Thank you so much for your detailed comment!
There is a help section in the main menu (although incomplete). Did you see that? If not, I maybe have to move it somewhere more prominent.
The tutorial zone is a good idea, I will look into that.
I am planning to increase mapsize to a lot bigger and make this an MMO. But this will still require a lot of work and optimization.
If you are inclined to build some more complex mechanics, you may activate creative mode via the main menu (the button above the Run/Pause button) and build without resource limit. If you are looking for a more sophisticated challenge, some mechanics I have built are:
- Pulse Limiter
- Set Reset Latch
- T Latch
- 3 bit counter: I managed to cram that all into one unit without nesting units. Incoming signals must be only 1 tick long.
- A counter, that fires 1 pulse after counting 8 pulses, also no nested units.
- A walker: a structure that propels itself through the world without outside intervention. Bonus points, if you make it turn around when hitting something solid.
- A puller: a walker, that can pull another block
- 50 bit sequencer: a single unit that can receive, hold and dispense a sequence of 50 consecutive blocks in order. It consists of about 1000 blocks and has up to 4 levels of nested units (excluding the parent unit). I am sure, this can be built more efficiently. Right now I am designing a mechanic that is able to duplicate the sequence read from an existing sequencer. The duplication mechanism already works. I am still working on the recovery mechanism, that transports the needed resources into the duplication mechanism. The duplicator already has more than 3000 single blocks.
You can find the solutions to the challenges in the Examples section at the bottom of the help menu.
By renewable resource, do you mean a resource that respawns? Or like a seed that the player can plant, that will spawn new resources around itself over time. I was definitely thinking about spawning some npcs. Walker units, that randomly walk by, and may disrupt mining operations, but may be easily farmed for some extra resources.
I'm sorry about the mission breaking. It seems to be a networking issue. I am still trying to replicate that locally.
The mover is able to move the parent unit in the containing grid. When placing the mover inside a unit and powering it from one side, the parent unit will move into this direction where the mover is powered from. I included it as a means to speed up early game progression, e.g. automatically move miner units around. Combined with a collector this will lead to some easy early game mining automation.
I am still working on more missions and a progression system that makes sense and catches newcomers as well as logic puzzle veterans alike.
Thank you again for playing the game and leaving this detailed comment. If you have more questions or suggestions, let me know.