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WIRE MANAGEMENT

  • 2 Devlogs
  • 3 Total hours

A simple factory game, similar to Factorio or Shapez. "WIRE MANAGEMENT" is a stolen name and a W.I.P. https://github.com/Medic314/Wire_Management

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2h 18m 37s logged

– WIRE MANAGEMENT LOG 2 –

GREETINGS WORKERS!

A new day, a new devlog! added some features to Wire Management ive been planning for quite some time

WHAT’S NEW?

  • SULFUR, a new naturally spawning resource, same extract time as coal, but a bit rarer. sell price: 20
  • GUNPOWDER, a new compound made in the mixer using Sulfur and Coal. With a secret, slightly cheaper recipe…
  • IMPROVED MIXER, mixer changes to make the mixer more modular, now being able to take in any item and look up its recipes from a list, allowing resources to be used in different compounds while still clearing out useless components
  • TUNNELS Tunnels that act like conveyors, allowing conveyors to jump up to 6 blocks forward to layer over other conveyor belt systems

WHAT’S NEXT?

More materials to have more intertwined recipes, some maybe even being detrimental to craft.
Maybe a new way to make compounds? Like a furnace that would need a coal intake?

FINAL THOUGHTS

Kind of a small update for me, mainly just pushed it out to practice writing these devlogs more…
Image: depicts sulfur being mixed into gunpowder, using tunnels to optimize their placement.

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28m 32s logged

– WIRE MANAGEMENT LOG 1–

We work, to earn the right to work, to earn the right to work, to earn the right to-

This is the first devlog for my most recent project, WIRE MANAGEMENT, a sandbox factory building game. It’s a project I’m very proud of and one that I see myself working on quite a bit during this first section of Stardance! its very fun and out of these projects is the one I find myself passively playing the most.

WHATS THE JOB, BOSS?

WIRE MANAGEMENT is a game about making large, interconnected factories extracting multiple natural resources, mixing and transforming them into more materials, and selling them for a profit. Heavily inspired by the likes of Factorio and Shapez, in here, money is everything.

WHATS THE DAMAGE?

In the current state of the project, use your limited cash pool to place extractors, deposits, and conveyors to extract 3 natural resources in randomly generated patches on a 200x200 grid.
There are currently…

  • 3 Natural resources
  • GRAVEL, an abundant resource found almost anywhere, mix with sand to make concrete. Sell value: 5
  • SAND, another abundant resource, but slightly rarer than gravel. Mix with gravel to make concrete. Sell value: 5
  • COAL, a rare resource found in small patches, takes extractors 2x the time to produce, but are worth 3x the price of sand or gravel. Sell value: 15
  • 6 Placeable items
  • Item mixing and compound manufacturing
  • Completely modular grid system, with tile tags so tiles can know where, what, and why their neighbors are.
  • CAPITALISM

NEXT UP ON THE CONVEYOR…

Although this is a personal favorite project of mine, I’m not exactly sure where I will take it from here on… Currently, the plan is to get more resources to extract, and add more dynamic properties to them. I still need to find some twist to the formula to add so the game doesnt feel as generic as it does, but as of right now, production will continue generally the same as ever.

CLOCKING OUT

Wrapping up this devlog, yet again, I will provide a screenshot to summarize the game in its current state.

Much obliged,
-Medic

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