Author Topic: Metal and Crystal Manufactories  (Read 1663 times)

Offline magirken

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Metal and Crystal Manufactories
« on: April 05, 2013, 01:00:11 pm »
Hi all,

I've noticed in a couple of new games I started that my home planet does not come with any manufactories pre-built, and I can see where to build them. Has something changed or am I missing something else?


Offline keith.lamothe

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Re: Metal and Crystal Manufactories
« Reply #1 on: April 05, 2013, 01:03:09 pm »
From the 6.013 beta release notes:
Quote
=== Congratulating The Winners Of The "Aim the Nerfbat of Damocles: Player-side (III)" Poll ===

* Thanks to Hearteater, TechSY730, Faulty Logic, Histidine, Dichotomy, Wingflier, chemical_art, Diazo, Toranth, Eternaly_Lost, Radiant Phoenix, Marmu23, laughingman, Winge, Aeson, Bognor, ZaneWolfe, and the poll voters for inspiring these changes.

* Metal Manufactories and Crystal Manufactories, in honor of winning the poll, have been removed from the game!  Instead: The Automated Energy Hamsters have returned from retirement, seeing an opportunity to synergize their unique skillset and capitalize on the market created by player dissatisfaction with the Manufactories.  Specifically:
** If something you're building requires either more metal or more crystal than is available, the Automated Resource-Conversion Hamsters will perform Just-In-Time conversion of the other resource into the needed one.  The process is inefficient, however, and consumes 1.5 times as much of the converted material as it produces of the other.
*** If the new "Max Resource Conversion" galaxy-wide control is set to -1 (the default), then there is no limit to how much this as-needed conversion will convert per second.  Otherwise, it will not convert more than the specified amount per second.  If it is set to zero, the automatic conversion is effectively disabled.
** If something causes you to gain either more metal or crystal than the resource cap will let you hold, the extra amount tries to convert into the other resource (at a 1.5:1 ratio, like with conversion-on-spending).  If the other resource also hits cap, it then does the normal logic for the excess (first tries to distribute it to other human players, and if that doesn't work just dumps it all over the floor).

:)

We're still working out some display issues with the flow indicators when conversion is happening, but in all cases I've seen the actual math is working right.
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Offline magirken

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Re: Metal and Crystal Manufactories
« Reply #2 on: April 05, 2013, 02:17:35 pm »
Ah ha!

Thank you for the info good sir.

Offline keith.lamothe

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Re: Metal and Crystal Manufactories
« Reply #3 on: April 05, 2013, 02:20:17 pm »
My pleasure :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!