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Is there a way to make a factory produce more than 1 type of good?  ie. Have a Glassworks and Smeltor produce glass AND steel?

Was actually thinking about it, and it might happen soon

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Hello. I wonder if there is a way for inverse tracking the distribution. I mean, select a textile industry and check who is providing theme the materials to produce. It would be very helpful. 

Another thing that I noticed is when I send goods to a shop, the top bar that indicates the relation between demand and supply is global and theres no way to know which products are not being provided. If I send a lot of one product the bar just indicate full supply. 

Thing number one is coming soon: http://prntscr.com/h6nwrc

As for number two: the whole panel will change soon

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yeahr  hab mal gekauft hilft j immer,, in deutsch gibs das  noch nicht oder ?

Nicht jetzt, aber es wird bald sein!
German language will be added soon, yes!

Hi,

I really like your game, looks very cool and i enjoyed my first games.

I agree with @abidibladiduda about warehouse and truckdepot. I think a truck depot should have more than 9 trucks available. It get complicated pretty fast when you want many output from a "water siphon".

Secondly, you should make UI menu in % of the screen width and height instead of a fixed value. If i want to play windowed or low resolution, the main menu is kind of buggy.

Good luck !

Raising the limit of trucks would make trade routes obsolete. As for the second issue, just raise the scaling setting in the options menu :) 

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you could maybe add more destination output fields (as many as one likes to use) and as many trucks as one likes to have. but scale the price for the transport much harder based on distance. so you would use trade routes for long distance because it is cheaper and not just because the other mechanic is so tricky to use.

if you want to force trade routes upon the player please remove the destination tab so everything is done with trade routes. it is just not fun to make the mechanic as cumbersome as possible just to enforce the use of trade routes. this is not a puzzler but a simulation so i think doing the whole transport stuff as a player should not be micro management of every truck. please rethink the concept.

I'll keep it in mind :)

Maybe if you refined/rename the concept to be "Shipping" related. It seems the community thinks of factory output as being "trade routes" so the long-haul routes seem like an add-on. When it seems like you're going for point-to-point shipping with distribution centers. 

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do not know where else to give feedback:

using the warehouse/truckdepot is really counterintuitive. as in i could not get the truck depot trade routes to work at all. why only get 3 outputs from the warehouse? would also be nice to set the warehouse as a source for specific products in your buildings. the push trade route concept is very limiting.

in addition the whole concept of only ever being able to transport to 3 locations is just terrible. you cannot get a nice balance between your buildings. balancing output/input should be fun and not tedious and illogical.

also since the last patch getting profitable production lines is impossible for some products.

3 destinations for pushing is necessary or trade routes would be pointless. Warehouses have an extra 3 for pulling. 

What exactly do you find confusing about that whole system? Maybe the answer is in the tutorial...

As for profits, the game is considerably easier in the last patch (will be even easier in 3.1). Just focus on the products wanted at 125%.

Drop by our Discord, there are tons of other players that will give you a hand: https://discord.gg/Q3XyYGM

the problem is that the amount of buildings being supported is not always 1, 2 or 3 depending on the distance to the target. in my current game i can support more than 4 buildings which is clumsy because i need to use 2 outgoing routes to other factories and 1 to a warehouse and then 3 from that warehouse to other factories (because the warehouse can also only support 3). that just doesnt feel intuitive at all. its not even fun because it gets complicated really fast.


in addition i actually played many games where i never used trade routes because there is really no point. maybe instead of inhibiting the use of the destination tab remove it from buildings completely. then it would be possible to use trade routes with the truck depot to carry wares from/to factories and train trade routes for long distance. would imho make much more sense. it is always nicer to only have one mechanic instead of 2 competing options where one is unnecessarily complicated/restricitve to force the player to use the other mechanic as well.

Very nice game! The graphics-update is amazing in case of the old one. I love those games.

One question about the steam key (yeah there is alot of them ;)), but i want to know: Is this steam key for the early access and the final game, or only for the final game?

Thx for answers, and good work!

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Got answer from discord : It is the same key. Thx!

Really interested in the game as it seems right up my alley but...How much content and replayability is there?I don't want a game that I'll "do" everything after two hours..

The main focus is player customisation, and with modding , the possibilities are endless 

I understand but how many hours of fun would you estimate I could get out of the game in it's current state?:)

There are already many production lines. For comparison, KatherineOfSky did a Let's Play in Alpha 1 with 16 videos of 20 to 40 minutes each. That was Alpha 1, and now we're on Alpha 3, with a lot more content., and it will only get more deep and complex (but not complicated)

I don't see system requirements posted anywhere.  I have an i7 laptop with Win7,  8Gb ram, and 1Gb GT 525M video card.  Will I be able to run this game with a minimum of problems?

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You are way past the requirements. This game runs on i3 :) 

Just watched someone play, and holy crap I LOVE the smoke animation, it's amazing!  Major props to your animator(s)!  The rest of the graphics are also really nice, but I could stare at that smoke for ages, it's just. So great.

Pretty sure this is on my wishlist already on Steam, since I played the old demo, but I'mma check and add it if I forgot.  (I'd buy it now but alas I am broke.  So all I can do is remind myself to buy it when I DO have money, haha.)

To be sure, here it is!
http://store.steampowered.com/app/671440/Rise_of_Industry/

I purchased the game and then created an account by accident, will I still get a steam key upon release?

Yes, you do. Please read this: https://itch.io/docs/buying/already-bought

Hey is there a way to turn off the automatically generated Industries appearing?

If not, is there a chance you'd implement it as a toggle, I'd like to play just sandbox - making things all neat and tidy the way I want them with no auto generated industries getting in the way.

Cheers,

Just build outside the radius of towns. We'll add the toggle in future versions for whose who just want to "do their own thing"

Thanks for the response! I appreciate it! :)

a custom game switch to stop it would be great.

"who are these people building near my land? GET OFF MY LAWN!"

Hah, will do!

Been following your Twitter account and didn't even knew about the Halloween sale. Purchased!

Yay!

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Stylish and slightly altered, but don't try to hide the fact that this stems directly from Open TTD. I'd love to play, but price is too high for what it is, and it's pretty much the same thing as its free sister game.

Recommendation: Variety. Lots of it. Other than that, you have a solid game.

It really does not stem from OTTD. The similarities are few and far apart. The art style is a low-poly version of SimCity3000, and the gameplay is that of Industry Giant 2. We offer far more things to do than just transporting stuff from A to B

Could you tell me about some of the new Dynamics then? I don't mean to sound rude at all. It looks like a pretty decent game overall. Thank you

I do agree, it's quite much for a like this. I can see this price when the game is finished. But right now I'm probably gonna hold off.

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Can you explain the truck transport route.  I have noticed that it takes a while for the trucks to leave once product is available - is there some logic here - what is the trigger?  Also, are we suppose to see empty trucks come back once they have dropped off?

EDIT - What I have observed is the trucks leave once a qty of 20 units is reached.  However, it can only transport a max of 12 qty.  I suspectg this is a carry over from the train logic as it could carry 20 units.

Correct suspicion. Fixing...

About to line up to buy this baby myself,

3 questions,

truck Ai whens the rework?
steam  key?

and  waste management still being post release?

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Steam key answer in faq. 

But yea you'll get one if you have and account on itch and signed in before purchase. I linked my accounts to be sure.

truck Ai whens the rework? Alpha 5
steam  key? Alpha 5
and  waste management still being post release? Yup

Consider it bought :)

Yay! 

Deleted 2 years ago

Not even I can understand it :D

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Can you please add an option to either demolish trees or perhaps, add optional filtered views? Examples: Roads only, Your buildings/roads/track only, Traffic, etc..

Another idea..  maybe add an option to purchase unowned things like roads and businesses?

Deforestation is something you really want to avoid when we introduce pollution. Trees clean the air. 


In the next big update, you'll be able to buy AI-owned buildings 

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I occasionally want to just knock down a single tree or three. They sometimes block the view. Glad to hear purchasing AI owned places/things will be in the game.  :)

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Do the trucks ever reroute if there is a shorter path built?

Not right now. Truck AI is being reworked 

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SOLD!

Yay! 

My itch account is still on alpha2 no update yet!

Please use the Itch app

Since I got the update the game is unplayable.  The options menu covers the whole screen but in such a way that I can not read the options as they are overlaying the other menu options, and there is no "ok" button that I can see to accept changes made to the options. 

Lower the scaling setting in the options menu

Im am French and i like your game ,good luck

Merci!

How do i save changes the option settings? Theres no Save Button

Apply button at the bottom. If you can't see it, lower the scaling setting 

THX Its working now :3

Great! 

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Yes, when it comes out on steam

Hello guys ! The game seems amazing but with a QWERTY keyboard .... I'm french and I would like to chang the keyboard shortcuts ! Can you add it soon ? Furthermore, do you need a translator ?

Ah, an AZERTY user :)


Sure, soon enough we'll enable custom keybindings! For now, you can use the RMB camera drag (enabled in the menu)

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This looks like it is the next Industry Giant gem, but more accessible.  The thing I most love that you have ( either in the works or currently in the game ) is the proceedurally generated world that will grow as your expansion grows to the edges of the map. To me the most frustrating thing in city or transport games in the map limitation. You always have to stop somewhere. This will be the first game in this genre, as far as I know, that the build area will grow as long as you want to play the map. That is awesome!.

I do also want to say I love the concept of having airships in the game. Is there any chance at all that you design in the ability to research or produce steampunk products ? I think that would be very cool. Not required for a great game, but it would be amazingly cool.

Anyway, don't you  dare stop developing this game! This is the next Space Engineers. Keep the community informed on a frequent basis now and especially when you get to Steam and your game will gain insane momentum, I bet.  Slow and steady can turn into a rocket, just hang in there. $20 is  teetering at the edge for the price of a brand new early access game, but don't let the weenies talk you out of it. You have the quality right now to get it.  Game play is more important than graphics.  Factorio sold for a long time before it ever went to Steam. It looks a lot worse than what you have ( not saying what you have is bad looking lol ) . Anyway I will get it later today, but I had to write this now. Keep your chin up when people get nasty. You are doing GREAT!.

How do you know if production is meeting or exceeding demand? For example, if a grocery store demands milk, how do i know if I am producing the right quantity of milk at my farm? And how do i know the right quantity of trucks to assign to the grocery store?

BTW nice work on the game!

You know if one of the buildings is idle, or trucks are just sitting there. If you don't see smoke on all buildings at all times, the production is inefficient. There is no perfect ratio. Trial and error and practice makes perfect!

Got it. Thanks for the feedback!

Meh, I guess the game file is too big.  Massive stuttering and as long as I don't actually try to build anything else, the game runs haltingly (latest update version).  As soon as I try to do anything on the map, the game freezes.  I uninstalled/reinstalled in case the game was corrupted, but no change.  It generated a crashed game folder, but when I uninstalled, it deleted that too.  Now, it just crashes and doesn't generate the debugging folder.  Guess I need to wait until the game is patched or start a new map.


PS - while the game is supposedly easier to make a profit with, unless you are trying to sell a 5 figure commmodity, in 5 tries/experiments, you go bankrupt.  Even somethign as simple as grapes or selling meat/milk or eggs/milk.  The money you make doesn't pay for the overhead on the trucks and buildings.

Also, it'd be nice if there was building info to tell you how much the upkeep is on each building, including the trucks being used for it.

Crashes: WIP

Profits: never sell raw products. Make stuff with them, like burgers or brandy. They sell handsomely

Oh, I do make more complicate products.  At the start,  I pause the game and look for the simplest chain, like orange juice or beer or wine and go for it, but if a town wants oranges, fish, milk and meat, I need to feed it and keep the demand line full or the town doesn't grow, right?  Especially if there are no other shops.  I guess then I need to wait until I am making a profit and then go back to the smaller town and take the financial loss to make it grow.

As for the crashes, the game was fairly well along, but as I kept adding industries and trains, the lag spikes become more and more frequent until the point finally arrived where any kind of building froze the game and the game stuttered about every two minutes.  Too bad as I was trying to fill all stores in all the towns.  I was grossing around 3 million a month and profit was around half a million, I think.  Don't remember as I haven't touched the save game since posting.

Quite an impressive income! For Alpha 3.0 the lag spikes should be severely reduced, as we're redoing a lot of the town code, which we think is the culprit

Question about gameplay.

When setting down harvesters like sand and water, does it make sense that the harvesters are more efficient if you leave some space between them so they are gathering resources from further apart and not gathering each other's, or can you pack them together and they are equally efficient?

Also, for harvesters like forestry, oil, etc, I am thinking you want the green areas of the harvesters to cover as much resource as possible to make them the most efficient.  Does it matter if the harvesters' harvest areas overlap each other in regards to their efficiency?  

Right now it's a bit of a free-for-all. Soon (very soon) harvesters won't share the territory or resource nodes, and have to be spread out

Not sure what "harvesters won't share the territory or resource nodes" means.  Can't or won't?  If there's only 5 oil nodes in a spawn, and the harvesters "won't" share, that means only one harvester can be used and 4 harvesters remain un-utilized or you can put an oil harvester anywhere and it will get oil, just not as much as if it was on an oil spawn?

Like, oil or ore harvesters need to be spread out so their harvest areas don't overlap (much)?  That's how I play now, but for small spawns of gas or oil (for example), I try to get all the resource nodes in each harvester's area, so the harvesters are necessarily close together.  I can't see how a resource harvester is gathering a certain resource when there are no resources in their harvest area.  Can a forestry harvester still gather logs if there are no trees in its harvest area?  Same question for ores, fish, etc.  ?

Does your statement also mean that things like water and sand harvesters that are beside each other, like 5 in a row, are less efficient that harvesters that are spread out with spaces between them?

Every played Anno or Banished? Same way as getting wood there.


Harvesters can have 3 resources assigned. If a node (cluster of resources) has 5 resources, then you need 2 harvesters. If you place a 3rd, it won't grab anything

As ROI is going on Steam, we'll get steam keys if we bought it through ITCH.IO?

Also, some bugs/observations on ROI so far . . .

Bug:  Cursor stays stuck as the white glove or the text editing cursor (for changing building names)

Suggestion:  Have buildings open on Overview tab, not destination tab.  I want to see the overview when I click a building.  If I see a problem in overview, THEN I need to go to the destination tab.

Bug:  MASSIVE game freeze every time it goes to autosave the game.  I don't mind autosave, just the lag spike.  :)

Bug:  Also massive lag spike when the game goes to update monthly expenses at year end.  ie Expense popups.

Suggestion:  The terminals need to have more storage.  They ARE "terminals" so should have more than 60.  No reason for them not to have 75 to 100.  I know warehouses are coming, but they also serve as interim warehouses.  PS - the trains work awesomely now :)

Suggestion:  Have the  train route name be editable so they don't all just say "Transport Route"

Suggestion:  In options, it would be good to have an info pop-up on mouse-over so we could see what the options do, and what kind of performance benefit/detriment they would impose.

I like the new recipe book too.  :)  Keep up the good work.

As ROI is going on Steam, we'll get steam keys if we bought it through ITCH.IO?
Yes

Bugs: please report them in-game (top right of the screen), but most are reported in the "we know this happens" section of the updates.

B1: WIP

S1: WIP

B2: Will be better for A3, trust me :)

B3: You can disable them in the options menu

S2: Warehouses will be the ones holding everything

S3: WIP

S4: Nice, will do

Thanks for the reports!

I have used the in-game reporting function but it is very unsatisfying and it produces no confidence that a player's bug report was sent or that it would have a chance of being actioned.  Your replies, on the other hand, give 100% confidence :)

I did turn the monthly pop-ups off, but the lag spikes still happened, especially as you progress further in a game session.  I would glance at the date and not do anything if the date was the 28th or later lest I inadvertently end up at an extreme edge or corner of the map when the lag spike stopped.


Thanks for the replies :)  Enjoy the game, even with the current bugs, and understand the game is in development.  No panic on my part :)

Believe me, we get the reports. Every day I personally have to go through 25-50 reports (most duplicates, but can't do anything about that for now). Keep them coming!

Just wondering if I missed something. What do you do with all the produce that is not used yet? Like I'm selling milk to a nearby town, but then meat and hide just takes up all the storage and I cannot do anything with it. Can I sell it to the state somehow?

Yup! Just set the state as a destination, or do something with it, like pies or burgers

as funny as this sounds, the waste part if what got me curious. I've never thought of having a game like this and also having that mechainic as well. I'm pumped to buy this.

Yay!

Not sure if I am missing something here. I assign destinations for all my various producers. Then after saving, logging out, then logging back in, no destinations are assigned and I must reassign them all. Any ideas?

What version are you on? 

Alpha 2.2

Some destinations remain and many need to be reassigned.

We released a hotfix for exactly that issue an hour after release. Update please 

Oh no I just bought it without reading first and only joined itch later. Now I'm am forever doomed to never have a steam key. Much sadness...

You'll have to wait a day or so until I publish a guide on how to link everything, shortly after release :(

Ah well at least there is a chance.

Nice game btw. I played for a bit. No crashes. Liked how easy it was to link industries.

Glad you're enjoying it!

How do you save the new options? I can't figure it out, if you press ESC it just resets them and I can't see an "apply" button.

That means your scaling is too low, thus making the button leave the screen

If i buy the game now, will i get the game when it fully comes out?

Yes

cool going to buy the sweet game now.  Thank  you!

:)

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Finally someone made a real Tycoon game! I loved that game back when I was a kid.

Glad you like it :)

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i like this game!

Yay! 

Thanking you kindly for fixing 21:9, much appreciated!  I'd just like sensitivity turned down a little for mouse scrolling and it would be perfect ;)  All good though.  Having so much fun with game, awesome.

Here to help!

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