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ngsc's Issues

Add an option to disable tabs

Hi,

Me again :)

I liked the fact that the previous version of game didn't had tabs in the menu. You could just scroll to find anything, only one behavior. Could we have an option to have this behavior again please?

Thanks

Conquering does not provide any bonus to production

Expected behavior: when I conquer a solar system, a production bonus should apply to two resources associated with that system

Current behavior: no bonus is applied.

Ways to reproduce:

  1. take note of your ice and hydrogen production
  2. conquer alpha Centauri in Hyacinite Corporation
  3. observe that your production is unchanged and hence no bonus was applied

100% Achievements Impossible

The only way to spend antimatter is to unlock stars. That's a finite amount and as a result one can only spend a finite amount and then earn 3 of 5 achievement points for antimatter production before you cap your antimatter storage and stop producing new antimatter.

Furthermore, it's impossible to store enough resources to buy more than about the 240th antimatter producer so you also can't get the achievement point for building 250 producers.

622 of 625 achievement points is the most you can get under the current game rules and mechanics.

Antimatter titan useless ?

It seems that the antimatter titan does not change antimatter prices for exploring new stars.
Is that on purpose ? If yes, is there any other use of antimatter where titan decreases antimatter prices ?

Small change suggestion for performance

"paco" on Discord brought this to my attention, but some of the code can be tweaked for performance, such as:

hasConsumptionIssue: (state, getters) => {
            let result = false
            state.resources.forEach(item => {
                let consumption = getters.getRawConsumption(item.id)
                let production =getters.getRawProduction(item.id)
                if (consumption > production) {
                    result = true
                    return
                }
            })
            return result
        },

can be changed to:

hasConsumptionIssue: (state, getters) => {
            state.resources.forEach(item => {
                if (getters.getRawConsumption(item.id) > getters.getRawProduction(item.id)) {
                    return true
                }
            })
            return false
        },

Thus, skipping the need for the JavaScript engine to allocate and manage memory for three variables that are not used more than once. On it's own, it is a minor issue, but when repeatedly looping many times, the useless variable allocation/management/de-allocation can become noticeable.

Meteorite T2 not populated on Achievements page

It's missing from the const moduleAchievement object.

const moduleAchievement = {
    namespaced: true,
    state() {
        return {
            
            ids: [
                ...
                'achMeteoriteT1', 'achMeteoriteT3', 'achMeteoriteT4',
                ...
            ],
        }
    },

Unlock the ability to over consume

Hi,

I just move over from the v1 version of this game, and first I want to thank you for the good job you did on it 👍

I noticed some changes that bothers me: we can't over consume anymore. The "build" button will stay inactive if building machine woud lead to a negative production of ressource. The same goes for destructing a machine.

I would like to have this behavior back. I use it a lot, when I know I have big storage and I can afford to have a negative production for some minutes while I accumulate ressources to build something else to have a positive production again.

Thanks :)

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