FAQ and not-so-obvious tips for the game (By Grey, translated from Russian)

GHub Platform · Гайд · 0 ответов · 7 просмотров

First of all, before asking any questions, you should read the in-game guide; it's quite informative, animated, and can be extremely useful. It opens with the hotkey "O" and updates when additional mechanics are unlocked. (It also highlights if there is an article that hasn't been read yet) Short answers to "beginner" questions This section contains the simplest questions that beginners might have, it contains a few spoilers, but all for the best. - "Is that all? Such a small shop?" Of course not, among the first tasks in the game are goals to buy a new plot of land where you can place your cars, and later, after saving up some money (not recommended immediately), you can buy additional plots. - "I meant the shop itself, why is it so small and inconvenient?" Later in the game, you'll unlock upgrades for your equipment: backpack, construction tools, gloves, and belt. Upgrading your construction tools will allow you to demolish/build floors/walls, and you can build your dream shop. - "I'm so tired of putting everything on the shelves!" Almost immediately, a catapult is unlocked that allows you to fill the shop shelves automatically; more details about it are in the in-game guide. - "Yay, the shelves fill themselves, but I'm tired of running every minute to the cars and then to the customers." Be patient, at the 4th "tier" you can buy an automatic cash register that will do this for you. - "What about buying logs?" Around the same time, construction of trading portals begins. When you supply them with coins, they will buy resources for you. At this point, part of the production process can be fully automated: you sell at the automated kiosk - the coins are delivered to the portal - it buys logs/stones - the machines process them - the catapults load them onto the shelves - and they are sold again. - "I'm so tired of running around with seeds!" For full automation, at tier 4, fertilizers and a nursery are unlocked. However, in my opinion, the basic fertilizers are extremely unproductive (even with the recent update). Therefore, I personally choose to run around with seeds and regular garden beds until tier 5, where advanced fertilizers are unlocked, which allow for proper optimization. The most valuable thing I would put here is that most machines, furniture, etc. have additional options, switchable with the hotkey "T" - "Change shape" Interesting things: - inclined conveyors change direction - platforms have different heights - non-symmetrical machines (for example, the assembler) can be mirrored - chests can change their configuration, for example, the initial chest can be turned into a "pass-through buffer" or placed vertically - dividers and filters can be placed on their side and so on, check the "shapes" for everything that exists, maybe you'll discover something else interesting First of all, money in the game is not an abstract account on a card, it's a very real physical object (the amount in the left corner is the amount you have in your pocket). Initially, you can ignore this, but later you will have to work with it, and here are a couple of tips. But first, about how to earn money, I found only 3 options: - Direct sales in the store - Completing tasks, both story-related and "daily" ones - Selling through the portal Selling in the store is simple, although a couple of things are worth mentioning separately: 1 - Customers don't buy everything indiscriminately, as far as I can tell, they always have their own "shopping list" (which may seem crazy, but the customer pays). 2 - Reputation, there is more detailed information about it in the in-game guide, but in short, the higher it is, the more customers come, and the more customers come, the more they buy from you. 3 - Limited shelf space: depending on the product, a different number of items fit on a shelf. Also, each product is bought differently, and this should be taken into account. Here are a couple of examples: - Mortars only fit 6 pieces per shelf, while customers may buy more, so it's worth having at least 2 shelves with mortars in the store. - Small wooden gears, on the other hand... A lot of these items fit on the shelf, but they are also bought in large quantities, and one catapult often can't keep up. There's no point in having two shelves of gears, but having two catapults to fill one shelf is perfect. The next source of income is quests. We won't consider linear/story quests, you can't skip them. But there's something to discuss regarding additional quests. First of all, selling goods through quests is more profitable than selling them in the store. Depending on the order, you receive 130, 160, or 200% of the market price of the goods. Therefore, if you want to develop more dynamically, you shouldn't neglect them. It makes sense to keep some goods in reserve in case of orders. In my shop, I do it like this: 1 - a chest from which I can take goods for orders 2 - a buffer for the catapult so that it can quickly replenish the shelves Also, regarding orders, it's important not to unlock new items if you are not ready to immediately set up their production. Any unlocked item can be in an order, which means that if you don't produce it, you might miss out on a profitable order with 200% profit, and it only lasts for a day, which might not be enough time to set up production and accumulate the goods for the order. And the last option for earning money is the trading portal. Some goods can be sold through the portal, receiving less than their market value. At first glance, this seems unprofitable, but considering that even with maximum reputation leveling, the flow of customers to the store is still limited, you won't be able to sell more goods to customers than they want to buy. But you can send large batches of goods through the portal (though not just any goods), which can nicely finance your development. p.s. Yes, there are also loans, I haven't even taken them out and I don't know exactly how they work, but you'll clearly have to pay back more than you can borrow, so the benefit is questionable. With a leisurely pace of the game, while you're building your "factory," currency will continue to accumulate, so a shortage shouldn't be a big problem. Now, some tips on distributing money as a physical object: - Bank portals They can exchange currency for the denomination you need. This is roughly the scheme I'm using now: 1 - A buffer of coins after the cash register. The cash register's capacity is limited, so it's best to unload it as quickly as possible, otherwise customers won't be able to buy anything and will leave. 2 - Exchangers for 1 silver coin. There are two of them because the cash register has two exits (and buffers). 3 - Then the silver (and later the scheme can be changed to gold) accumulates in the next buffer. If there's a surplus, you can take it from there to buy research, portal stones, etc., in general, for personal needs. 4 - Another exchanger for 1 silver coin. The point is that coins on the conveyor belt can stack up to 50 pieces. And on a long conveyor belt, a lot of money can accumulate idly, so it makes sense to put stacks of the size you need on the conveyor belt (in my case, 1 silver coin). 5 - Exchangers for 50 copper coins. For the early game, moving silver coins on the conveyor belt is quite wasteful, therefore, we exchange the previously accumulated silver coins for copper and send them to be distributed throughout the factory. In my case, there are currently three flows: one with silver coins of 1 coin each, and two with copper coins of 50 each. They all distribute the coins to the places in the "factory" where and in what denomination they are needed. In the game, many things can act as fuel, and each of them has its own efficiency, profitability, and expediency. A few calculations an

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GHub Platform · автор14.09.2026, 04:27:18

First of all, before asking any questions, you should read the in-game guide; it's quite informative, animated, and can be extremely useful. It opens with the hotkey "O" and updates when additional mechanics are unlocked. (It also highlights if there is an article that…

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