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Post any new ideas for the game here :-)
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the ability to feed product through a machine after it has been made.
EX: Allowing iron to feed into an Iron Foundry to add to its internal buffer and start coming out were it would normal export its finished product.
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Have buildings change color based on their efficiency. Green\>Yellow\>Red instead of having to mouse over each individual building
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Some sort of tree that can make conveyers more efficient than 10 items/sec. Even 50% more would be great because early game i’m pushing 12 items and it’s making me ~80% ish
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> *Originally posted by **[nutshell](/forums/33278/topics/626038?page=1#posts-10400903):***
>
> Some sort of tree that can make conveyers more efficient than 10 items/sec. Even 50% more would be great because early game i’m pushing 12 items and it’s making me ~80% ish
you have to make 2 transport lines then
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Ability to rotate machines. like the 1 tall 2 wide gas for example rotate it so that its 2 tall 1 wide.
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Chrono 10, fine, but for lulz it really should **Go up to 11** – [https://www.youtube.com/watch?v=KOO5S4vxi0o](https://www.youtube.com/watch?v=KOO5S4vxi0o)
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> *Originally posted by **[Keslen](/forums/33278/topics/626038?page=1#posts-10402443):***
>
> I’d love to see a sandbox area with (effectively) infinite space and no walls so I could plan out necessary components for an optimized production line. I’d expect no money or research from them, of course, but they’d need to utilize all of my per-tick production input/output upgrades to mimic my actual product flow.
>
> Bonus points if I could have my finalized sandbox structure on-screen as I’m building my real one around all the walls.
>
> * * *
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> It would be really nice if there was a way to improve the roads such that they could transfer more than 1 item per tick. They’re, from what I can tell, an anomaly in that regard and it’s both annoying and perplexing.
they are transporting 10 packets per tick and that is enough till transport line upgrade which is further in game
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> *Originally posted by **[Keslen](/forums/33278/topics/626038?page=1#posts-10404598):***
> > *Originally posted by **[wapnoziom](/forums/33278/topics/626038?page=1#posts-10403842):***
> >
> > they are transporting 10 packets per tick and that is enough till transport line upgrade which is further in game
>
> They’re not transferring 10 packets per tick, they’re transferring 10 packets per production cycle, which is (for all the buildings I’ve seen so far) 10 ticks. Thus: 1 packet per tick.
>
> That being said, the fact that an upgrade to that does exist down the line is enough to satisfy me. I guess I just wish I already had access to it since I’m already running into problems it would solve.
It supposed to be per 10 tick that is a mistake, there has to be a cost of making progress as it is more complicate game than reactor so here you have to pay for everything:). You could have access to it now but it is very expensive so you would not afford it for next month or so
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Add more detail to the upgrades so its less confusing about amount its upgrading.
Ex Pic:
[](http://imgur.com/izHRp11)
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lets not make it too easy, if one can not add 50% one shall not play this game:)
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I like the current conveyor performance, though if we get to the point that we need 3 or 4 conveyors for efficiency then that won’t work.
- Recyclers should have a cost per tick and a cost per dump. Right now there’s no reason to try and optimize the waste path. I wouldn’t make it much, on the order of 2/tick. 100 per dump. Put that opens up the ability to have waste efficieny upgrades on structures.
- Sorters are terrible. Given the conveyor limits, you only be interested in a sorter if you had a space problem, but the 1×3 nature, the strange input/output limitations, and the super slow speed makes them awful. If you want to keep them, then they at minimum need to be able to process a fully loaded input conveyor. Making them 1×1 would make them more useful ( and have them still take up at least 3×1 space counting required conveyors).
- Research Station 2 produces every 20 ticks, not 10, so they are terrible inefficient. Without lab reports, 1 research costs 52 from station 1, 1350 from station 2. With 12 reports, station 1 costs less per point, and produces more per tick. Changing Station 2 to produce every 10 ticks at least makes it produce more research per time period at more cost.
- Related, we really need upgrades for the metal and gas lab, there’s just not much you can do to speed up research at this point and in drags on.
-The plastics phase seems to be dragging on. This is a combination of the second research station not really helping increase research, and the plastic upgrades cost alot for little benefit. Changing the plastic seller output upgrade to 25% or 50% instead of 10% would help, as would slightly larger -cost per tick upgrades.
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> *Originally posted by **[wapnoziom](/forums/33278/topics/626038?page=1#posts-10406354):***
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> lets not make it too easy, if one can not add 50% one shall not play this game:)
Its says 50% yes, BUT 50% of what number. Is it using base level or current level? If anything like Reator Idle pesople will ask in chat all the time since the tool tip doesn’t say amounts.
PS: If you dont like suggestion make your own.
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> *Originally posted by **[Travis001](/forums/33278/topics/626038?page=1#posts-10406647):***
> > *Originally posted by **[wapnoziom](/forums/33278/topics/626038?page=1#posts-10406354):***
> >
> > lets not make it too easy, if one can not add 50% one shall not play this game:)
>
> Its says 50% yes, BUT 50% of what number. Is it using base level or current level? If anything like Reator Idle pesople will ask in chat all the time since the tool tip doesn’t say amounts.
>
> PS: If you dont like suggestion make your own.
I already did lots of suggestion as I am in later stage of this testing, I just appreciate that this game is not easy
> *Originally posted by **[MSpekkio](/forums/33278/topics/626038?page=1#posts-10406545):***
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> I like the current conveyor performance, though if we get to the point that we need 3 or 4 conveyors for efficiency then that won’t work.
>
> - Research Station 2 produces every 20 ticks, not 10, so they are terrible inefficient. Without lab reports, 1 research costs 52 from station 1, 1350 from station 2. With 12 reports, station 1 costs less per point, and produces more per tick. Changing Station 2 to produce every 10 ticks at least makes it produce more research per time period at more cost.
> - Related, we really need upgrades for the metal and gas lab, there’s just not much you can do to speed up research at this point and in drags on.
> -The plastics phase seems to be dragging on. This is a combination of the second research station not really helping increase research, and the plastic upgrades cost alot for little benefit. Changing the plastic seller output upgrade to 25% or 50% instead of 10% would help, as would slightly larger -cost per tick upgrades.
You will get later on components which will do something in 40 ticks and I assume even more, so dont bother research station 2, as research points are going fast.
There is an upgrade for that just later on, I have been in you place and it is doable in sensible amount of time.
Last plastic upgrades may not be for this stage of game as it was already stated that some upgrades are for future components, as you will comeback to iron very shortly. Later on there is more upgrades which will not fit unless you make some crazy build , noone is telling you that upgrade everything will make it better. That would be too easy
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> *Originally posted by **[Travis001](/forums/33278/topics/626038?page=1#posts-10405884):***
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> Add more detail to the upgrades so its less confusing about amount its upgrading.
> Ex Pic:
>
> [](http://imgur.com/izHRp11)
Great idea. Would be very nice.
IDK why someone wants the game to be delierately hard to understand. Maybe they can smear their monitor, for added difficulty.
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I guess I’m only really opposed to adding more info because of text clutter and limited space. But really, early on, it’s _already_ “too easy” for people who can’t do “add 50%” math.
There’s an in-game guide that tells you how to set up certain component chains.
On the upgrade screen, it tells you what your bonus multiplier is. A 100% upgrade will double the multiplier. A 50% upgrade will add 1/2 of your multiplier to your current multiplier.
On the factory screen, mouse-over of foundry/maker/seller shows you a picture of what components to chain together, with a ratio which updates with your upgrades so you don’t even have to figure out how to adjust your build ratio when you upgrade.
If the mouse-over info just said “uses oil, coal, and gas to produce plastic and waste” the only thing you’d actually have to figure out on your own is waste management.
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> *Originally posted by **[Travis001](/forums/33278/topics/626038?page=1#posts-10400721):***
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> the ability to feed product through a machine after it has been made.
>
> EX: Allowing iron to feed into an Iron Foundry to add to its internal buffer and start coming out were it would normal export its finished product.
suggested that, here is my query and his reply:
> \* I was thinking, rotation of components and being able to pass raw materials through foundries would be a nice to have. I apologize in advance for the email spam you are about to suffer from m
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> Both ideas I thought about, but are rather difficult to make and make the game more difficuly to handle. As already quite a difficult game, I prefer not to add these.> *Originally posted by **[nutshell](/forums/33278/topics/626038?page=1#posts-10400903):***
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> Some sort of tree that can make conveyers more efficient than 10 items/sec. Even 50% more would be great because early game i’m pushing 12 items and it’s making me ~80% ish
there is a conveyor upgrade for 2 units/tick for 1 trillion, 3/t for 100t
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Could we get a visual indicator for when components are not running at 100%. Something as simple as a little red/green light in the upper right hand corner of each component. That way, you’ll be able to see at a glance that one of your factories is messed up.
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> *Originally posted by **[DrArbitrary](/forums/33278/topics/626038?page=1#posts-10408579):***
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> Could we get a visual indicator for when components are not running at 100%. Something as simple as a little red/green light in the upper right hand corner of each component. That way, you’ll be able to see at a glance that one of your factories is messed up.
i would rather an overlay that could be toggled, that many lights would kill me :P (and research eff runs weird anyways)
until such time though, if you see any blocked up lines about 1-2 minutes (sometimes more, like…. 2 hours, as i found out the hard way) after you clear tracks, you have stuff to fix
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do you really use button clear trucks? as I find it difficult in case all the waste routes are gone and I need to set them up again. I think I didn’t use it for last 2 weeks
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i’ve found that if i don’t, things sometimes (not often) go haywire after a refresh…. or idling for a few hours. it also allows for me to confirm faults rapidly if i’m looking for it. and fix massive screwups that cover more than half the map.
likely because of how i build though.
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I use clear tracks irregularly, whenever something is enough of a mess it’s easier than manually resetting it. The refresh thing is significant though as it should clear all tracks whenever you refresh the game I find so if your setup breaks when you do that you’re just asking for trouble.
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