Followed the development of Mindustry from the beginning. This is a Masterpiece of game development. It is about paying attention to details and a lot of work. We have a growing number of a bunch of really hardcore complex games out there. Dwarf Fortress, Minecraft, Factorio, Mindustry, TIS-100, Opus Magnum, Exapunks etc. This is getting better and i love it.
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I would also like to mention that it would be nice to have a limit on the amount of resource one signal train can have. Because in theory you could use just one signal train to gather all resource on the map including the production of computronium (this would destroy the idea on self-replicating). Also it would be interesting to have a more costly signal train for different resource (one for Si and a different one for Zn) based on some manufacturing idea with the use of other machines.
This is brilliant. You really need to think how to split the trains signals. I am looking forward for more content. I can imagine building large automation systems with factories, new types of signals, sorting system, very interesting machines. Keep working on this amazing game. I also build something similar but quite a different abstract simulator where the floor of the factory is made of a smart LED that gives instruction to small bots that reads the floor instruction and moves and builds various things. A system without conveyors where all the manufacturing instructions are inside the factory floor.
Love this game.I have just one small suggestion for the completion of the logistic system.It would be really cool if a conduit could intersect a conveyor so you can transport liquids while intersecting conveyors.So you don't need to overcomplicate the conduit system or the conveyor system.This is useful when you have a large power system production and at the same time you have a complex logistic network of conveyors.