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(6 edits)

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
  • The codex search is case sensitive

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.