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Fordítási probléma jelentése
I suggest watching videos, those are much better than screenshots to figure out if the game is for you. Here's a link to those published this week: https://www.youtube.com/results?search_query=%22dream+engines%22&sp=EgQIAhAB
And you have to do the same thing again and again in every new map.
i will definitely love this game if I can skip it.
Yup, definitely getting Perimeter vibes here - more specifically, the early days of Exodus (not shown in Perimeter but described in the lore files), when the flying cities (Frames) only began the construction. So far I saw five different nightmare critter types.
I am very intrigued on what future updates would bring. Nightmare fuel, perhaps?~
But for more on what we have planned, take a look at our roadmap:
https://steamcommunity.com/games/1076750/announcements/detail/3006697839982165752
Regarding camera rotation - you can bind a keyboard key to act the same as the middle mouse button, from the key binding window under settings.
As for the low framerate, doesn't sound like something that should happen, please get in touch with our support or even better come chat with us on Discord, and we'll try to figure out what's happening. We tested the game on over 30 systems and they all worked fine, and like you said it did for hundreds of creators and streamers as well. I'm not saying our optimization is perfect, it's definitely something to improve down the road, but what you are describing is extreme.
You can find instructions for contacting support here: https://steamcommunity.com/app/1076750/discussions/2/3052861637928488245/
Our discord: https://discord.com/invite/dreamengines
Thank you for your patience.
I hope to upload a patch today, or tomorrow. However the infrastructure bug is the exact opposite, every time Tiny dies (emergency teleport), the housing bonus gets applied again and again and again, increasing your population above what it should be. Then when you leave the map or reload, it resets back to the correct value, and you will see your people dying because they were too high.
We're also planning other changes and tweaks, so if your playthroughs are long ones, I'd still recommend waiting for the patch.
On the practical side you could do this right now, Flux production is suffering losses from the projected amount onscreen. Please combine flux produced and used across all buildings to the same 'tick', I'm pretty sure its rounding errors, the obvious solution is to consolidate the data. Synchronising production ticks might cost where there are input resources, but power and flux are global resources, so make them global in uptick and downtick.
Space is a consideration. It would be nice to have the ability to transport resources directly between buildings without a rail tile. Yes this would not be efficient but you can only carry so much with you. Buildings by width have four sides, so there are options. Also Tiny needs space between buildings to move between them - is that good game design? Yes there will be rail streets, but only where goods need to go and Tiny needs to be able to go anywhere.
Buildings show resources produced per cycle but not time per cycle, resources permitting. Knowing how much Star-Struck Tar will saturate Flux Generators and what levels will cause saturation without wastage is one of those things players need to know. It's fun finding out by playing, discovering the optimal build for your playstyle, but please give us the numbers if we decide to find them.
Cycle is the time unit of the game, it's not "per building". It's 40 seconds. So when you see that a tar harvester has +6, that means +6 per cycle (ie per 40 seconds). If a Flux Vats shows -3 tar, it means they consume 3 tar per cycle, and so one tar harvester can feed exactly two flux vats.
All the plus/minus values displayed in the top-left are per-cycle, and they do take into account all production & consumption. They show average values in the past few seconds, so they may take some time to update.
I hope this helps clear things up a little. The numbers are there, and you can see them for all production recipes in the Dream Archives (press TAB), or of course when opening the building which is a more accurate number taking into account bonuses and upgrades.