Final Upgrade

Final Upgrade

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been playing for nearly 4 years on and off - some feedback
so, as the title says, ive about 4 years worth of play time in this game. i usually played for a couple days, then waited for the next update, then played again etc.

been playing a lot the last month tho, as its in a really good state for re-playablity, and i have some feedback.

and before you read below, i do want to say, i really enjoy this game. this is not me hating on the game.

1. why are all the recipes a 1-1 ratio now? i remember say the gold titanium composite needed 0.33 gold and 0.66 titanium to make 1 composite. now its 1 of each to make 1. im also sure other recipes had the need of multiple or fractions of an item. ie i want to say power gen from say oil was 0.5 per power. i understand removing fractions, but i think there should still be ratios, ie new composite would be 1 gold and 2 titanium, making 2 composite.

2. i did the minimal resources run, and found that there is the perfect amount of ore generated once all planets max level, to also keep all of those planets satisfied. and i did really like that challenge. only difference i would suggest, is that they are split up better? i think last game yellow had 4 copper planets, and i had a hard time getting ready for them

3. the dis-assembler, outside the mode for it, there is literately no reason to ever take that tech. i think it should be removed, but no idea what to replace it with. and you get the tech only if you pick that mode. i am thankful you dont need the tech to make X item to disassemble it.

4. i miss the upgrading of machines, a while ago, when you unlocked furnace, it took 10 seconds to cook, but you could upgrade it 4 more times, so it became a 1 second cook time. im not sure how this would work with the current tech tree. maybe T1 techs give it, then T2 the 2nd level of it ect.

5. asteroids. much like dis-assemblers. they have no point what so ever. except in the planet resources require the planet to be getting its needed item. they mine WAY too slowly. i did a timer, 1 ship which could hold 150 ore, and output it all in a tube dump in about 10 seconds. the timer took 19 mins from finishing dropping off 1 load, to finishing the next. latest game been playing around, and i eventually worked out to set up 8 ships with 8 drones on each, on waypoints to mine a certain asteroid, they then all had a TP on board to TP directly to the system only 3 or 4 jumps away, that needed titan ingots to be happy. with 8 ships, they could not satisfy the planet. it was far more efficient vs filling the ship and travelling ect, but still WAY too slow. if you need the asteroid system, make the asteroids hold 4 ores, then you only need 2 systems using them.

6. TPs, i made liberal use of them this last month, but i do remember last time, they had limits. iirc at the start they could only TP 2 sectors, then as you levelled them up, went up to like 15. i think they are too good now.

7. why are work drones the only recipe that uses a living composite? i feel there should be uses for the other composite's and metals. or none at all use them, and they be end game use only for vs the yellow.

8. a ship limit. last game i built up 200 ships each with 5 rail launchers and with TP power and ammo. i only lost 6 ships taking out the whole of the green/red/yellow.. and it was for green/red using only the 2nd rail ammo, did upgrade them all to 5th level ammo for yellow. if i was limited to like 32 ships, would have been a lot harder.

9. more on living blocks. i think it would be interesting, if i built a ship using living metal, then any buildings i make on them, should also be living metal, and grow back. the one thing that hampered some of my battle ships before, was durring a long fight, the power cells all got killed, which as they are spread out wasnt a chain reaction. but if they could grow back as well... ohh ship would be much harder to kill.

10. i miss the old ability to pay 'energy' to have someone come build your ships in the starting system.

11. a way to decommission ships/stations. be nice it there was a way to say, i dont need this station anymore its only T1 tech, and its easier to self destruct and build from new template, then to try and upgrade it. be nice if there was a way to dismantle them, back into the blocks they were made from. i would expect some loss. could be used to change things in game also, ie once a ship/station looses its core, it just shuts down. no more TP or weapon use, who ever owns the system owns it, and can if they want repair it.. or take it apart to build own ships.

12. the ship engine no build area. i think its too small... i have a battle ship, which is 4000 blocks, with the core at the very centre. so is surrounded on all sides by armour. i feel there should be more like a cone behind it that cant be built in, thats infinite in size, when building on that ship. make them much more vulnerable.

i think thats it... ill add more if i think of them
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Showing 1-5 of 5 comments
TaosX  [developer] 31 Jul @ 2:42am 
First of all, I want to thank you for such detailed feedback and for playing for so many years!

1. This is done for simplicity and manageability on a large scale. One of the main problems with previous builds was that production flows were very difficult to manage towards the end of the game. I tried to implement an approach where the player can distribute all incoming and outgoing resource flows in detail, creating a perfectly balanced production network.

2. Lack of resources at the initial stage is an important part of the game. The player can always temporarily set up mining of the missing resources on asteroids. And when unlocking the matter generator, you can create anything.

3. In addition to the disassembler, a number of technologies are completely optional and depend on the player's preferences (teleporters, construction gun, matter and antimatter generators, all three types of ship weapons, etc.) The presence of a technology does not mean that the player must 100% research and use all of them.

4. Long testing showed that machine upgrades add little to the gameplay, but complicate the initial stages of the game. There is now an overdrive mode, when the machine produces 2 times more, consuming 4 times more energy.

5. At higher difficulty levels, asteroids are very important and often impossible to complete the game without them. They were intended as a less efficient alternative to planetary deposits.

6. The convenience of teleporters is worth the increased energy consumption. Other methods of transportation are more efficient.

8. No ship limit is what the community asked for. I recommend trying the higher difficulty levels. I assure you, it won't be easy.

10. Yes, on the one hand it was interesting, but it completely destroyed the economy. Resources are produced and consumed non-stop. It is enough to keep the game at maximum speed for some time, and the player will receive a huge amount of credits.

11. The ability to dismantle unnecessary stations and ships was in one of the early builds. But it greatly complicated the interface, made many operations inconvenient, and at some point it lost its meaning, since planets constantly produce a lot of resources.
The 10x5 zone behind the engine does not allow building anything. If you managed to do so, it's a bug.
MagnusRune 31 Jul @ 10:30am 
hey, thanks for the reply.

i dont agree on the asteroids being important. i found that apart from the mode where you need the constant demand met to get it to make the basic resource, its of no use. its far too few resources.

as for the ship building question, ive made up a quick ship to show you what i meant, https://gtm.you1.cn/id/Magnusrune/screenshot/2506901014330856613/

it is 4000 blocks of ship, but thats just to show the absurdity of what i can make. if i built it better, with gaps every other layer, which helps reduce damage taken, i could make it even bigger at 4000, or maybe this size at 1000 size cap with gaps
Serath 5 Oct @ 10:45pm 
Hi MagnusRune

I just back from the 0.2 to 1.0 of this game, see your post and want to let you know about the problem in this game since long ago.

The construction cannon will all shoot on same point when you have 5 due to the targeting system of a ship and a station by the AI control (it is not set by cannon separately), and whenever they destroyed a cannon, all cannon will redo targeting and the shot count will start from beginning <- this is another problem why the count reset ? i just redo targeting and the cannon unload a round and recharge to shoot...

That will cause extreme slow of the construction also due to the cannon does not stop and redirect the point to build when the target is from bottom to top of your blueprint if you have a 4000 block ship, my construction ship is a small ship and with only 1 cannon, 5 of them can build a 1000 block ship within 1 min :)

about point 3 and 5 you had mentioned, I want to say agree that is problem for the dis-assembler, I found that the dis-assembler mode will make the no space teleport achievement more easy to fulfill and I would suggest an option to on/off the space teleport, dis-assembler, quantum storage from research when start game because that was useless and drink the research memory caused dead game at all when i had try a full achievement 18/18 run

about point 10, earth was not longer exist on the system :( but i think the flag ship should place with at least 100K energy for starting instead of 40K, as the terrible random research does not hit these all things required on game start: energy from oil, iron mine, iron extraction, extractor. Around 4/15 ? the 40K energy only can afford 7 to 8 researches with the bots mining and building the station

To TaosX

I think i should open another post to talk about the waypoint, but at least let you know here, the full and empty does not count liquid tanks... i cannot make a liquid ship state on a place when using waypoint, but the point of removing the planet teleport setting can be fix with assigning the planet in the setting also, and not to work if it is not in the exact sector.

And the waypoint need to fix too, when more ships setting the local point is same (by copy) some of the ship will idle and it's waypoint hangs and do not jump
Last edited by Serath; 5 Oct @ 10:48pm
not sure why your waypoints for liquids dont work for you. i did a run with no TPs. not even energy cells are. each station has a dedicated ship that waypoints antimatter around.

i just reloaded the save, and my liquid ships are on way points. only thing is if they had a solid storage, as i tried to also automate antimatter on ships, the wouldnt move, as 1 tube is always empty. so annoyingly for what i wanted, i still have energy ships to recharge ships. couldnt find a way to make energy auto, unless i used timed jumps, but then ships wernt always full/empty of what needed to be moved when they did

as for the other waypoint thing, do you mean the drop off/pick up already has 1 ship, so next waits? but with like 4 on route, there can be 2 or 3 waiting, and it doesnt seem to go in order? it seems like when ship arrives, find space full, it checks say every 5 seconds is space free, if when next ship arrives, its check time is out of sync with first, and depending when ship thats blocking both leaves, the 2nd ship can go first? or do you mean, and ship just keeps jumping back and forth? usually means the waypoints are broken.

as for asteroids, i found the settings where they are used, and while it made early game a lot harder, once you have the starting planet loop going, they are again useless.
heck i also did 2 other challenge runs i thought up.

1. apart from construction and war ships, once i could TP, i build no other ships. everything was on stations. was fun, but not hard at all once i got going

2. this was the harder one, both on planning, and performance. no stations.... every system had a ship with planetary TPs, and then others waypointing things to other ships, that were factory ships, that sat still. hardest part of it, was no auto delivery for upgrades, had to manually do each one. but once i realised i was an idoit and only having 1 ship per system to equal the 1 station limit, and could have instead 100 ships with factory parts, it became easy.. apart from lag
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