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(+1)

i had to stitch together 5 screenshots since you cant zoom out that far. the bottleneck is still that one massive stack, in order to get more throughput i would have to keep exponentially increasing it, i already had to build a lot even for this menial numbers and THIS GAME DOES NOT HAVE ANYWHERE NEAR THE QOL NEEDED TO MAKE ME WANT TO BUILD MORE OF THAT STACK. just in case you were curious, yes i am completely insane, no it did not take that long to build as if you look closely you can see that the design is incredibly modular, each section has an I/O interface at the bottom, since the throughput through mergers and splitters is near infinite, it means that i never need to change the I/O interfaces and can just add additional modules on the desired stack (except for the massive stack cuz it has byproducts, so you need to add more abyssal door dumps to deal with it). if this game had blueprints it wouldve been built in 15-30mins

30 energised spark / min

10 immaculate soul / min

6 elemental chassis / min

= 0.06 phylactery / min (3.6/hour)

(+1)

since the image upload size is only 3mb, the main image is blury, so here is a screenshot showing the start of the massive modular stack on the top half of the screenshot, and its I/O on the bottom half of the screenshot. one thing i found out is that big mergers and spliters have priority, bottom most node is the highest priority, whilst top most node is lowest priority, this mechanic is heavily used throughout. a lot of abyssal doors are connected to low priority nodes whilst the highest priority nodes are connected to the actual I/O ports to be used by other modules. this means that any overflow that isnt used by the main I/O ports gets dumped which is crucial for a module such as this that produces several different products and will stall if one of them is clogged. often i have also connected the lowest priority nodes of some resources main I/O which i know are excess into the inputs for the coin module, so that any unused products can be converted into coins. since this is on the lowest priority but on the main I/O, the abyssal door dump is still connected at an even lower priority as the entire main I/O is still connected to the highest priority from the dump, so any resources marked to be sold if excess will first be sold and only get dumped if the subdimentional markets are filled. there is storages connected to the highest priority in the main I/O, so before anything else, i always make sure that i have a buffer storage for building and emergencies