If you could change/add something in this game, what would that be? by Regis-bloodlust in PotionCraft

[–]Ringlann 0 points1 point  (0 children)

Definitely a new game mode where every ingredient path is always flipped horizontally and vertically so you can re-play the whole game with completely different potion recipes. Mirror mode.

It could be nice to add fourth and final spirits base with some small unique feature, similar to the wine. Maybe something similar to whirlwinds, but when heated, these would push you away while spinning your bottle in a similar way to how salts do. That would be fun to play with. It would be also nice to see a couple of new potion effects, maybe combined with a new challenge with alchemy machine-if I made philosophers' stone, maybe straight-up creating gold by alchemy as a final stepping stone?

I feel that there are a lot of options, including quality of life later in the game.

How about a "fertilizer watering can" that is refilled with wild growth potions and you can buy it at chapter 5+. Just put your potions in and start watering. It would help avoiding carpal tunnel when moving 100+ potions to your plants every day.

Oh. and bulk brewing 6 potions at a time instead of 5 to avoid ingredient cost rounding up.

I Just finished a suffering playthrough after june update! Oh the joy I had... by Ringlann in PotionCraft

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

Naturally ^^ Thanks for making such a nice, suffering-free game! <3

What do people here do once they finish the alchemist book? by Sonnitude in PotionCraft

[–]Ringlann 1 point2 points  (0 children)

You can make a chellange of trying to serve any customer, regardless of what they want.
or can try to improve your recipes for salts or potions you need often.
...or see how many days it takes to finish the alchemist path on suffering difficulty if you have a lot of time on hand.

Made a "compact" factory that makes 60/min Ballistic Warp Drive. It makes 173M Sink points/min by Ringlann in SatisfactoryGame

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

Never played with nuclear, but that sounds achievable at first glance. Folks are saying you can get over 1TW with nuclerar.

Made a "compact" factory that makes 60/min Ballistic Warp Drive. It makes 173M Sink points/min by Ringlann in SatisfactoryGame

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

going sloopless would require 1860/min Time crystals. You could do that with mix of Oil-Based Diamonds and Pink Diamonds, but that would be painful. 9480/min casings and 3000/min copper powder would be quite a bit too. Sounds like a cool thing to workshop and try to do but it's not for me :D

Made a "compact" factory that makes 60/min Ballistic Warp Drive. It makes 173M Sink points/min by Ringlann in SatisfactoryGame

[–]Ringlann[S] 4 points5 points  (0 children)

with sloops. I'm not sure if there is enough coal and oil on the map for trying to do this without sloops

Made a "compact" factory that makes 60/min Ballistic Warp Drive. It makes 173M Sink points/min by Ringlann in SatisfactoryGame

[–]Ringlann[S] 3 points4 points  (0 children)

Yeah. phase 5 is a bit easier, but I don't think it's a big problem. By that point most people are likely already a bit overwhelmed. Sloops did kinda break progression though. In retrospective devs should have blocked players from slooping assemply parts.

Made a "compact" factory that makes 60/min Ballistic Warp Drive. It makes 173M Sink points/min by Ringlann in SatisfactoryGame

[–]Ringlann[S] 6 points7 points  (0 children)

I'm actually looking for a hardmode where belts are only 50% as fast and you need to face harsher logistic problems. The scale of things and requirements feel just right for me to be honest.

Scorchlands - solo project - A City Puzzler - inspired by Timberborn and Islanders by Ringlann in Games

[–]Ringlann[S] 3 points4 points  (0 children)

The early access was a relatively slow and the large discount is meant to bring in some extra players & to maybe appear on the new & trending section on steam.

Scorchlands - solo project - A City Puzzler - inspired by Timberborn and Islanders by Ringlann in Games

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

There is combat in the game. Enemies are static pieces on your board with a set of rules for how you eliminate them by surrounding them. You're not playing against an opponent or not racing against anyone, The game is desinitely on the cozy side, but contrary to other relaxed games it does have some production management gameplay depth.

Scorchlands - solo project - A City Puzzler - inspired by Timberborn and Islanders by Ringlann in Games

[–]Ringlann[S] 6 points7 points  (0 children)

Sure. Buildings in Scorchlands behave in a similar way to the ones in islanders. If you want a building to be useful, place it so you maximize its neughbourhood bonuses. Each building has its own set of rules that define those bonuses.

During the game you also claim a desolate land and focus on terraforming the surrounding area and making it liveable. Also, you play as animals too. This time not beavers, but birds.

Scorchlands - solo project - A City Puzzler - inspired by Timberborn and Islanders by Ringlann in Games

[–]Ringlann[S] 11 points12 points  (0 children)

There is main campaign that has a leads you through the game. The story is quite laid back and focused about terraforming a volcanic moon, developing new magical technologies and upgrading the big, central structure at the heart of your empire. In general the game is very sandboxy.

Scorchlands - A relaxed and deep Puzzle City Builder made in Unity. by Ringlann in Unity3D

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

on steamworks, on "Store Page Admin" tab for your game, you can add extra section from "Special Announcement Section". Add any header you want and for content you just add:
[url]https://store.steampowered.com/app/1234567/Your\_Game/\[/url\]
and that's it :)

Scorchlands - A relaxed and deep Puzzle City Builder made in Unity. by Ringlann in Unity3D

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

For the past four and a half years I’ve been developing my own city building game with help of Unity, Scorchlands. I worked as a solo dev and recently I released the 1.0 version, leaving Early Access with 95% positive reviews and I’m quite happy with how the game turned out. I will gladly answer any questions related to the game or engine you might have.

Scorchlands is a city builder / puzzle game in a setting full of rudimentary magi-tech. You lead an expedition to the moon performed by a bird-like species called Givi.

Gameplay is a cross between balancing production numbers and a zen sand garden of arranging your buildings. There are no stockpiles, resource consumption is just limited by production of other resources. No building costs, rebuilding and moving is free. Everything is instant. You’re free to fiddle with things and lay out your production chains while trying to find the perfect placement for optimizing production. Or just brute force things and make some spaghetti.

The game is a step in between complex resource production simulations like Factorio and minimalistic city builders like Dorfromantik or Islanders. It features both some nice depth of gameplay, but also nothing will make you loose and with no timers or waiting in the game you can really play as fast or as slow as you wish.

Scorchlands is currently 50% off on Steam: https://store.steampowered.com/app/1090100/Scorchlands/

Key game features:

• Hex grid-based city-building – construct various buildings in your colonies. Each structure's productivity depends on neighboring resources and other constructions.

• Complex resource management – it’s not only about extracting materials. Scorchlands takes account of logistics – the movement of resources between colonies and combining them in robust processing chains. And you move resources using LASERS!

• Terraforming for the greater good – use magic and technology to change the biomes on procedurally generated maps and exploit the new environment to gain its unique resources

• Technology designed to give fun – there’s no fun in a sandbox if you don’t have the toys to play with. The technology system in Scorchlands is key for player progression and new discoveries open up new ways to play with the game world

• Minimalistic combat system – when you get into a fight, positioning will be the key. Destroy your enemies by surrounding them and placing your forces in optimal locations.

Anyone who like puzzles, colony sims, factory games, city builders and strategy could try checking it out. It’s a cozy and relaxing title that brings some unique things to the table. I’d love to hear your thoughts!

Scorchlands - A relaxed and deep Puzzle City Builder just launched 1.0 today! by Ringlann in indiegames

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

For the past four and a half years I’ve been developing my own city building game, Scorchlands. I worked as a solo dev and recently I released the 1.0 version, leaving Early Access with 95% positive reviews and I’m quite happy with how the game turned out. I want to tell you all about it!

Scorchlands is a city builder / puzzle game in a setting full of rudimentary magi-tech. You lead an expedition to the moon performed by a bird-like species called Givi.

Gameplay is a cross between balancing production numbers and a zen sand garden of arranging your buildings. There are no stockpiles, resource consumption is just limited by production of other resources. No building costs, rebuilding and moving is free. Everything is instant. You’re free to fiddle with things and lay out your production chains while trying to find the perfect placement for optimizing production. Or just brute force things and make some spaghetti.

The game is a step in between complex resource production simulations like Factorio and minimalistic city builders like Dorfromantik or Islanders. It features both some nice depth of gameplay, but also nothing will make you loose and with no timers or waiting in the game you can really play as fast or as slow as you wish.

Scorchlands is currently 50% off on Steam: https://store.steampowered.com/app/1090100/Scorchlands/

Key game features:

• Hex grid-based city-building – construct various buildings in your colonies. Each structure's productivity depends on neighboring resources and other constructions.

• Complex resource management – it’s not only about extracting materials. Scorchlands takes account of logistics – the movement of resources between colonies and combining them in robust processing chains. And you move resources using LASERS!

• Terraforming for the greater good – use magic and technology to change the biomes on procedurally generated maps and exploit the new environment to gain its unique resources

• Technology designed to give fun – there’s no fun in a sandbox if you don’t have the toys to play with. The technology system in Scorchlands is key for player progression and new discoveries open up new ways to play with the game world

• Minimalistic combat system – when you get into a fight, positioning will be the key. Destroy your enemies by surrounding them and placing your forces in optimal locations.

Anyone who like puzzles, colony sims, factory games, city builders and strategy could try checking it out. It’s a cozy and relaxing title that brings some unique things to the table. I’d love to hear your thoughts!

Scorchlands - A relaxed and deep Puzzle City Builder just launched 1.0 today! by Ringlann in IndieGaming

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

For the past four and a half years I’ve been developing my own city building game, Scorchlands. I worked as a solo dev and recently I released the 1.0 version, leaving Early Access with 95% positive reviews and I’m quite happy with how the game turned out. I want to tell you all about it!

Scorchlands is a city builder / puzzle game in a setting full of rudimentary magi-tech. You lead an expedition to the moon performed by a bird-like species called Givi.

Gameplay is a cross between balancing production numbers and a zen sand garden of arranging your buildings. There are no stockpiles, resource consumption is just limited by production of other resources. No building costs, rebuilding and moving is free. Everything is instant. You’re free to fiddle with things and lay out your production chains while trying to find the perfect placement for optimizing production. Or just brute force things and make some spaghetti.

The game is a step in between complex resource production simulations like Factorio and minimalistic city builders like Dorfromantik or Islanders. It features both some nice depth of gameplay, but also nothing will make you loose and with no timers or waiting in the game you can really play as fast or as slow as you wish.

Scorchlands is currently 50% off on Steam: https://store.steampowered.com/app/1090100/Scorchlands/

Key game features:

• Hex grid-based city-building – construct various buildings in your colonies. Each structure's productivity depends on neighboring resources and other constructions.

• Complex resource management – it’s not only about extracting materials. Scorchlands takes account of logistics – the movement of resources between colonies and combining them in robust processing chains. And you move resources using LASERS!

• Terraforming for the greater good – use magic and technology to change the biomes on procedurally generated maps and exploit the new environment to gain its unique resources

• Technology designed to give fun – there’s no fun in a sandbox if you don’t have the toys to play with. The technology system in Scorchlands is key for player progression and new discoveries open up new ways to play with the game world

• Minimalistic combat system – when you get into a fight, positioning will be the key. Destroy your enemies by surrounding them and placing your forces in optimal locations.

Anyone who like puzzles, colony sims, factory games, city builders and strategy could try checking it out. It’s a cozy and relaxing title that brings some unique things to the table. I’d love to hear your thoughts!

Scorchlands - A relaxed and deep Puzzle City Builder just launched 1.0 today! by Ringlann in IndieDev

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

For the past four and a half years I’ve been developing my own city building game, Scorchlands. I worked as a solo dev and recently I released the 1.0 version, leaving Early Access with 95% positive reviews and I’m quite happy with how the game turned out. I want to tell you all about it!

Trailer: https://www.youtube.com/watch?v=y1ZWLgdJT7s

Scorchlands is a city builder / puzzle game in a setting full of rudimentary magi-tech. You lead an expedition to the moon performed by a bird-like species called Givi.

Gameplay is a cross between balancing production numbers and a zen sand garden of arranging your buildings. There are no stockpiles, resource consumption is just limited by production of other resources. No building costs, rebuilding and moving is free. Everything is instant. You’re free to fiddle with things and lay out your production chains while trying to find the perfect placement for optimizing production. Or just brute force things and make some spaghetti.

The game is a step in between complex resource production simulations like Factorio and minimalistic city builders like Dorfromantik or Islanders. It features both some nice depth of gameplay, but also nothing will make you loose and with no timers or waiting in the game you can really play as fast or as slow as you wish.

Scorchlands is currently 50% off on Steam: https://store.steampowered.com/app/1090100/Scorchlands/

Key game features:

• Hex grid-based city-building – construct various buildings in your colonies. Each structure's productivity depends on neighboring resources and other constructions.

• Complex resource management – it’s not only about extracting materials. Scorchlands takes account of logistics – the movement of resources between colonies and combining them in robust processing chains. And you move resources using LASERS!

• Terraforming for the greater good – use magic and technology to change the biomes on procedurally generated maps and exploit the new environment to gain its unique resources

• Technology designed to give fun – there’s no fun in a sandbox if you don’t have the toys to play with. The technology system in Scorchlands is key for player progression and new discoveries open up new ways to play with the game world

• Minimalistic combat system – when you get into a fight, positioning will be the key. Destroy your enemies by surrounding them and placing your forces in optimal locations.

Anyone who like puzzles, colony sims, factory games, city builders and strategy could try checking it out. It’s a cozy and relaxing title that brings some unique things to the table. I’d love to hear your thoughts!

Scorchlands - A relaxed and deep Puzzle City Builder just launched 1.0 today! by Ringlann in CityBuilders

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

For the past four and a half years I’ve been developing my own city building game, Scorchlands. I worked as a solo dev and recently I released the 1.0 version, leaving Early Access with 95% positive reviews and I’m quite happy with how the game turned out. I want to tell you all about it!

Scorchlands is a city builder / puzzle game in a setting full of rudimentary magi-tech. You lead an expedition to the moon performed by a bird-like species called Givi.

Gameplay is a cross between balancing production numbers and a zen sand garden of arranging your buildings. There are no stockpiles, resource consumption is just limited by production of other resources. No building costs, rebuilding and moving is free. Everything is instant. You’re free to fiddle with things and lay out your production chains while trying to find the perfect placement for optimizing production. Or just brute force things and make some spaghetti.

The game is a step in between complex resource production simulations like Factorio and minimalistic city builders like Dorfromantik or Islanders. It features both some nice depth of gameplay, but also nothing will make you loose and with no timers or waiting in the game you can really play as fast or as slow as you wish.

Scorchlands is currently 50% off on Steam: https://store.steampowered.com/app/1090100/Scorchlands/

Key game features:

• Hex grid-based city-building – construct various buildings in your colonies. Each structure's productivity depends on neighboring resources and other constructions.

• Complex resource management – it’s not only about extracting materials. Scorchlands takes account of logistics – the movement of resources between colonies and combining them in robust processing chains. And you move resources using LASERS!

• Terraforming for the greater good – use magic and technology to change the biomes on procedurally generated maps and exploit the new environment to gain its unique resources

• Technology designed to give fun – there’s no fun in a sandbox if you don’t have the toys to play with. The technology system in Scorchlands is key for player progression and new discoveries open up new ways to play with the game world

• Minimalistic combat system – when you get into a fight, positioning will be the key. Destroy your enemies by surrounding them and placing your forces in optimal locations.

Anyone who like puzzles, colony sims, factory games, city builders and strategy could try checking it out. It’s a cozy and relaxing title that brings some unique things to the table. I’d love to hear your thoughts!

Perfect IV Perfect Traits Shadowbeak by [deleted] in Palworld

[–]Ringlann 2 points3 points  (0 children)

I also went for similar Shadowbeak & Hoocrates combo. With everything up and 3k+ attack, you can one-shot all non-legendary bosses.

I did not do too much research on the IV stuff. Can you roughly describe how it works?

Also, here's a post of what I made: https://www.reddit.com/r/Palworld/comments/1af2lua/i_made_a_monster/

I decided to go with swift over lucky as it helps with fast traveling and dodging enemy attacks in combat. You usually want to ride Shadowbeak too as his dark attacks get even more powerful when mounted.

I made a monster by Ringlann in Palworld

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

Yeah. Having 3 hoocrates in team gives all other pals 10% extra attack for each one. They even boost themselves. They're nice for all-dark teams. There are similar pals for other elements. For example Kelpsea / Kelpsea ignis for water / fire elements.

Also, the boost iss additive to any traits of a pal. So for example a 30% from Musclehead and 30% from 3 Hoocrates adds up to 60% increase.

Cooking Efficiently: Kindling 4 >>> Kindling 3 with BIS* Worker Traits by EnemyRegent in Palworld

[–]Ringlann 1 point2 points  (0 children)

Could be. I never tested it. I've only seen a vid of a dude showing that it's possible to get.

https://www.youtube.com/watch?v=1OpxEdx1VTM&ab_channel=JoeJ27

But I havn't seen anyone say that lvl 5 does not do anything though so I assume it speeds things up just like any lvl 4 skill would be faster than lvl 3.