- Needs a system for sensors and controllers - time-varying stuff like the weather and the grid foundry/outreach hub don't have a fixed ratio that can be set ahead of time. "Switch power to the other trash pile when the first one is depleted" would also be a huge improvement.
- Needs a better way to set ratios. A simple option would be wider splitters - having to think through splitting off N units of power at every splitter and passing on M-N is much more difficult than necessary.
- Need better ways to show what's backing up/off-ratio in a production pipeline. For example, you could color the storage bar on a battery plant to show that it's holding some amount of aluminum and some amount of batteries and waiting on hazardous waste.
- It's possible to softlock yourself by depleting your trash piles while selling the outputs instead of spending them on CI.
- Once you get the outreach hub it's trivial to accumulate so much workforce that you'll never worry about it again, because the outreach hub's workers are the only thing in the entire game that cost _only_ workforce and energy and don't depend on anything that comes out of the trash pile.
- Lines can only be highlighted/canceled at a few specific points along their length rather than along the whole curve. It's much easier to delete lines by clicking their endpoints than it is to delete them by clicking them directly.
Thanks, this is a really useful list.
The wires: you're right, and it's a bug. A curved wire only picks up clicks near a handful of points along it, so on a long wire most of it can't be clicked. I'll fix it so the whole wire works.
Switching power when a pile runs out: the full game has priority splitters for exactly that. They feed one side first and send everything to the other side once the first can't use it. They aren't in the demo though.
The softlock: I tried to cover it. When the Wastelands run dry, Greenhaven opens for free, and if every place in the demo is bare the Plan finishes for you. The full game also has Clean Index makers that don't need trash at all.
Outreach Hub: fair. It's the one workforce source that needs nothing from the trash. There's a cap of 10 and each recruit costs more than the last, but I'll look at whether it's still too easy.
Wider splitters and showing what's backing up: both good ideas and I've written them down. The cards do name a missing input already, but a bar that shows what's actually sitting inside would be much clearer.
Sensors and controllers is a bigger one. I like it, but I can't promise it yet.
IMO having 10 initial hubs is way too much. I suggesting limiting it to 1 initial hub and put the remaining ones in the money tree. Or fewer total hubs but add upgrades that make their cost grow slower. The same for power grids.
BTW power grids are currently not affected by weather. IMO it should be affected the same way a normal turbine does.