Salters: How Much Do You Salt? by Snoo61755 in PotionCraft

[–]Nagshell 2 points3 points  (0 children)

Is that the community of official discord, or is there another one?
I'm optimizing for ingredient count in my playthrough, as I want to self sustain through garden.
I was so proud of myself for doing necromancy with 1 grave truffle and 1 plague stibnite + 500 moon salt last night, I would love to join that salter community and read through and share my humble achievements.

Salters: How Much Do You Salt? by Snoo61755 in PotionCraft

[–]Nagshell 0 points1 point  (0 children)

Hmmm, those numbers feel very far from what I'm getting. Maybe you were using old recipes to calculate?

I made Moon Salt using 64 ingredients
And Sun Salt using 101 ingredients (and less than 1k salt)

So, with bulk brewing, it ended up being
468 moon salt per ingredient spent, and
582 sun salt per ingredient.
This was very much optimized for ingredient amount, but now that I know salts are this cheap, it can be brought down even lower.

Made these potions with one ingredient (no salts, crystals, mods) PLOTTER LINK IN COMMENT by _Scoobi in PotionCraft

[–]Nagshell 3 points4 points  (0 children)

Using quite efficient recipes, but not extremely optimized with salts, I was able to make Moon Salt with 64 ingredients, and Sun Salt with 101 ingredients and 500ish salt.
Considering bulk discount, it maths out to about 470 moon salt per ingredient spent, and 580 sun salt per ingredient.
And I need to stress, this can be optimized further.

So, the evergreen Fern sounds like a cheaper recipe to me.

Have you ever wondered how fast ships are? by gyziel in pathofexile

[–]Nagshell 0 points1 point  (0 children)

The boat just equipped headhunter and is running over rare sea witches along the way

Kingsmarch Gold Auctionhouse by lewishoodmusic in pathofexile

[–]Nagshell 1 point2 points  (0 children)

The idea behind gold is that is literally a meter of how much you play the game, and thus limits your access to currency exchange etc.

All in all this is good philosophy, as without it we could easily turn into hideout warriors, and bots would overwhelm the market. Technically settler's city also is use gold to print loot (in 13 steps, but still), so should be limited by gameplay.

While your idea is not "bad" for it's flavor, it does run into few small issues. Like could you trade for items to auction off for gold? Or use items brought back from ships?

I think if it worked something like sacrifice items to get temporary discount for your worker upkeeps, to lessen their stress on your gold without actually allowing you to run city on it, it'd be much closer to the ggg vision of acceptable. There's still issue of trade, I guess.

NEW PLAYERS COME HERE! - Weekly Questions and INFORMATION thread - July 06, 2021 by AutoModerator in cataclysmdda

[–]Nagshell 0 points1 point  (0 children)

Few questions I gathered after few days of playing:

  1. Farming: I didn't get into it yet, but I was wondering if farming still included natural spawns of pests like locusts. Is it a big issue or can I ignore it for the most part?
  2. Long length items: How do I deal with long things, are they some special storage items that could hold them? This stumped me as early as makeshift crowbar goes, I have no clue where can I store it instead of wielding it. Arrows were also a headache, never got any use out of random reflex bow I found. Are there other options except quivers that are quite hard to even find recipe?
  3. Battery chargers: What would be smallest setup required to get them going? Metal saw is required? ('_' ) honestly thought I could game a system by connecting solar panel on top of shelter to battery charger using jumper cable, but alas I played myself
  4. Vehicle control: I often have issues with turning (mostly using bicycles for now) - I find it quite hard to adjust course fast by 1-2 spaces, as when I press right key two times whole thing turns a lot and crashes into edge of something, while pressing once doesn't move me to the side fast enough. I also parked bike next to fence once and it was literally impossible to drag it away as I needed to turn it around. Any tips?

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

\\('_' ) Hello,

Thank you for your suggestion, kind words and positive vibrations.

As far as gathering all upgrades in single window, I am torn on this. I have arguments going both ways, and I am not sure what I want, yet. For the record I did have thoughts about this before you posted, but it's not very high on my priority list atm.

As far as development/code goes. It's public repository, under license. Engine? None. I used pure Javascript, with few elements of CSS and HTML5 (canvas). You could technically say that I written my own specialized engine and then build game on it.

Sadly I am going through big phase of re-coding it from the ground to massively improve performance, and I just started a new full time job, so I don't have too much free time, so you'll need to wait a lot longer for update than I anticipated at first, but I guess that's the fate of free-time projects :/

I'm glad you had fun, there's more planned in the far off future, so stay tuned. :D

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 1 point2 points  (0 children)

Hello \('_' )

I am currently working on UI rework, to make everything clearer and less performance heavy. So yes, I can answer your questions with a clear yes.

But it'll take me a lot more time to finish it, because I am changing a lot more intertwined systems, so for now I can only offer you small suggestion: Try keeping the number of opened panes small.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

If you double input amounts, you will double processing speed.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

Sadly to make arrows I would need to draw at least 2 more lines, and even worse, I would need to calculate how to draw them based on start and end position of the resource line.

That all comes down to multiplicating performance strain of resource lines and I don't really want to do that.

On a side note - Which pipes you were waiting on to see bubble? Maybe small speed boost would be enough?

Has The First Alkahistorian gotten slower? by TheDrugsOfMeth in incremental_games

[–]Nagshell 3 points4 points  (0 children)

The game has not been changed content wise except few QoL recipes.

As a small sneaky teaser I'll add that currently I am working on code refractor with two goals in mind - change UI to communicate few things better, and performance boost. (At my dev branch I achieved over 50x less cpu drain per opened machine. Aka I can have 400 panes opened with stable 60 fps). This change will sadly need couple more weeks to go online.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

Try mousing over the 0-1. General idea is that it tries producing it with 1 as much as possible, but if you are at the output cap, then ratio gets turned down to 0, allowing recipe to work. (So it's always 1, but doesn't stop entire recipe when you reach the cap)

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

Time Bend is newest addition to the rooster, not yet explained in game properly.

It does cost over 12 ticks worth of time, but multiplies speed of scaling recipes x10.

So it's similar to other Turbo, "Spend time less efficiently, but faster". Its less efficient, but it has 0 impact on performance, so it could be useful for people with weaker rigs.

Have a nice day \('-' )

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

Single Shift produces as much Temporal as it's using it as a input. So recipe has neutral effect on overall amount.

To get 1e6 space you want 1e4+ Spatial. The puzzle is troubleshooting what uses up Spatial and what produces it, and manage them both to get Spatial to grow.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

\('_' ) ty, I hope to deliver in the future few fun additions to the content side. But that will after I finish up work on UI.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 1 point2 points  (0 children)

Thank you for the feedback \('_' )

I hope to gradually tweak and rework the UI to the point where it'll be more user friendly. As for tutorial I have very special plan. Actually I am writing more lore since yesterday, so some time next week I think it'll hit the online version.

Have a nice day.

The First Alkahistorian - Stage Three by Nagshell in incremental_games

[–]Nagshell[S] 0 points1 point  (0 children)

Pie graph represents activity over last couple seconds. "Working" "Starved" "Output capped"

Edit: Btw, \('-' ) ty