I like the design of the interface. It is quite complicated to manage a lot of items. By splitting the crafting system to various machines you can simplify and still have a very complex chain of crafting. Make some items into a workbench then use this items inside the furnace and then use that output into a compressor to make something cool. Good design. I think you can expand this into a very nice version of Minecraft. To create the mining more interesting and complex you can add various ground caves inside the mountain. Each ground cave could be with different biomes and various metals. This allows for the map generation system to be more simple. Using Dwarf Fortress approach of layers is very complex and confusing. Also instead of having a massive overworld generation you can make chunks of islands. And then make some kind of transportation system on water from one chunk to another. In each chunk you can mine, build and when you reach a more valuable metal in one of the caves in that chunk you can use that to make the transportation between islands. You can then add dangerous elements only on water between chunks. So players think is safe until they die on waters killed by various pirates.
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This is brilliant. Love the concept. I just want to give you an idea. You can also try to use Traditional Chinese characters. They are far more complicated and people can learn Chinese ideograms with useful meaning while making some sort of factory to produce that. This is so cool. Love it.
This game is brilliant. And it gets really, really good. The addition of modding is fantastic. I just need to make a few remarks on the modding idea.
1) Modding idea is fantastic, but it can create large problems for future versions if not carefully designed.
2) Really good modding must have a very well organized structure, documentation and functionality (one external robust tool to create mods is a good start).
3) Modding is really fun until everyone decides to make their own external tool to create mods (this creates chaos and problems for future mod developers).
4) Modding distribution and creation must have from the beginning a simple dedicated web page (here you have everything - how to make mods , sharing mods, mods library).
5) Modding should include clear and robust API used by all modders (this is hard and complex to handle but it is essential).
6) Making mods should be easy to get into and hard for changing gameplay feeling.
This remarks are based on years of observing, playing and modding Minecraft. I would also like to thanks to all the people who put a lot of time in making this amazing game !
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.
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.