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Quench-Forge

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A member registered 51 days ago · View creator page →

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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.

Thanks for the report — you found a real bug! The assembler’s input buffer split its capacity evenly across the 5 inputs (4 slots each), but the engine recipe needs 8 bolts, so it could never collect enough to start. Fixed now: input slots always fit the recipe quantity, and the machine panel shows a live “have/need” count per input. Just reload the page — your save will work as-is. Sorry for the trouble, and thanks again!