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New game: Survival - Help needed.

Korrupt86Korrupt86 Member Posts: 87 ✭✭
I am starting a new game about resource management rather then idle incremental and I am still trying to wrap my head around this new format. I have a couple of questions.

I have buildings that require workers to be able to purchase. Workers come from agencies and I would like the agencies to give 10 workers each time you purchase one instead of per tick.

My game has Ore which then will be converted into Steel by purchasing the forge building and this building requires 3 workers. In the old IGM format you would put:

occupies 3 Workers - How can I do this in the new format as occupies is no longer supported. also,
in the old format to produce 1 steel for 2 ore you would put,

gives 1 Steel for 2 Ore, again this is no longer supported in the new format so how would I do this. any help would be appreciated.
(I got around the ore for steel problem by using,

on tick:yield Ore/1 Steel
on tick:yield Ore-Ore*2 Ore (is this correct?))

I have only just started this game today so at the moment I only have a couple of buildings and 5 resources

Food - Bio Plastic - Steel - Ore - Workers

Food and Ore can be gained by clicking but farms and mines will be introduced so that it can be gathered automatically, Steel is made using Ore you have gathered and bio plastic is made from food. Food will also be consumed more and more depending on how many workers you have. The eventual goal would be to make the game self sufficient so that clicking becomes less and less of a necessity. Later in the game I hope to introduce robotics that replace workers and don't require food but it is something a player would have to work up to and research the technology. These robots would require Steel and Circuits. Circuits will require engineers to work in its respective factory.

Another thing I hope anyone can help with is how can I make an icon 24x24 instead of 48x48 and not have the image show 4 times. I would like to have 24x24 icons in the resource section so it doesn't take up so much room.

Thanks in advance.


  • ljawesomeljljawesomelj Member Posts: 25 ✭✭
    edited April 2018
    Hello Fellow Dev, I'd like to help. This is Pretty confusing tho lmao. i'd like the link to test the game, afterwards mind if we move to Pm's to discuss the game?
  • Korrupt86Korrupt86 Member Posts: 87 ✭✭
    edited April 2018
    Yeah i can give you the link in a pm for now as im not ready to release it publically. And its fairly new i havent done much because i cant get some things to work the way i want and i would rather get things right now before i do more content... its kind of boring at the moment. Only 2 buildings which dont work the way i want lol. PM me and i will give the link
  • ljawesomeljljawesomelj Member Posts: 25 ✭✭
    Thanks ill contact you once im done testing
  • ljawesomeljljawesomelj Member Posts: 25 ✭✭
    *cough* i cant PM you for some reason
  • blazem7708blazem7708 Member Posts: 8
    I will help beta-test, if you want. The help however, needs to go to developer's lounge
  • ljawesomeljljawesomelj Member Posts: 25 ✭✭
  • YosukeHanamuraYosukeHanamura Member Posts: 922 ✭✭
    @Korrupt86 i can beta-test please
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    The idea of negative matter appears in past theories of matter that have now been abandoned. Using the once popular vortex theory of gravity, the possibility of matter with negative gravity was discussed by William Hicks in the 1880s. Between the 1880s and the 1890s, Karl Pearson proposed the existence of "squirts" and sinks of the flow of aether. The squirts represented normal matter and the sinks represented negative matter. Pearson's theory required a fourth dimension for the aether to flow from and into.

    The term antimatter was first used by Arthur Schuster in two rather whimsical letters to Nature in 1898, in which he coined the term. He hypothesized antiatoms, as well as whole antimatter solar systems, and discussed the possibility of matter and antimatter annihilating each other. Schuster's ideas were not a serious theoretical proposal, merely speculation, and like the previous ideas, differed from the modern concept of antimatter in that it possessed negative gravity.

    The modern theory of antimatter began in 1928, with a paper by Paul Dirac. Dirac realised that his relativistic version of the Schrödinger wave equation for electrons predicted the possibility of antielectrons. These were discovered by Carl D. Anderson in 1932 and named positrons (a portmanteau of "positive electron"). Although Dirac did not himself use the term antimatter, its use follows on naturally enough from antielectrons, antiprotons, etc. A complete periodic table of antimatter was envisaged by Charles Janet in 1929.

    The Feynman–Stueckelberg interpretation states that antimatter and antiparticles are regular particles traveling backward in time.

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    Positrons were reported in November 2008 to have been generated by Lawrence Livermore National Laboratory in larger numbers than by any previous synthetic process. A laser drove electrons through a gold target's nuclei, which caused the incoming electrons to emit energy quanta that decayed into both matter and antimatter. Positrons were detected at a higher rate and in greater density than ever previously detected in a laboratory. Previous experiments made smaller quantities of positrons using lasers and paper-thin targets; however, new simulations showed that short, ultra-intense lasers and millimeter-thick gold are a far more effective source.

    Antimatter cannot be stored in a container made of ordinary matter because antimatter reacts with any matter it touches, annihilating itself and an equal amount of the container. Antimatter in the form of charged particles can be contained by a combination of electric and magnetic fields, in a device called a Penning trap. This device cannot, however, contain antimatter that consists of uncharged particles, for which atomic traps are used. In particular, such a trap may use the dipole moment (electric or magnetic) of the trapped particles. At high vacuum, the matter or antimatter particles can be trapped and cooled with slightly off-resonant laser radiation using a magneto-optical trap or magnetic trap. Small particles can also be suspended with optical tweezers, using a highly focused laser beam.

    In 2011, CERN scientists were able to preserve antihydrogen for approximately 17 minutes.

    Scientists claim that antimatter is the costliest material to make. In 2006, Gerald Smith estimated $250 million could produce 10 milligrams of positrons (equivalent to $25 billion per gram); in 1999, NASA gave a figure of $62.5 trillion per gram of antihydrogen. This is because production is difficult (only very few antiprotons are produced in reactions in particle accelerators), and because there is higher demand for other uses of particle accelerators. According to CERN, it has cost a few hundred million Swiss francs to produce about 1 billionth of a gram (the amount used so far for particle/antiparticle collisions). In comparison, to produce the first atomic weapon, the cost of the Manhattan Project was estimated at $23 billion with inflation during 2007.

    Several studies funded by the NASA Institute for Advanced Concepts are exploring whether it might be possible to use magnetic scoops to collect the antimatter that occurs naturally in the Van Allen belt of the Earth, and ultimately, the belts of gas giants, like Jupiter, hopefully at a lower cost per gram.

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    Antimatter has been considered as a trigger mechanism for nuclear weapons. A major obstacle is the difficulty of producing antimatter in large enough quantities, and there is no evidence that it will ever be feasible. However, the U.S. Air Force funded studies of the physics of antimatter in the Cold War, and began considering its possible use in weapons, not just as a trigger, but as the explosive itself.
  • EOTWEOTW Member Posts: 52 ✭✭
    @Korrupt86 I would love to help beta-test as well :)
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