Widget Inc.

Widget Inc.

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Bharg Nov 11, 2024 @ 9:59am
Plz make it so I can see always maximum production and consumption
As of now, you can only see what your frames are producing when they are producing it. Storage however is really limiting and you basically always have them run full and production of some things just stops or is not at full throttle.

Seeing maximum output and need would make it more intuitive to balance things in your game.
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Showing 1-12 of 12 comments
yan lucas Nov 14, 2024 @ 3:44pm 
yeah its hard to know where a bottleneck is when i have to go all across a chain to find that the reason i dont have tier 11 widgets is because the bottleneck is all the way down on a tier 3 resource that is bottlenecking the entire production, so sein a theoretical production and theoretical consumption would be nice, otherwise what intel does it bring that i produce 3 ores per second and spend 3 ores per second, yeah the warehouse is full, does that mean i can double the amount of smelters?
Kas Nov 14, 2024 @ 4:17pm 
Yes! I spent so much time today buying spinning widgets when it was actually basic widgets I was behind on.
Dauthi_G Nov 14, 2024 @ 7:59pm 
What I found useful was when looking at the "inventory" find the lowest ranked material that isn't maxxing itself out. Keep increasing that frame until it starts to max. Rinse repeat. The lowest ranked Items are needed for higher rank items. If they are not producing enough, then nothing works. Also, its helpful to let all the construction finished before doing this, as building takes priority over production.
Daealis Nov 15, 2024 @ 4:29am 
Yup, what Dauthi said.

Since the production is not simple to follow (amounts you can consume will easily outweigh the tickrates for inventory updating - or they all just tick at once), you just look for the ones that stay bottomed out. Then build more of that. Wait for a while for things to stabilize, then look out for the next bottleneck.

If you get blinking - One tick the storage is full, the next it's empty, rinse and repeat - I've noticed increasing your storage helps. Current runs (ascension 10+) I build a line of storages with one specialized storage for each tier, then duplicate that row until no blinking materials remain. Generally iron and the Widget require double storage for the amounts (20k+ isn't always enough to stabilize when you're producing 10+ rocket parts per second). Not uncommon for me to have 6-10 lines of storage bins, one for each tier except double for tier 1.
Nekogod Nov 15, 2024 @ 6:29am 
Originally posted by Daealis:
Yup, what Dauthi said.

Since the production is not simple to follow (amounts you can consume will easily outweigh the tickrates for inventory updating - or they all just tick at once), you just look for the ones that stay bottomed out. Then build more of that. Wait for a while for things to stabilize, then look out for the next bottleneck.

If you get blinking - One tick the storage is full, the next it's empty, rinse and repeat - I've noticed increasing your storage helps. Current runs (ascension 10+) I build a line of storages with one specialized storage for each tier, then duplicate that row until no blinking materials remain. Generally iron and the Widget require double storage for the amounts (20k+ isn't always enough to stabilize when you're producing 10+ rocket parts per second). Not uncommon for me to have 6-10 lines of storage bins, one for each tier except double for tier 1.
One tip, once you're at Tier 10 setting storage to +x for all tiers is the same as +10x for specific tier for the same number of storage buildings (ie 10 set to tier 1 and 10 set to tier 2 is the same as 20 set to all tiers) and requires fewer buildings once you're in tiers 11 and 12
Kraagesh Nov 15, 2024 @ 6:47am 
Meh. Probably I'll just wait for patch with actual production/consumption stats or refund.
Now it's too tedious to be enjoyable.
Skyblue Nov 15, 2024 @ 7:05pm 
For now, it tracks each item's actual productions and uses, then calculates the averages over a few seconds.

The problem is that some items are used in more than one type of frame. For example, the basic widget is used in many types of frames. Let’s consider the gyro and the spinner, both of which use basic widgets. If we want to see the potential production and potential spending for each item, should we also account for the potential spending of the gyro when it is full and only trickling production? If so, this would mean we’d need to build a basic widget frame capable of feeding all the frames at maximum production, even when they’re all full. To me, that seems highly inefficient.

I understand the frustration, though. I often spend minutes just staring at the number wondering whether it goes up or down.

Instead of that, I want the game to show me the item's trend over a few seconds, indicating whether it is increasing or decreasing.
Dauthi_G Nov 15, 2024 @ 8:18pm 
As someone who's into numbers, and spend all day playing around with data, I would LOVE more information, graphs, trends, demands/time, production/t, stats on each frames "max" production rate(Based on current upgrades). flow charts to see what items are currently asking for the item you've selected.

So yeah I'd love to see more, but I was just trying to provide a work around.
Bharg Nov 16, 2024 @ 3:11am 
Originally posted by Dauthi_G:
What I found useful was when looking at the "inventory" find the lowest ranked material that isn't maxxing itself out. Keep increasing that frame until it starts to max. Rinse repeat. The lowest ranked Items are needed for higher rank items. If they are not producing enough, then nothing works. Also, its helpful to let all the construction finished before doing this, as building takes priority over production.

Yes, the game provides some useful tools. Like going into a frame lets you see if previous ingredients are missing and jump into those frame to see what they're missing and so on.

It just helps less with ingredients that are used in multiple recipes. Energy can also awkwardly break down since fuel rods and perpetual motion use it to make more energy.
Decker Nov 18, 2024 @ 6:39pm 
Would be nice if the consumption of the current type of building was shown in addition to the total production.
Kraagesh Nov 24, 2024 @ 5:17am 
As I can see, last update added max production to stats)
I absolutely agree, it's just ridiculously frustrating at times, but siimiler to what Dauthi said, if the lowest tiers of resource and their Metaphorical Maximum aren't easily 30% above current consumption, I just increase those until they are.
For resources like Sand and Oil, I legitimately just overbuild them until they're well above 2-300%, whichever is faster to get to, because even getting to the late-game, Sand Pits are going to be cheap as dirt, so this is Very easlly done
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