Here is the pathfinder code:
https://github.com/Anuken/Mindustry/blob/master/core/src/io/...
Here is the pathfinder code:
https://github.com/Anuken/Mindustry/blob/master/core/src/io/...
https://forums.factorio.com/viewtopic.php?f=6&t=76453
(The devs themselves didn't comment, but they probably think in a similar way...)
https://github.com/MauveCloud/Ic2ExpReactorPlanner/releases
Nuclear reactors are fun because fuel cells are also neutron sources, so their heat output increases if you place them adjacent to each other. The allure of these games, to me, is a geometry playground where you can make your number bigger if you do a little mental math. The 2D grid nature limits complexity if you have simple rules and components, so the solution is to have more rules and components. ;) I know a fair bit about the tool set of these games just by spending many hours playing and thinking about them, but I’m not going to turn this post into a design document. I should write/publish one at some point so maybe fewer clumsy balance mistakes are made in future games.
There are instances of games like this popping up. Some of them are low effort money grabs, but some are okay.
https://www.reddit.com/r/incremental_games/comments/6jfuxq/l...
I have thoughts for solving the idle nature of the game by having diminishing returns on a design as time goes on (perhaps changing what metric a player wants to maximize) or by giving them complete control of the tick rate (this seems like a bad solution since some players may feel the urge to just idle anyway). I want to add in more fun designs, equivalent to multiblock structures in minecraft. Perhaps a fusion reactor that requires spending energy on confinement coils and heat injection.
Do you know any similar games that don't focus on tower defense and military (like factorio does)? I love the resource flows, transport problems and factory building.
Another way is to have enemies but set them to be peaceful until you attack them first. Downside is that it's finicky. The enemies love to roam randomly, so if you accidentally hit one with a car or build a rail track too close to one of their bases such that one of them wanders on to it and gets run over, all the enemies on the map will instantly become hostile.
https://mods.factorio.com/mod/SeaBlock Also some of the total conversion mods (IR, Youki, etc) allow an insane investment into the macro, you can just turn off bugs.
Gregtech new horizons is the only bastion of the industrial vision, but unfortunately the eccentric devs focus a bit too much on manual gatey things.
edit: woops i remembered wrong. i wonder how sales are going for this game?
-[1]: https://store.steampowered.com/search/?sort_by=Reviews_DESC
https://steamdb.info/stats/gameratings/
Also, the OP was talking about Mindustry, which, at 89% is in good position too !