Learning Factory

Learning Factory

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xz215279 Jan 27, 2023 @ 3:27am
300 hours of experience
Hello, I am from Taiwan. This game is very fun. I also like to play automation games. I played Learning Factory twice.
Factorio has also played over 8,000 hours.
But obviously the integrity of this game is still low, so share suggestions, bugs and thoughts below, but don't categorize
I don't understand English, but the game is very fun, I hope the game will get better and better, so I use Google Translate, please forgive me if the translation is not good

1: There are some things in "Science" that I can't understand, I have already played teaching
datastore = store data
Linear Regression => Polynomial Regression => Neural Network => Deep Neural Network = General Store
logistic regression => smart classifier = for roadside stand
Connect the above stuff to the Monument + Store + Research + Researcher traits with cables. When selling things, you can collect (train) data, and then analyze the data when you are done. Good data can benefit research and development and increase commodity prices.
I know all of the above, and it's not difficult to understand
But the question is why do you need more than two independent systems, or when do you need to separate the cables instead of connecting them all?
I also don't understand how much memory is needed, deep neural network, smart classifier?

2: I don’t understand how cats classify and let them buy 100% of all the things they want to buy
I believe this is a problem that most players will encounter, and I have also encountered it

I have played Learning Factory for 300 hours, and I think I understand most of the operations. The highest income per second is 30, and the highest evaluation is about 70%.
I know the game is all about separating the needs and assortments of the various cats with assortment clips, dispensers and shunts, otherwise the cats will all crowd into the same store and the store will be a mess
Classifying cats and directing them to specific categories of stores is the fun part of Learning Factory and the essence of Learning Factory
At the same time, it is also different from similar games. I like it very much. I also think this gameplay is great, but I still don’t understand it.

2-1. I use the allocator to classify cats into technical, luxury, food, basic, material needs, but some cats will not be filtered
I've also seen tech cats that only require one battery, but the dispenser (tech) doesn't class them as tech

2-2. Of course there are also unfiltered staff cats: both hairballs (base) and fish (food). I don't know which store to send it to.
The smart store can stock eight items, but the employee cat needs more than nine

2-3. I've raised cats to 3rd class loyalty through roadside stands and service buildings (bar, hammock, nap, office) but I don't know how to keep escalating

2-4. I can't understand the pyramid of needs. Encyclopedia (H) mentions: After a cat is unlocked, there is a chance to upgrade to another cat, so how to upgrade?
And how to meet its needs? Will it be sorted by an allocator or a classifier?

2-5. Not sure how to categorize legendary cats.
I can only filter through the request allocator + loyalty allocator, and then see what the remaining cats are, and then look at (H) to explain what is needed, and then build a smart store next to it, manually collect the required items, and then put Let's meet each other

PS: Above I used cat request allocators (one each for materials, basics, food, luxury goods, and technology), plus category cat allocators (cats, staff cats, blue-collar cats, wholesale cats, grandma cats, middle-class cats , Hellcat, Techcat)

3: Sometimes the game will stop working when it is played, and you can only leave the game and re-enter, which is very troublesome

4: The in-game technology says "experience first, then open". I don't understand what it means. I came to this forum and saw someone asking the same question, so I know (sure) that it is not yet open

5: Set the shortcut key Ctrl + number, which cannot be canceled after setting

6: The conveyor belt factory, cable factory, and fertilization factory have been working endlessly. I have more than 70,000 conveyor belts! But the (H) description says that it will be limited to 250

7: Sometimes the settings of the workshop will run away. For example, I want to make yarn balls. I have turned off the intermediate production, but it is suddenly turned on after a while

8. Unable to quickly change the factory settings: the current solution can only be set first, and then remove the factory and re-cover, which is a bit inconvenient

9. Put dirt on the shortcut, TAB to switch to the underground, and then use the shortcut to fill the underground sea, but if you don't use the raft first, it will cause weird terrain.
When switching to underground, there is no soil on the preset hotkey. I don't know if it is normal or a bug to use soil in the ground?

10. Don't know what "Inventory Transfer" is for. (H) Explanation Put 100 items directly in the backpack. I don’t know how to transfer them in. It’s useless to use transfer belts and clips, and it’s useless to put them manually.

11. Some buildings can only be built in a specific environment, but only show the need for a specific area but do not know which environment, which makes the initial (novice) a bit troubled, of course, it will be fine after getting started, but for novices or just joined of players are not friendly

12. I changed the automatic archive to once an hour, but there are still too many archives, and the deletion method needs to be clicked one by one, which is a bit troublesome

13. "Cat Knowledge" can't understand the purpose, and there is nothing in the description

14. Certain plants look the same no matter where they are grown
Example: fir tree, at first I thought it was planted in arctic snow because of the word "cold" in its name, but it turns out planted in: snow, turf, soil all have the same speed
Example: Cotton tree in the description says "Please plant on fertile soil (turf)", but the growth rate is the same when planted on soil

15. Land laying and planting crops can only be 1*1 a bit slow, it is recommended to expand the range of technology

16. Not knowing whether the land is pristine or man-made.
Example: There is a field full of grass, but the grass I planted can still be covered on the grass. I wonder if the original grass is different from the one I planted? So every time you want to plan a piece of land, you have to slowly spread it out piece by piece. It's hard to tell which piece is the original turf, don't know what the difference is

17. Suggest adding mobile technology. Clicking on the small map will automatically walk over, more advanced technology can transmit characters through cables, or fill materials to launch teleporters to allow characters to teleport

18. You can only make 100 items with Ctrl + left mouse button at most, which is a little bit slow for the later stage

19. The "milk well" can be rotated (R) when it is not covered or the blueprint is not drawn, and cannot be rotated (R) after the first cover

20. It is suggested that later technology can add some production automation materials, such as soil and explosives
Such as: conveyor belt assembly machine, cable making machine, composting machine are all good!

21. After all tasks are completed, the task interface in the upper left corner will automatically shrink, and there will be new tasks after that, you need to reopen the interface manually

22."Trade Speed ??Boost" proficiency at Seaport, reloads every time you leave the game

23. Environmental bombs and cliff bombs have poor effects and are rarely used in practice. To blow up cliffs, it is better to use ordinary bombs and fill them with soil. I personally only use cliff bombs when blasting lava underground, but that doesn't seem to live up to the "cliff" bomb name

24. Statistics (T) can only see the situation of the product within one minute. I wish there were more time options like: five minutes, ten minutes, thirty minutes, one hour, all, etc.

25. I don’t understand what is the skill upgrade of technicians. Is it research points or characteristics?
If it is research points, which points to increase, if it is which feature, and which technician is not sure, you can only use the avatar of the technician to confirm who it is

26. There are several places in the game that say that rewards can get promotional cats, special cats, and honorary mentions, but I don’t seem to get anything after using them

27. There are a few "achievements" I don't know how to get

Finally: How I feel after playing for 300 hours:
1. Every cat needs different things. Stores have grid restrictions, which complicate production lines and logistics, even sorting the cats. This is the essence and fun part of this game
Great idea to complicate the line with "randomization" and "categorization"! Also different from similar games! great!

2. Some commonly used exquisite shortcut keys are very similar to Factorio, which makes it very easy for me to operate

3. The idea of ??"Harbor" is also quite good, relying on transactions to unlock levels, but I hope there are more types and items

4. Group fertilization Ctrl+LMB is very practical, but unfortunately I didn’t know until I looked at the shortcuts in the settings later in the game. Before that, I was an idiot and carefully clicked one by one XD

5. The idea of ??the task in the upper left corner is also very good. It is suggested that rewards can be obtained automatically when completed, instead of manually claiming rewards every time
In addition, it is suggested that you can spend money to cancel it, so that novices can have more choices, otherwise the task will be stuck, which is not friendly to novices
In addition, it is recommended to upgrade the mission. After upgrading the mission, the quantity and quality requirements are higher, and you may even need to hand in yellow star items, but the rewards are also better

6. The recipes and materials in the game are not necessarily of high quality (the more stars the better)
Example: Fertilizer requires a crate of apples, it is best to use the lowest quality tree (wood) for the crate.
Instead of using higher quality fir trees (Wood+) for crafting
This actually makes the basic materials useful, and even needs to add a production line, which is more beneficial. this is a good idea.

7. There are too many channels to obtain some props, but the income ratio is too different
For example: the port needs 20 cement to exchange for 1 iron ++, which leads to the need to pull a cement to the port, but later the game released "geothermal" 2 iron + can be exchanged for 1 iron ++, which leads to the low efficiency of the cement conveyor belt
Example 2: Mint Juice++ needs Mint+ and Apple+, but Cactus Lumber Farm can directly produce Mint Juice++, why does it need Mint Juice Factory?
I know that the game wants to have different channels to get the same item, I also support this idea, and the game also has early, middle, late, and even technology, each stage may need (can only) be obtained through different channels, but their Interests should not differ too much

Finally, the game is fun! If you still need, you can find me! Too bad I don't understand English XD
Finally, come on!
Last edited by xz215279; Jan 27, 2023 @ 3:32am
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Showing 1-6 of 6 comments
GospodinNoob  [developer] Jan 27, 2023 @ 11:01am 
Originally posted by xz215279:
Hello, I am from Taiwan. This game is very fun. I also like to play automation games. I played Learning Factory twice.
Factorio has also played over 8,000 hours.
But obviously the integrity of this game is still low, so share suggestions, bugs and thoughts below, but don't categorize
I don't understand English, but the game is very fun, I hope the game will get better and better, so I use Google Translate, please forgive me if the translation is not good

1: There are some things in "Science" that I can't understand, I have already played teaching
datastore = store data
Linear Regression => Polynomial Regression => Neural Network => Deep Neural Network = General Store
logistic regression => smart classifier = for roadside stand
Connect the above stuff to the Monument + Store + Research + Researcher traits with cables. When selling things, you can collect (train) data, and then analyze the data when you are done. Good data can benefit research and development and increase commodity prices.
I know all of the above, and it's not difficult to understand
But the question is why do you need more than two independent systems, or when do you need to separate the cables instead of connecting them all?
I also don't understand how much memory is needed, deep neural network, smart classifier?

2: I don’t understand how cats classify and let them buy 100% of all the things they want to buy
I believe this is a problem that most players will encounter, and I have also encountered it

I have played Learning Factory for 300 hours, and I think I understand most of the operations. The highest income per second is 30, and the highest evaluation is about 70%.
I know the game is all about separating the needs and assortments of the various cats with assortment clips, dispensers and shunts, otherwise the cats will all crowd into the same store and the store will be a mess
Classifying cats and directing them to specific categories of stores is the fun part of Learning Factory and the essence of Learning Factory
At the same time, it is also different from similar games. I like it very much. I also think this gameplay is great, but I still don’t understand it.

2-1. I use the allocator to classify cats into technical, luxury, food, basic, material needs, but some cats will not be filtered
I've also seen tech cats that only require one battery, but the dispenser (tech) doesn't class them as tech

2-2. Of course there are also unfiltered staff cats: both hairballs (base) and fish (food). I don't know which store to send it to.
The smart store can stock eight items, but the employee cat needs more than nine

2-3. I've raised cats to 3rd class loyalty through roadside stands and service buildings (bar, hammock, nap, office) but I don't know how to keep escalating

2-4. I can't understand the pyramid of needs. Encyclopedia (H) mentions: After a cat is unlocked, there is a chance to upgrade to another cat, so how to upgrade?
And how to meet its needs? Will it be sorted by an allocator or a classifier?

2-5. Not sure how to categorize legendary cats.
I can only filter through the request allocator + loyalty allocator, and then see what the remaining cats are, and then look at (H) to explain what is needed, and then build a smart store next to it, manually collect the required items, and then put Let's meet each other

PS: Above I used cat request allocators (one each for materials, basics, food, luxury goods, and technology), plus category cat allocators (cats, staff cats, blue-collar cats, wholesale cats, grandma cats, middle-class cats , Hellcat, Techcat)

3: Sometimes the game will stop working when it is played, and you can only leave the game and re-enter, which is very troublesome

4: The in-game technology says "experience first, then open". I don't understand what it means. I came to this forum and saw someone asking the same question, so I know (sure) that it is not yet open

5: Set the shortcut key Ctrl + number, which cannot be canceled after setting

6: The conveyor belt factory, cable factory, and fertilization factory have been working endlessly. I have more than 70,000 conveyor belts! But the (H) description says that it will be limited to 250

7: Sometimes the settings of the workshop will run away. For example, I want to make yarn balls. I have turned off the intermediate production, but it is suddenly turned on after a while

8. Unable to quickly change the factory settings: the current solution can only be set first, and then remove the factory and re-cover, which is a bit inconvenient

9. Put dirt on the shortcut, TAB to switch to the underground, and then use the shortcut to fill the underground sea, but if you don't use the raft first, it will cause weird terrain.
When switching to underground, there is no soil on the preset hotkey. I don't know if it is normal or a bug to use soil in the ground?

10. Don't know what "Inventory Transfer" is for. (H) Explanation Put 100 items directly in the backpack. I don’t know how to transfer them in. It’s useless to use transfer belts and clips, and it’s useless to put them manually.

11. Some buildings can only be built in a specific environment, but only show the need for a specific area but do not know which environment, which makes the initial (novice) a bit troubled, of course, it will be fine after getting started, but for novices or just joined of players are not friendly

12. I changed the automatic archive to once an hour, but there are still too many archives, and the deletion method needs to be clicked one by one, which is a bit troublesome

13. "Cat Knowledge" can't understand the purpose, and there is nothing in the description

14. Certain plants look the same no matter where they are grown
Example: fir tree, at first I thought it was planted in arctic snow because of the word "cold" in its name, but it turns out planted in: snow, turf, soil all have the same speed
Example: Cotton tree in the description says "Please plant on fertile soil (turf)", but the growth rate is the same when planted on soil

15. Land laying and planting crops can only be 1*1 a bit slow, it is recommended to expand the range of technology

16. Not knowing whether the land is pristine or man-made.
Example: There is a field full of grass, but the grass I planted can still be covered on the grass. I wonder if the original grass is different from the one I planted? So every time you want to plan a piece of land, you have to slowly spread it out piece by piece. It's hard to tell which piece is the original turf, don't know what the difference is

17. Suggest adding mobile technology. Clicking on the small map will automatically walk over, more advanced technology can transmit characters through cables, or fill materials to launch teleporters to allow characters to teleport

18. You can only make 100 items with Ctrl + left mouse button at most, which is a little bit slow for the later stage

19. The "milk well" can be rotated (R) when it is not covered or the blueprint is not drawn, and cannot be rotated (R) after the first cover

20. It is suggested that later technology can add some production automation materials, such as soil and explosives
Such as: conveyor belt assembly machine, cable making machine, composting machine are all good!

21. After all tasks are completed, the task interface in the upper left corner will automatically shrink, and there will be new tasks after that, you need to reopen the interface manually

22."Trade Speed ??Boost" proficiency at Seaport, reloads every time you leave the game

23. Environmental bombs and cliff bombs have poor effects and are rarely used in practice. To blow up cliffs, it is better to use ordinary bombs and fill them with soil. I personally only use cliff bombs when blasting lava underground, but that doesn't seem to live up to the "cliff" bomb name

24. Statistics (T) can only see the situation of the product within one minute. I wish there were more time options like: five minutes, ten minutes, thirty minutes, one hour, all, etc.

25. I don’t understand what is the skill upgrade of technicians. Is it research points or characteristics?
If it is research points, which points to increase, if it is which feature, and which technician is not sure, you can only use the avatar of the technician to confirm who it is

26. There are several places in the game that say that rewards can get promotional cats, special cats, and honorary mentions, but I don’t seem to get anything after using them

27. There are a few "achievements" I don't know how to get

Finally: How I feel after playing for 300 hours:
1. Every cat needs different things. Stores have grid restrictions, which complicate production lines and logistics, even sorting the cats. This is the essence and fun part of this game
Great idea to complicate the line with "randomization" and "categorization"! Also different from similar games! great!

2. Some commonly used exquisite shortcut keys are very similar to Factorio, which makes it very easy for me to operate

3. The idea of ??"Harbor" is also quite good, relying on transactions to unlock levels, but I hope there are more types and items

4. Group fertilization Ctrl+LMB is very practical, but unfortunately I didn’t know until I looked at the shortcuts in the settings later in the game. Before that, I was an idiot and carefully clicked one by one XD

5. The idea of ??the task in the upper left corner is also very good. It is suggested that rewards can be obtained automatically when completed, instead of manually claiming rewards every time
In addition, it is suggested that you can spend money to cancel it, so that novices can have more choices, otherwise the task will be stuck, which is not friendly to novices
In addition, it is recommended to upgrade the mission. After upgrading the mission, the quantity and quality requirements are higher, and you may even need to hand in yellow star items, but the rewards are also better

6. The recipes and materials in the game are not necessarily of high quality (the more stars the better)
Example: Fertilizer requires a crate of apples, it is best to use the lowest quality tree (wood) for the crate.
Instead of using higher quality fir trees (Wood+) for crafting
This actually makes the basic materials useful, and even needs to add a production line, which is more beneficial. this is a good idea.

7. There are too many channels to obtain some props, but the income ratio is too different
For example: the port needs 20 cement to exchange for 1 iron ++, which leads to the need to pull a cement to the port, but later the game released "geothermal" 2 iron + can be exchanged for 1 iron ++, which leads to the low efficiency of the cement conveyor belt
Example 2: Mint Juice++ needs Mint+ and Apple+, but Cactus Lumber Farm can directly produce Mint Juice++, why does it need Mint Juice Factory?
I know that the game wants to have different channels to get the same item, I also support this idea, and the game also has early, middle, late, and even technology, each stage may need (can only) be obtained through different channels, but their Interests should not differ too much

Finally, the game is fun! If you still need, you can find me! Too bad I don't understand English XD
Finally, come on!
Thanks for the great feedback!

I will post a detailed answer in the next message
GospodinNoob  [developer] Jan 27, 2023 @ 11:04am 
Thanks for the great feedback! Glad you liked the game!

1.1)
Q - But the question is why do you need more than two independent systems, or when do you need to separate the cables instead of connecting them all?
A - Mostly you just need to use a better system, but you can push for better results. If you have two models which share the data they can train a bit differently, so if one of them will increase the error temporarily? shops will automatically switch to the second. Also, you can make a separate model for each type of cat, so your model will need to process less diverse data and will work better for this type of cat/

1.2)
Q - I also don't understand how much memory is needed, deep neural network, smart classifier?
A - No sure what you mean by “memory”. Data storages? You need to collect more data than an initial batch of machine learning models, so training for new models will start immediately. More than that will only help with research if you have a lot of researchers who can use data, but it won’t give you any major bonuses.

2.1)
Q - I don’t understand how cats classify and let them buy 100% of all the things they want to buy
A - You need to sort cats by type and request type. Doesn’t matter in which order. Send cats sorted by request type in the category shops and the rest to the specified shops per cat
2.2)
Q - I use the allocator to classify cats into technical, luxury, food, basic, material needs, but some cats will not be filtered
A - Yes. A cat will be filtered by request only if ALL of his current purchases are from the same category
2.3)
Q - I've also seen tech cats that only require one battery, but the dispenser (tech) doesn't class them as tech
A - Looks like a bug. I will check it. If you can send your save it will greatly help
2.4)
Q - Of course, there are also unfiltered staff cats: both hairballs (base) and fish (food). I don't know which store to send it to.
A - I didn’t understand the question, sorry
2.5)
Q - The smart store can stock eight items, but the employee cat needs more than nine
A - You need to separate mass business purchases (yellow frame in the shop) and send them to the category shop. Maybe your problem is related to the previous bug
2.6)
Q - I've raised cats to 3rd class loyalty through roadside stands and service buildings (bar, hammock, nap, office) but I don't know how to keep escalating
A - Selling high-quality staff will increase the loyalty of the cats of the same type coming to your factory. Also, wait for the updates! This mechanic isn’t finished yet. There will be more!
2.7)
Q - I can't understand the pyramid of needs. Encyclopedia (H) mentions: After a cat is unlocked, there is a chance to upgrade to another cat, so how to upgrade?
And how to meet its needs? Will it be sorted by an allocator or a classifier?
A - The pyramid shows the needs of a specific type of cat. If one level of the pyramid is satisfied, cats will request more items from a higher level. If all levels have high satisfaction, then there is a chance that cats of this type will be converted to the more demanding type. In this case, it will appear as an already new type and will be sorted accordingly

2.8)
Q - Not sure how to categorize legendary cats.
A - Each legendary cat belongs to one of the base types. If all your other sorters work then legendary cat sorting will also work. They aren’t depth mechanics, they are meant to be a small bonus for setting up proper sales pipeline

3)
Q - Sometimes the game will stop working when it is played, and you can only leave the game and re-enter, which is very troublesome
A - Known bug. Will be fixed in a patch in a few days. Please send your save to us, it will greatly help with testing. For now, try to disable multithreading, it should help.

4)
Q - The in-game technology says "experience first, then open". I don't understand what it means. I came to this forum and saw someone asking the same question, so I know (sure) that it is not yet open
A - I didn’t understand this question. Can you send a screenshot where you have read this? This sounds like a translation error

5)
Q - Set the shortcut key Ctrl + number, which cannot be canceled after setting
A - What do you mean? Can you please describe more

6)
Q - The conveyor belt factory, cable factory, and fertilization factory have been working endlessly. I have more than 70,000 conveyor belts! But the (H) description says that it will be limited to 250
A - Known bug, already fixed. Wait for the patch. The patch will be in a few days

7)
Q - Sometimes the settings of the workshop will run away. For example, I want to make yarn balls. I have turned off the intermediate production, but it is suddenly turned on after a while
A - Sounds like a bug. Send your save, I will check it

8)
Q - Unable to quickly change the factory settings: the current solution can only be set first, and then remove the factory and re-cover, which is a bit inconvenient
A - Not sure what exactly you mean. But i am currently working on Blueprint feature (same as Factorio) so in a few patches you will have the ability to save your factory in a Blueprint and place it later again.

9)
Q - Put dirt on the shortcut, TAB to switch to the underground, and then use the shortcut to fill the underground sea, but if you don't use the raft first, it will cause weird terrain.
When switching to underground, there is no soil on the preset hotkey. I don't know if it is normal or a bug to use soil in the ground?
A - You can’t terraform underground with soil. We will add a terraforming feature for the underground later. Also thanks for the bug about rafts! I will check it on Monday!

10)
Q - Don't know what "Inventory Transfer" is for. (H) Explanation Put 100 items directly in the backpack. I don’t know how to transfer them in. It’s useless to use transfer belts and clips, and it’s useless to put them manually.
A - You must send items to Inventory Teleporter via transporters or manipulators. It is useful if you are crafting a lot of things manually and don't want to run to another part of the map each time. We will add more features to it later

11)
Q - Some buildings can only be built in a specific environment, but only show the need for a specific area but do not know which environment, which makes the initial (novice) a bit troubled, of course, it will be fine after getting started, but for novices or just joined of players are not friendly
A - Thanks for the feedback! I will improve the tooltip in this case!

12)
Q - I changed the automatic archive to once an hour, but there are still too many archives, and the deletion method needs to be clicked one by one, which is a bit troublesome
A - Sorry, I don’t understand the question. Are you talking about Cat Archives?

13)
Q - "Cat Knowledge" can't understand the purpose, and there is nothing in the description
A - It is a bonus research that you can gain from fulfilling requests of high-loyalty cats. Those research points will be evenly spread across your available research. It is intended to be a bonus for a good working factory. We will improve help about this feature, thanks!

14)
Q - Certain plants look the same no matter where they are grown
Example: fir tree, at first I thought it was planted in arctic snow because of the word "cold" in its name, but it turns out planted in: snow, turf, soil all have the same speed
Example: Cotton tree in the description says "Please plant on fertile soil (turf)", but the growth rate is the same when planted on soil
A - Growth rates are different. Cotton grows 50% slower on normal soil. Fir trees also have a penalty, but it isn’t as high. We will improve this feature. It will be more connected to the items quality mechanic

15)
Q - Land laying and planting crops can only be 1*1 a bit slow, it is recommended to expand the range of technology
A - You can do it already! If you enable grid (Z by default) and research multitool upgrade you will be able to place a lot of land at obese. Also in the next patch (few days) you will be able to plant crops the same way. And even more! We will add different grid brush sizes up to 7*7

16)
Q - Not knowing whether the land is pristine or man-made.
Example: There is a field full of grass, but the grass I planted can still be covered on the grass. I wonder if the original grass is different from the one I planted? So every time you want to plan a piece of land, you have to slowly spread it out piece by piece. It's hard to tell which piece is the original turf, don't know what the difference is
A - Manually planted terrain always has 100% quality and your plants will grow faster on it. We will add a soil quality lens in the future.

17)
Q - Suggest adding mobile technology. Clicking on the small map will automatically walk over, more advanced technology can transmit characters through cables, or fill materials to launch teleporters to allow characters to teleport
A - It is planned!

18)
Q - You can only make 100 items with Ctrl + left mouse button at most, which is a little bit slow for the later stage
A - We will add an option to add up to 500 in the next patch

19)
Q - The "milk well" can be rotated (R) when it is not covered or the blueprint is not drawn, and cannot be rotated (R) after the first cover
A - Hmm, sounds like bug. I will check it

20)
Q - It is suggested that later technology can add some production automation materials, such as soil and explosives
A - It is planned! We will add those in the next few month

21)
Q - After all tasks are completed, the task interface in the upper left corner will automatically shrink, and there will be new tasks after that, you need to reopen the interface manually
A - I will add an option to not close this window, thanks for the suggestion!

22)
Q - "Trade Speed ??Boost" proficiency at Seaport, reloads every time you leave the game
A - Known bug. Already fixed. Wait for the next update!

23)
Q - Environmental bombs and cliff bombs have poor effects and are rarely used in practice. To blow up cliffs, it is better to use ordinary bombs and fill them with soil. I personally only use cliff bombs when blasting lava underground, but that doesn't seem to live up to the "cliff" bomb name
A - Makes sense. I will think about it

24)
Q - Statistics (T) can only see the situation of the product within one minute. I wish there were more time options like: five minutes, ten minutes, thirty minutes, one hour, all, etc.
A - I understand it. But it is A LOT of data and it greatly affects save size and saves time. Maybe we will add it later, but not soon.

25)
Q - I don’t understand what is the skill upgrade of technicians. Is it research points or characteristics?
A - Both. It is their skill level and they add skill level / 10 to research. You can open detailed calculations in the bottom of the lab

26)
Q - There are several places in the game that say that rewards can get promotional cats, special cats, and honorary mentions, but I don’t seem to get anything after using them
A - You need to enter them in the game menu or in the Community Window in the main menu. They unlock menu decoration (cats) or Main Menu themes

27)
Q - There are a few "achievements" I don't know how to get
A - Secret ones? Well they are secret for a reason, but I can give you a hint if you want

Finally: How I feel after playing for 300 hours:
Q – 1. Every cat needs different things. Stores have grid restrictions, which complicate production lines and logistics, even sorting the cats. This is the essence and fun part of this game
A - Great idea to complicate the line with "randomization" and "categorization"! Also different from similar games! great!

Thanks!

Q - 2. Some commonly used exquisite shortcut keys are very similar to Factorio, which makes it very easy for me to operate

A - Thanks again!

3.
Q - The idea of ??"Harbor" is also quite good, relying on transactions to unlock levels, but I hope there are more types and items

A - Will improve it over time. But we don’t have any immediate plans.

4.
Q - Group fertilization Ctrl+LMB is very practical, but unfortunately I didn’t know until I looked at the shortcuts in the settings later in the game. Before that, I was an idiot and carefully clicked one by one XD
A - Uh, It happens. There will be area fertilization in the next patch too!

5.
Q - The idea of ??the task in the upper left corner is also very good. It is suggested that rewards can be obtained automatically when completed, instead of manually claiming rewards every time
A - I will add this option, thanks!

Q - In addition, it is suggested that you can spend money to cancel it, so that novices can have more choices, otherwise the task will be stuck, which is not friendly to novices
A - Interesting suggestion! Thanks!


Q - In addition, it is recommended to upgrade the mission. After upgrading the mission, the quantity and quality requirements are higher, and you may even need to hand in yellow star items, but the rewards are also better
A - This is also very cool. I will add it to our to-do list

6.
Q - The recipes and materials in the game are not necessarily of high quality (the more stars the better)
Example: Fertilizer requires a crate of apples, it is best to use the lowest quality tree (wood) for the crate.
Instead of using higher quality fir trees (Wood+) for crafting
This actually makes the basic materials useful, and even needs to add a production line, which is more beneficial. this is a good idea.
A - Thanks! I am glad you like it! This was the exact idea.

7)
Q - There are too many channels to obtain some props, but the income ratio is too different
For example: the port needs 20 cement to exchange for 1 iron ++, which leads to the need to pull a cement to the port, but later the game released "geothermal" 2 iron + can be exchanged for 1 iron ++, which leads to the low efficiency of the cement conveyor belt
Example 2: Mint Juice++ needs Mint+ and Apple+, but Cactus Lumber Farm can directly produce Mint Juice++, why does it need Mint Juice Factory?
I know that the game wants to have different channels to get the same item, I also support this idea, and the game also has early, middle, late, and even technology, each stage may need (can only) be obtained through different channels, but their Interests should not differ too much

A - We want to add different options, for example, cactuses grow extremely slowly, and they take up a lot of space, so there is a trade-off. But you are correct some numbers are a bit off, but it will be balanced over time.

Q -Finally, the game is fun! If you still need, you can find me! Too bad I don't understand English XD Finally, come on!
A - And thanks again for the great feedback!
D# Mar 28, 2023 @ 7:37pm 
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REX Apr 4, 2023 @ 8:08am 
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Bogart Apr 23, 2023 @ 2:01am 
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gamescodedogs  [developer] Apr 20 @ 11:11pm 
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