Thanks for the report — you found a real bug! The assembler’s input buffer split its capacity evenly across the 5 inputs (4 slots each), but the engine recipe needs 8 bolts, so it could never collect enough to start. Fixed now: input slots always fit the recipe quantity, and the machine panel shows a live “have/need” count per input. Just reload the page — your save will work as-is. Sorry for the trouble, and thanks again!
Ah now it works but maybe this introduces new problems: Maybe the input queue should be double the recipe size so the next stuff can arrive while processing. Or items should be removed at start of processing. I observe that many machines flicker because they wait for filling up their 1-item-queueus input after processing.
A few other observations/suggestions/bugs:
I would completely replace the miner by the resource miner. its illogical to me that the resource miner is hidden in power category but its required for everything
the economy map is really slow and laggy while everything else is fine
its possible to move connected elements from one board to another
the pts and ¥ seem quite unbalanced. I cold buy everything in the techtree at the point there I was at goal 3 or 4
Its really difficult to find who reqires which product. The exporter could highlight which town accepts the current received product and maybe even show the current satisfaction level
Then upgrading the new speed is only shown after deselecting and selecting again or after upgrading another time (then the previous speed is shown, but not the new)
Do Wires/Belts have a maximum throughput? I have a level 13 smelter thats doing 8.13/s and its output is piling up connected to a L11 constructor that does 9.28/s but is waiting for input (maybe thats the initial mentioned thing)
Edit more things I observed:
It would be nice if it would be shown which output is blocked
some city names exist twice
the water tank shows 4000/2000
in the recipe selection list of the machines the amount of ingredients and outputs are not always shown correctly
the electrolyseur should output double the amount of hydrogen than oxigen - this also would lower the imbalance of required 3 hydrogen for the ammonia
The ouputchannel of the assembler is offset to the circle
This is an incredible bug report — thank you for taking the time. Almost everything you listed is now fixed in a new build. Mapping to your points:
⚙️ The flicker / “waiting for input”:
You were right on the money. Belts had a hidden throughput cap (~4–6/s), so a fast machine like your L13 smelter could pile up output while the L11 constructor downstream starved. I raised belt throughput a lot (~13/s base, ~19/s with the conveyor tech), which also kills the 1-item-queue flickering. Multi-input machines now also buffer 2× a recipe’s needs so the next batch arrives during processing.
🗺️ Economy map lag: fixed — it was re-scanning every road edge every frame. Now cached and only updated when the network actually changes. Should be smooth.
🏭 Other fixes from your list:
Resource Miner moved out of “Power” into the “Basic” category (you’re right, it’s needed for everything).
Connected nodes can no longer be dragged to another board.
Tech tree costs inflated a lot in the mid/late game (you could buy everything by goal 3–4 — not anymore; still tuning).
Exporters now list the towns that buy the shipped product with a live satisfaction bar — click a town to set it as the destination.
Upgrading now updates the shown speed immediately (no need to reselect).
Output-blocked state now tells you which item is full.
Some city names could duplicate — now made unique.
Water tank no longer shows 4000/2000.
Recipe lists now show exact ingredient/output amounts (×n).
Electrolyser now outputs 2× hydrogen vs oxygen (correct 2:1), which also eases the ammonia ratio.
Assembler output port no longer visually offset.
Codex search is now case-insensitive.
The only thing I didn’t do exactly as suggested: I kept the basic “Miner” (it’s the tutorial’s starting node) rather than fully replacing it with the Resource Miner — but the Resource Miner is now front-and-center in Basic.
Seriously, thank you — this kind of detailed feedback makes the game much better. If the belt/throughput change still leaves machines starving at very high levels, let me know your setup and I’ll dig in.
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the assembler does not assemble engines. it says "waiting for input" but all inputs are present
Thanks for the report — you found a real bug! The assembler’s input buffer split its capacity evenly across the 5 inputs (4 slots each), but the engine recipe needs 8 bolts, so it could never collect enough to start. Fixed now: input slots always fit the recipe quantity, and the machine panel shows a live “have/need” count per input. Just reload the page — your save will work as-is. Sorry for the trouble, and thanks again!
Ah now it works but maybe this introduces new problems: Maybe the input queue should be double the recipe size so the next stuff can arrive while processing. Or items should be removed at start of processing. I observe that many machines flicker because they wait for filling up their 1-item-queueus input after processing.
A few other observations/suggestions/bugs:
Edit more things I observed:
This is an incredible bug report — thank you for taking the time. Almost everything you listed is now fixed in a new build. Mapping to your points: ⚙️ The flicker / “waiting for input”: You were right on the money. Belts had a hidden throughput cap (~4–6/s), so a fast machine like your L13 smelter could pile up output while the L11 constructor downstream starved. I raised belt throughput a lot (~13/s base, ~19/s with the conveyor tech), which also kills the 1-item-queue flickering. Multi-input machines now also buffer 2× a recipe’s needs so the next batch arrives during processing. 🗺️ Economy map lag: fixed — it was re-scanning every road edge every frame. Now cached and only updated when the network actually changes. Should be smooth. 🏭 Other fixes from your list: