat, it might move 16 heat to just 1 of the Vents, as it says on the tool tip, tries to Balance out.
The Heat dispersal happens between ticks, so you won't see them actually change drastically, because heat has already been removed from a Vent, and been replaced in the Vent.
But i would love have much more details on this, perhaps how much Heat moved/dispersed last tick on the Vents, Heat Exchangers, and from and to the Reactor, as well as a total of Heat dispersal and Heat generation.
And i saw a comment about wanting a new feature for the Heat Exchangers, being able to decide if it should Move to, or from, or just between adjacent components. That would be really nice.
Under rating threshold (hideshow)
Reactor Incremental is a game about building your own reactor!
This game is technical and complex, I like that.
And it has tons of managing.
Overall this is a very "cool" game. (See what I did there?)
4.5/5
Under rating threshold (hideshow)
I see there is a lot of confusion with how the heat exchangers actually work.
Too my understanding it uses the Reactor(Top right Heat) as a buffer.
Example: If you have a Double Uranium Cell, it generates 8 heat, and you build a Basic Heat Exchanger connected to it, you will move that 8 heat away from it, and store it in the Reactor. But if you connect 2 Basic Heat Vents to the Heat Exchanger, you will remove 8 heat per tick.
But it doesn't, not immediately anyway , when the Reactor Heat starts to fill up, the Heat Exchanger will start to move more Heat away from the Reactor, than to it, and the Heat vents will start to working at 100%.
This is a little annoying, because it takes sometime for it to stabilize, and you won't really know, unless you calculated it, if your setup can actually take the heat.
Under rating threshold (hideshow)
Seems like last patch fixed a lot, but half missed heat/vent problem. Sure you can't spam only vents to dissipate heat anymore, but after patch you only have to connect vents to heat exchanger and still no connection to reactor is required :/ Maybe adding heat capacity for reactor itself which would be a common sense as in reality :) Just a little problem to be taken care of on next patch.
Anyhow, thumbs up for so simple yet interesting game;)
Under rating threshold (hideshow)
Was running 12-15 quad uranium... was idle ready, tried 2 quad plutonium and blew the reactor up, note to self... must read numbers