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It seems that the capacitors slow down my power production. The more capacitors I have, the less power I produce, until there's a point that the production isn't enough and gets stuck at zero.
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In regards to my last post, I've replaced every one of the highest level reactor plate with the lowest instead, and everything's the same except that instead of having heat balance in the millions, it's balancing in the hundreds. This is the biggest oversight I've noticed, and everything would flow so much more smoothly and logically if exchangers just prioritized pumping heat into vents before anything else.
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also, exchangers don't transfer heat to vents. I think a "circuitry" dynamic here would be great...to connect directionally from one unit to another to create series or parallel circuits
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Amazing game I really love this played it all the way through to get almost all the machines and i said lets restart so i over heated the place leaving me with a little amount of money and gave me another great experience
You could call this a strategy game also- Thanks for making something so enjoyable
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The heat exchangers really should put the maximum amount of heat that vents can eject into them. I didn't realize they weren't doing that and I was suddenly able to handle way more heat production by simply putting vents directly on power cells instead of using intricate setups with heat exchangers and coolant tanks.
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My question is if the last power source makes 100 million heat per tick and the best heat exchanger only tranfers 200k per tick how in the hell are we supposed to keep it cool
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ok so im building a reactor with walls that stretch down and to the sides, and i realized that it would be a great idea to implement a click-and-drag mechanic for the parts. maybe even for getting rid of parts as well.
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I wish this had some kind of thermal vision you could turn on and off. Even just changing the color of the sprites in each square would work. The heat bar system doesn't accurately reflect the hot zones and makes it difficult to design a system around heat dissipation. Other than that it is a great sim.
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Please, can you add an indicator, which would say is reactor stable or unstable, so people can leave game open and be sure about radiation safety =)
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Ralkai: Not a bug unless you haven't bought any power line upgrades - those sell a percentage of your power every tick so if you have two of them and you produce less than 2% of your max power every tick, you'll be selling all the power you make.
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The automation update does a lot to encourage large reactor designs, which is pretty cool. All of these updates have been awesome, good work!
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@Ralkai , you might have bought the upgrade that sells X% of your max capacity of energy every tick, and it sells it before it is put in storage.
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I think there's a bug with the max stored powers and your power/tick. If your max power is huge (you have a lot of Capacitators) but your power/tick is low, you don't store power at all. It remains at 0/xM or wathever and the Sell All Power button also stays at 0.
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Ok, self sufficient production and in the billions not very long into it. Tad on the easy side. Good game, nice concept. 4/5
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Autoselling is way too hard, half my reactor is filled with capacitors to even get some autoselling but is isn't even enough.
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Heating is pretty buggy, on 3 separate occasions, now, I've had my heat spike to apocalyptic levels. 2 of the 3 times was when I was playing around with my "Heatsinks"(Fans around a coolant cell, 4 coolant cells around an exchanger). But that shouldn't have caused a meltdown, seeing as I didnt have any cells without their own fan strapped to them.
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Idea / Suggestion: Heat Exchangers should be able to scale with everything else. Why do they not have upgrades? My vents are removing almost 2Million heat per tick, while Exchangers are still moving 231k.
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can you make an upgrade to automatically sell all energy or to sell more energy per tick, please? Also, I'm not sure if the heat exchangers can work with any level of device. Thanks.
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Idea / Suggestion: Change the Vents static Heat Capacity to 2-10x the amount it removes per tick. This way, it always holds a little more than it can remove, giving players a second to react to overheating instead of having an instant burst. With a base of 2x capacity, you could even add a new upgrade to increase this by .5x or 1x per upgrade.
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is there anything wrong with the description after the last update? Heat Vents are no longer lowering the heat of the reactor itself?
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https://docs.google.com/spreadsheets/d/1KEJ6cE1P1fASUSbkaFiR82UP_fr2inmAl47t_1HkZGQ
made an excel calculator for counting profit
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I feel like there are still some issues with the Ressource Buildings. Correct me if im Wrong but I have 30 Ultimate Capacitor which is about 10% of the Space. Fully upgraded they give about 2B capacity of energy. A fully upgraded Quad Nefastatium Cell ALONE gives about the same Amount per Tick which is fully upgraded also 6 times per second. Not even mentioning what you need for cooling.In my opinion it needs some more upgrades to the ressource building to really make the Nefastium appealingw with this data.
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There seems to be a problem:
Connecting a heat exchanger right next to a heat vent (Without any other buildings adjacent to either the exchanger or vent) won't have the exchanger put heat into the heat vent. For example: Reactor has 10 heat. Put down Heat Exchanger: 5 heat in reactor and 5 in Exchanger; Put down a Vent next to the Exchanger: Exchanger doesn't put heat into the vent.
It does work if you have a heat generator + exchanger + vent, but not with the situation above.
I'm struggling with heat issues using even T5 buildings at 4x quad seaborgium without having heat exchangers and vents drawing away heat from the reactor (and only reactor). I don't seem to have enough "faces" to draw away heat from fuel for the higher fuels (Barely even at 4x quad seaborgium). Exchanger can't draw more than 231K per tick, and having a quad use 100 million at nefastium makes me wonder how to cool something even remotely close to that.
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Heat Exchangers and Heat Vents needs upgrades to help with scaling against the last two tiers of fuel cells, unless if end-tier means anti-idling.
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@hitman8 It's far from pointless to make the cells last longer. Take the first Thorium cell as an example. Unupgraded it's 160k and gets you 250 per tick for 900 ticks which is 225k or a profit of 65k. At 1800 ticks it will get you 450k or a 290k profit. 65k in 900 ticks is 72 per tick and 290k in 1800 ticks is 161 per tick, so in this instance doubling the ticks more than doubles your profit AND more than doubles the speed at which you get money.
Or more simply unupgraded gets you 65k in 15 mins or 130k in 30 mins.
Double ticks gets you 290k in 30 minutes.
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Can the fuel cells go from colored to grey/black or a top down depletion method instead of the green bar across the bottom like everything else..trying to watch fans before they overheat is difficult?
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just less than 1B per tick with upgraded batteries seems about the theoretical max... so, ya, one cell is overkill 4 quad cell nefastium would be overkill unless you had the last capaciter upgrade.
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This is just an idea: it would be nice to color the background tiles - this way we can mark which parts of our reactor do what. For example, I might color my cooling system tiles light blue, and my cell tiles might be colored red. It's just that when you have a lot of bits going on it can be difficult to tell which parts are which and which parts I should be watching. Also maybe when you hover over a certain colored tile, the other tiles with that same color will be highlighted while the rest will lose opacity while hovering.
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The best thing to do after you found the layout nowadays is to spam the 1st tier Platings to up your heat vents. Literally boosted how Ultimate Heat Vent lowers from 90k to 330k