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galactic tycoon calculator

NewBorders/galactic-tycoon-calculator

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Expansion overhead with reduction from guild's Administration Center

#48

In addition to https://github.com/NewBorders/galactic-tycoon-calculator/issues/29 we need to adjust expansion overhead by guild's "Administration Center". Each level of Administration Center reduces o...

In addition to https://github.com/NewBorders/galactic-tycoon-calculator/issues/29 we need to adjust expansion overhead by guild's "Administration Center". Each level of Administration Center reduces overhead by 2%, when working. Global Summary > Expansion Overhead Costs: Show costs without and with Administration Center Check if we can get this information via API. with Administration Center level 1 <img width="315" height="150" alt="Image" src="https://github.com/user-attachments/assets/25e122e9-7606-4cb9-8183-eb45245511fc" /> --- **GitHub Issue #48** Created by: @Muardin

4 months ago

Improve sorting of recipes in the search

#31

sortierung of recipes in the search should be improved. Example: User has the building "prefab plant" and wants to add Construction Kit as recipe. When user writes "construction", it first shows const...

sortierung of recipes in the search should be improved. Example: User has the building "prefab plant" and wants to add Construction Kit as recipe. When user writes "construction", it first shows construction tools, second is construction kit for "adv. Prefab Plant. The recipe for "construction kit" which is searched is at the bottom of the list. --- **GitHub Issue #31** Labels: good first issue Created by: @Muardin

4 months ago

Filtering for Market Analysis

#63

- filter or exclude materials the user already produce - filter for materials the player can produce with its current buildings -> needs an addition to show on whcih base each recipe is possible - fil...

- filter or exclude materials the user already produce - filter for materials the player can produce with its current buildings -> needs an addition to show on whcih base each recipe is possible - filter for materials the user needs as input or recipes that the user could produce with its output materials, not by amount, just simply what matches the recipe for at least 75% of their input materials --- **GitHub Issue #63** Created by: @Muardin

3 months ago

Config Export und Import

#49

It should be possible to export all configurations as JSON and import them again. Since we store everything in localStorage (configs, bases, visual settings, etc.), we will completly export this. On...

It should be possible to export all configurations as JSON and import them again. Since we store everything in localStorage (configs, bases, visual settings, etc.), we will completly export this. On succesfull import, the full saved states will be deleted and then newly written. Would be nice to do this without reloading the page. --- **GitHub Issue #49** Created by: @Muardin

4 months ago

Improved adjusting of numeric fields

#46

I want to be able to simply change the level of a building, technology, starting bonus and recipe counts, Currently when I try to change lvl 3 to lvl 4, I have to delete "3" and input gets automatica...

I want to be able to simply change the level of a building, technology, starting bonus and recipe counts, Currently when I try to change lvl 3 to lvl 4, I have to delete "3" and input gets automatically filled by "1", so I have to delete again and finally set "4" We can use arrow up and down on desktop, but on mobile it just shows numbers, unsure if arrows would work. Please find a good solution, especially for mobile. --- **GitHub Issue #46** Labels: good first issue Created by: @Muardin

4 months ago

Easier base overview MVP

#75

The main goal is to improve overview also on smaller screen like mobile phones, and to prevent scrolling through different bases to changes some plannings, by deliverring important insights already in...

The main goal is to improve overview also on smaller screen like mobile phones, and to prevent scrolling through different bases to changes some plannings, by deliverring important insights already in a dedicated area. Current known downsides: - With 10+ bases, you have to scroll a lot e.g. to check planned production in base 10 is high enough to cover consumption in base 2 **We try this by:** - [ ] every base becomes a tile with basic information when collapsed - [ ] when expanded: we see in detail reports like we currently have --- **GitHub Issue #75** Created by: @Muardin

2 months ago

BUG: Price Alerts gets triggered when no offers available

#74

When I create a price alert for a material that don't have any offers (like Nanites) I am currently getting an alert directly, because the price is $0. In those cases price alert should only trigger...

When I create a price alert for a material that don't have any offers (like Nanites) I am currently getting an alert directly, because the price is $0. In those cases price alert should only trigger when there is an offer, beside the current logic. --- **GitHub Issue #74** Created by: @Muardin

3 months ago

repair costs

#73

repair costs should be calculated and listed, to make net profit more accurate. --- **GitHub Issue #73** Created by: @Muardin

repair costs should be calculated and listed, to make net profit more accurate. --- **GitHub Issue #73** Created by: @Muardin

3 months ago

Feature: Simple Production Toggle

#59

Toggle to hide or reveal the full details in each recipe card in the production view. For bases with lots of recipes, this would make it easier to see and adjust the big picture. Simplified recipe c...

Toggle to hide or reveal the full details in each recipe card in the production view. For bases with lots of recipes, this would make it easier to see and adjust the big picture. Simplified recipe cards would include just recipe name, building it is produced in, quantity selector, delete button, and maybe a simple orange icon indicator if workers are insufficient. --- **GitHub Issue #59** Created by: @amcallis01

3 months ago

Feature: incorporate building condition value modifier

#6

if building condition modifier were a tool input, it would enable cost-benefit trades when considering repairs. --- **GitHub Issue #6** Created by: @amcallis01

if building condition modifier were a tool input, it would enable cost-benefit trades when considering repairs. --- **GitHub Issue #6** Created by: @amcallis01

4 months ago

Localisation

#26

The main goal is to make the tool accessable for everyone in different languages and also show numbers in the format they are used to. * ensure we work with locales not languages e.g. en_US, en_UK *...

The main goal is to make the tool accessable for everyone in different languages and also show numbers in the format they are used to. * ensure we work with locales not languages e.g. en_US, en_UK * find a better way to define translations * let the community help with translations in several languages -> which free tools we can use or adopt format from? * Currently translations gets very messy -> categorise translations to ensure for what section it's used ### Number formats * make number formatting from v1 available in v2 and ensure this is used in v2 -> https://github.com/NewBorders/galactic-tycoon-calculator/blob/main/src/v1/utils/formatNumber.ts * define number formats per locale: default is "dot" as thousand separator and "comma" as decimal separator #### Group 1 **thousand separator:** dot **decimal separator:** comma **Example:** 10.345,76 **Known locales:** de_DE #### Group 2 **thousand separator:** comma **decimal separator:** dot **Example:** 10,345.76 **Known locales:** en_US, en_UK --- **GitHub Issue #26** Created by: @Muardin

4 months ago

QoL: Some buildings, have to match requirements to be buildable

#30

Examples: * Should be forbidden to place a farm on a base with 0 fertility * Farm & Aquaponics Farm & Orchard -> needs fertility * Quarry complex (T2) -> only when there are abundancy for produced mat...

Examples: * Should be forbidden to place a farm on a base with 0 fertility * Farm & Aquaponics Farm & Orchard -> needs fertility * Quarry complex (T2) -> only when there are abundancy for produced materials * Advanced Gas Collector (T3) -> only when there are abundancy for produced materials --- **GitHub Issue #30** Created by: @Muardin

4 months ago

Recipes production only for producing another recipe

#10

### Feature “only for production” It should be possible to mark each production tile to indicate that this recipe is only produced for one or two other recipes in the same base (or from players' other...

### Feature “only for production” It should be possible to mark each production tile to indicate that this recipe is only produced for one or two other recipes in the same base (or from players' other bases), never more than is needed for the target recipe = “only for production.” If recipe A and recipe B are produced in a building and recipe A is marked as “only for production” for recipe B, the production changes due to the changed “queue time share” to such an extent that recipe A is only produced as often as necessary to provide the required materials for recipe B. This increases the output of recipe B. For recipes that are marked as “only for production,” we also have to show how many orders there are for the given time interval so that the user can take this into account. See: https://wiki.galactictycoons.com/mechanics/production#order-processing original message: https://discord.com/channels/1359832002504822936/1433199545571082371/1435355869322674267 Example: <img width="621" height="545" alt="Image" src="https://github.com/user-attachments/assets/ac8087c7-8d2a-4593-8135-a23ad89541ed" /> --- **GitHub Issue #10** Created by: @Muardin

4 months ago

Tech Debt: Rename PlayerConfigPanel to Bases Panel

#45

PlayerConfigPanel and ConfigPanel have conflicting names. PlayerConfigPanel should be updated to BasesPanel, else future proofed. --- **GitHub Issue #45** Labels: good first issue Created by: @enjgin...

PlayerConfigPanel and ConfigPanel have conflicting names. PlayerConfigPanel should be updated to BasesPanel, else future proofed. --- **GitHub Issue #45** Labels: good first issue Created by: @enjgine

4 months ago

UI Improvements

#47

There is always something to improve, so this ticket is a collection of some things mentioned by users - [ ] price management should be smaller/more compact - [ ] describe really precisealy how to ge...

There is always something to improve, so this ticket is a collection of some things mentioned by users - [ ] price management should be smaller/more compact - [ ] describe really precisealy how to generate api key. maybe keeping the page clean by showing this guide via an info button - [ ] --- **GitHub Issue #47** Labels: good first issue Created by: @Muardin

4 months ago