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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Elector_Nerdlingen posted:

Evolve: Help me out here, I've been playing for ages, got like 140% mastery, 20k plasmids, 4k phage, and just did my first attunement. How do I get anything done in cataclysm mode? It looks like I'm gonna need power first, and a geothermal plant's maybe 2.5 hours away from the start.

You need two things: power and population. And Cataclysm is really slow to start because you are automatically dumped into 4 star challenge; your big pile of plasmids just don't matter.

Also re-starting the Cataclysm is much better than fully completing the Cataclysm challenge. +2MW to your Geothermals is so much more useful than Casinos BUT IN SPACE. And thankfully you can just Soft Reset out afterward so you don't have to suffer another round of a slow game.

Banana Republic functions similarly, just as a heads up.

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Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.
Something that took me half an hour into my first hack day to realize: the first thing you do is pump Hack Hack so that the rest of your day is even better.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.
Okay actually, dumb question: I'm doing a Hack Day and plowing all my R3 into Hacks. What the hell do I do with my excess EM once Time Machine, Augments, Blood, Wandoos, and NGU are all blackbarred?

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

Elector_Nerdlingen posted:

Evolve: Help me out here, I've been playing for ages, got like 140% mastery, 20k plasmids, 4k phage, and just did my first attunement. How do I get anything done in cataclysm mode? It looks like I'm gonna need power first, and a geothermal plant's maybe 2.5 hours away from the start.

Cataclysm is always a slow slog. Make sure you've done both an ascension and mad reset on the planet for the bonuses then just wait. Maybe mod a special race for creep reduction and resource bonuses.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

Pope Guilty posted:

Okay actually, dumb question: I'm doing a Hack Day and plowing all my R3 into Hacks. What the hell do I do with my excess EM once Time Machine, Augments, Blood, Wandoos, and NGU are all blackbarred?

You can bb Augments? That’s where I always dumped my Energy, and never had enough to bb them. You do very quickly run out of uses for Magic, though.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
You're not going to miss taking 1% of your R3 to keep wishes running even on a hack day, that'll give you somewhere to throw excess e/m. Use it to backfill the cheap/fast wishes that would take way less than four hours (and thus are inefficient to do) under normal circumstances.

Aurora
Jan 7, 2008

i don't understand the concept of hack day and i just leave my r3 on the hacks

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.

Aurora posted:

i don't understand the concept of hack day and i just leave my r3 on the hacks

Basically you can stack the second and third R3 potions to get 6X R3 Power for 24 hours and just devote that day to pushing your Hacks as hard as you can- I knocked out 5 Evil No NGU Challenges first for +100% Hack Speed so poo poo's just zipping along.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



I remember hacks.

ErIog
Jul 11, 2001

:nsacloud:

Aurora posted:

i don't understand the concept of hack day and i just leave my r3 on the hacks

When you unlock Wishes and start having to split your R3 and inventory slots between Hacks and Wishes you'll understand the benefit of a Hack day.

Pope Guilty posted:

Something that took me half an hour into my first hack day to realize: the first thing you do is pump Hack Hack so that the rest of your day is even better.

Somewhat true, but I think 50/50 or 25/75 split between Hack Hack and Adventure Hack is easier to keep up with. As far as I can tell the cost curve on Hacks is different between different hacks. Adventure Hack has a fairly low cost curve so successive levels don't cost that much more than previous ones. Hack Hack has one of the highest cost curves. So over a 24 hour period it doesn't make full sense to spend a bunch of resources on something with a high cost curve to make something with a much lesser cost curve less steep because over the number of levels of Adventure Hack you're gaining you're not making it that much faster.

If you're behind on Hack Hack, though, for some reason then yeah catching up before you do Adventure Hack makes sense. Otherwise... meh

ErIog fucked around with this message at 05:29 on Apr 19, 2021

something
Aug 1, 2011

Have you ever seen
The most pure look of delight
On a Babby's face?

Pillbug
I dont know what to say - all the math takes into account tiles unlocked, prod multiplier, and how many tiles is needed to even support a material, every variable is afaik accounted for, and any real tests i have done myself or with others showed the time needed to complete is within a reasonable range. That there's a small group that perceive work orders as abourt 10x longer than they are is just baffling me.

Aurora
Jan 7, 2008

the people who test the game are in large part going to be more in agreement and 'hardcore' when it comes to what is acceptable game mechanics or time spent by virtue of being someone who specifically wanted to spend time testing the game - the average player is not going to have the same expectations or motivation as compared to someone voluntarily helping you

Aurora
Jan 7, 2008

i think one of the key differences in lack of satisfaction is that there is no element of increased speed in any task save for production speed on individual components and products. work orders taking roughly the same time to complete each time for example isn't as satisfying as, say, being able to do a bunch at once eventually

even if the problem is that of perception of your progress in the game it's not easy to ignore

something
Aug 1, 2011

Have you ever seen
The most pure look of delight
On a Babby's face?

Pillbug
No, i mean they literally mathed out their curremt prod/s of materials.and compared the request to find the time needed to complete, and found it took about the intended range

So i havent ever seen a file with a work order that maths out to being 10x the intended time to completion.

Aurora
Jan 7, 2008

well now i feel stupid

Megazver
Jan 13, 2006

something posted:

No, i mean they literally mathed out their curremt prod/s of materials.and compared the request to find the time needed to complete, and found it took about the intended range

So i havent ever seen a file with a work order that maths out to being 10x the intended time to completion.

And what does that kind of a setup look like, as an example? How much of your plot is supposed to be dedicated to the order, as an expectation? All of it?

something
Aug 1, 2011

Have you ever seen
The most pure look of delight
On a Babby's face?

Pillbug
Each work order size modifies the expected % usage of your map, it goes from 10% with tiny work orders up to i believe "100%" for chonks. (Expected is a very loosey goosey term since beacons and consumables do NOT factor in aka using them will objectively speed up the work order)

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


something posted:

Each work order size modifies the expected % usage of your map, it goes from 10% with tiny work orders up to i believe "100%" for chonks. (Expected is a very loosey goosey term since beacons and consumables do NOT factor in aka using them will objectively speed up the work order)

holy poo poo that's a wide range

RoboCicero
Oct 22, 2009
That makes a lot of sense. I thought work orders took ages to complete until I realized that the work orders require me to actually dedicate production towards filling the work order instead of passively filling it while still grinding out top-tier juices.

Banemaster
Mar 31, 2010
I started playing NGU Idle again. I kinda forgot how much future features the game shows, causing confusion at times.

something posted:

Each work order size modifies the expected % usage of your map, it goes from 10% with tiny work orders up to i believe "100%" for chonks. (Expected is a very loosey goosey term since beacons and consumables do NOT factor in aka using them will objectively speed up the work order)

x% of tiles producing just that resource or for the whole tree?

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire
Yeah I think everyone complaining about work orders is trying to squeeze a couple producers into their regular map setup so they can run them in parallel. If you do that it's like a day for tiny and a week for a CHONK, factoring in upgrading poo poo along the way.

I guess the problem is there's a bit of a bad feel effect. You always want to unlock the next big thing, and until map4 that next tier of juice or content screen is right around the corner. I don't want to shut everything down for a work order because I want that next cool new thing.

Same thing for labs, I have like 40 labs just squeezed into my general purpose map and a good research takes 5+ days. I could do a 100% labs layout but it would feel bad to stop producing juice.

Fuzzy Mammal
Aug 15, 2001

Lipstick Apathy
Yeah that's all true. I think alternating juice and WOs is correct early on though, since that lets you cheat out the BDSMs much faster than expected since you're apply research upgrades so frequently. Taking time off juice to run an experiment to unlock a relic or two feels more impactful than another 18hrs worth of juice at some point also.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

SynthesisAlpha posted:

Yeah I think everyone complaining about work orders is trying to squeeze a couple producers into their regular map setup so they can run them in parallel. If you do that it's like a day for tiny and a week for a CHONK, factoring in upgrading poo poo along the way.

I guess the problem is there's a bit of a bad feel effect. You always want to unlock the next big thing, and until map4 that next tier of juice or content screen is right around the corner. I don't want to shut everything down for a work order because I want that next cool new thing.

Same thing for labs, I have like 40 labs just squeezed into my general purpose map and a good research takes 5+ days. I could do a 100% labs layout but it would feel bad to stop producing juice.

I kind of feel like this is a side-effect of research being really good, and all the features (so far, up to world 3) using the same resource- map space. For the amount of effort it would take to do work orders for upgrades, you could get even better upgrades from just ignoring it and continuing along the research tree. Assuming this continues until you reach the current end of content, the extra features (beyond combat and the trickle of stuff you get from the ISOPOD) become something only worth doing when only obscenely expensive research upgrades are left.

It's kind of the opposite of in NGU where every new feature, even if you had to devote E/M/R into it, had some low-hanging fruit that was immediately and obviously useful and powerful. The ones that took a while before you really noticed anything (cards, McGuffins, Yggdrassil...) didn't really occupy the resources you were using for everything else.

For what it's worth, at least for work orders it's definitely worth it to grab a CHONK every time and just sit on it for a week while your production abilities improve, until it becomes trivial to finish compared to when you got it. The relic upgrades are also definitely worth the resources as well, but I'm not sure they're worth going out of the way for more BDSM or elementium to upgrade.

This is all based off my experience though and I haven't actually tried crunching numbers or anything, but at the very least it doesn't feel like it's yet worth the effort to make a map setup for the work orders/labs. Maybe the point of "switch to non-juice stuff" comes earlier than I think it does.

DaveKap
Feb 5, 2006

Pickle: Inspected.



I just unlocked the auto-planting in Ethereal Farm and it's an idle game high like no other.

DariusLikewise
Oct 4, 2008

You wore that on Halloween?
Is there an easy way to figure out how far a 7 day RB of AT and Beards will get my P/T in NGU?

Edit: Actually never mind I found the section the wiki that answers this short of. The combined % of BEARd and AT is 1.7799x higher after 7 days followed a 75% banked RB, so would that also mean my P/T is 1.7799 times higher?

DariusLikewise fucked around with this message at 19:29 on Apr 20, 2021

Red Minjo
Oct 20, 2010

Out of the houses, which is the most blue?

The answer might not be be obvious at first.

Gravy Boat 2k
Seems like Matter Dimensions got an update adding three new genetic evolutions, a couple automation shop items, and some nice options in settings.

Nibble
Dec 28, 2003

if we don't, remember me

Red Minjo posted:

Seems like Matter Dimensions got an update adding three new genetic evolutions, a couple automation shop items, and some nice options in settings.

And Dimensional Challenges, should be interesting. Good timing, I just got to the anthill in Synergism and it requires a lot less attention all of a sudden.

Youth Decay
Aug 18, 2015

Distance Incremental also got an update https://jacorb90.github.io/DistInc.github.io/main.html It gets kinda grindy but I guess there's a soft wall at the end.

hitachi
May 2, 2003

Hail to the King, baby
Posting for goon role.

Ignoranus
Jun 3, 2006

HAPPY MORNING

Red Minjo posted:

Seems like Matter Dimensions got an update adding three new genetic evolutions, a couple automation shop items, and some nice options in settings.

From the prior endgame, the first Dimensional Challenge is a pretty easy win. Is it even possible to get the second one? It doesn't seem like the multiplier scales high enough to make up the difference.

something
Aug 1, 2011

Have you ever seen
The most pure look of delight
On a Babby's face?

Pillbug
Given the reviews on steamd and here, the big thing is stuff getting in the way of an upgrade delivering the dopamine. it'll take some effort to improve that for laying out for factory, but for work orders i think some simpler changes should hopefully right that ship.

Going forward, I'm going to siphon off the size of buffs coming from research, and transfer it into work orders + experiments + farming + map 5's feature, so that putting 30% of tiles towards a Work order or experiment feels nicer.

Feline Mind Meld
Jun 14, 2007

I'm pretty creeped out

something posted:

Given the reviews on steamd and here, the big thing is stuff getting in the way of an upgrade delivering the dopamine. it'll take some effort to improve that for laying out for factory, but for work orders i think some simpler changes should hopefully right that ship.

Going forward, I'm going to siphon off the size of buffs coming from research, and transfer it into work orders + experiments + farming + map 5's feature, so that putting 30% of tiles towards a Work order or experiment feels nicer.

this feels like the right way to tweak it. it can be pretty hard to figure out if it's worth it to restructure entirely for work order or experiments given that the rewards are kind of roundabout, and being able to kinda do all 3, even if unoptimal, is really nice for lazy pieces of poo poo like me

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

(NGU-I) After actually looking at the upgrades from work orders for the first time since I unlocked them, I did not notice before that those upgrades included research juice efficiency, which changes my opinion significantly even as they're implemented now. Those upgrades will probably save more time than they'll cost as soon as they're available I think, although probably for only so many levels before the costs get really high.

deathbagel
Jun 10, 2008

This was a fun game, but only 6 hours long. Hurry up and make more content Pachinkremental!



I do like watching the balls drop though.

Falcon2001
Oct 10, 2004

Eat your hamburgers, Apollo.
Pillbug

something posted:

Given the reviews on steamd and here, the big thing is stuff getting in the way of an upgrade delivering the dopamine. it'll take some effort to improve that for laying out for factory, but for work orders i think some simpler changes should hopefully right that ship.

Going forward, I'm going to siphon off the size of buffs coming from research, and transfer it into work orders + experiments + farming + map 5's feature, so that putting 30% of tiles towards a Work order or experiment feels nicer.

A few options for the upgrades stuff:

- Have fewer upgrades, but make them more meaningful- Ex: less of the 40 rank ones, make them much more expensive 10 rank ones. Right now people are buying a bunch of them at once anyway, so I don't think the granularity is doing much.

- Have a way to scale the upgrades up/down - I think someone earlier mentioned having your factories have a custom scaling factor, which is another option.

Dunno how others feel about it, but both of those would be nice for me. I'm not a huge fan of the '100 ranks of an upgrade and each individual rank doesn't matter' thing, at least myself.

Broken Cog
Dec 29, 2009

We're all friends here
So I've unlocked farming in NGU-I, and what exactly does breeding plants do? I tossed in a flesh plant and a tron plant, and it's just been standing there for one and a half day.

Meskhenet
Apr 26, 2010

Im giving NGUI a shot.

Upgrades dont seem like upgrades. (Everything is making excess, buy an upgrade, and now 3 are losing, forcing a reworking of the field)

Which, if i dont have time (like ive just loaded up before going to work) i dont really enjoy.

Malmesbury Monster
Nov 5, 2011

NGU-I: I'm really enjoying it even though I'm playing super un-optimally (can't be assed to figure out beacons, e.g.). I'm really confused by the BDSM upgrades, though. I've been putting levels into think juice production and it doesn't seem to be affecting my output at all. Do I have to pay off the fine before the feature starts working?

Megazver
Jan 13, 2006
I decided to time myself doing a few orders just for the heck of it. With three maps open and almost entirely cleared, I decided to dedicate the Tutorial Island to the project and use the hyperoptimized beacon layouts someone theorycrafted over at Reddit.

Order one, a Tiny order of pure Steel Ore. Took four hours and a few more minutes.



Order two, a Tiny order of Basic Fuel. I already had a big stockpile of the motherfuckers when I started so I had to do a bit of math to calculate what it'd take me to do it from scratch, but I reckon it'd take me about 5 hours 20 minutes to fill this one. The difference, I believe, is due to all the inefficiencies introduced at each step of the production tree. (Which, I somehow suspect, wasn't taken into account in that formula in that excel sheet.)



As a conclusion, I'd go with a) you kinda get hosed when you get orders for more advanced stuff b) I am still somewhat skeptical about "oh it should take an hour" and "oh you only need to dedicate 10%" for Tiny orders and c) it's not terribly fun.

Meskhenet posted:

Im giving NGUI a shot.

Upgrades dont seem like upgrades. (Everything is making excess, buy an upgrade, and now 3 are losing, forcing a reworking of the field)

Which, if i dont have time (like ive just loaded up before going to work) i dont really enjoy.

It's really irritating, yeah.

What I'd do here is only increase the production of a factory with an upgrade, but leave the consumption alone, and adjust the production value math downwards to account for lowered consumption. So, for example, right now a factory takes in 10 of this and 10 of that to produce 10 widgets. Then you upgrade it and now it sucks in 13 and 13 to produce 13 and, if you don't have 13 of each downstream now you've got deficits and it's annoying as gently caress! Well, just make the upgrade increase production to 13 but still take in 10 and 10. This way, once you've set up a production line that's in blue, it's gonna stay in blue no matter how much you upgrade and you'll still want to redo your lines every now and then, but only because you can do what you need with fewer factories than before.

Megazver fucked around with this message at 13:40 on Apr 21, 2021

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KazigluBey
Oct 30, 2011

boner

jfc if that's actually optimal, imagine having to checkerbox your buildings and beacons every time you want something else instead of just spraying them down until the numbers are all blue... :psyduck:

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