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Create GitHub IssueGet Technology level from Player API
#42API Docs: https://api.g1.galactictycoons.com/swagger/index.html We should import technology levels via API from /public/company and seit for the user, automatically. Import should happen when "load m...
API Docs: https://api.g1.galactictycoons.com/swagger/index.html We should import technology levels via API from /public/company and seit for the user, automatically. Import should happen when "load my bases" is clicked. Better to rename this button to "load company from game" Raw format: ```json "technologies": [ { "id": 1, "level": 1 }, { "id": 4, "level": 4 }, { "id": 8, "level": 1 } ], ``` Description: id = [ 0 = Undefined, 1 = Construction, 2 = Manufacturing, 3 = Agriculture, 4 = ResourceExtraction, 5 = Metallurgy, 6 = Chemistry, 7 = Electronics, 8 = FoodProduction, 10 = Science ] level: level of technology **2. Also, if possible, we should import the "starting bonus".** --- **GitHub Issue #42** Created by: @Muardin
Expansion overhead with reduction from guild's Administration Center
#48In 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
Planning mode
#71The goal ist to plan production changes - like new bases, new recipes, delete or build new buildings, or just upgrading buildings - without touching current production. So it helps for: * planning of...
The goal ist to plan production changes - like new bases, new recipes, delete or build new buildings, or just upgrading buildings - without touching current production. So it helps for: * planning of a new base: how many materials i need for colonisation of this planet and the first, second, third iteration of base layout I plan? * planning new production: what do i need to switch my production to material B? what do I need to additionally produce material C? is it worth to upgrade my production and what will it cost? * Since the workforce will change, is the consumption still covered? how much more material I need to provide daily for my changed production? ### Steps (not complete) - User wants to compare, in a proper overview, its current production vs. its planned production - the Status-Quo of Base and technology comes from API, so they should be read-only - this way we will enable automatic base updates via API every 5min - config -> below api key we want to reflect in a table per entity/endpoint, the datetime of data last successfull update, a datetime of next autoamatic refresh and a button to enforce refreshing those data - when a user wants to edit its production somehow, the user has to use the planning mode (automatically?) - planning should be as easy as possible - planned changes can be undone completely - in planning u can change recipes and building level to zero -> https://github.com/NewBorders/galactic-tycoon-calculator/issues/61 - let's also have step by step undo & redo buttons - we should choose another approach for showing current bases to gain overview - current downsides: with 10 bases, you have to scroll a lot e.g. to see how much base 10 produces and base 2 is consuming, you have to expand and collapse a lot of things - maybe we should split up all different bases into sub-tabs - showing planned productions beside current production must also be easy to look at - all planned steps are saved as kind of a todo list which is always up-to- date even with undo / redo button clicks - todo list is accessable as a floating box on the right site, collapsable and closable - todos are categorized by base - automatic base updates will take "before and after" look, to see which TODO can be marked as DONE - LATER: maybe todo list can be used also for remembering ship transport and buys you need to make --- **GitHub Issue #71** Created by: @Muardin
Config Export und Import
#49It 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
Improve sorting of recipes in the search
#31sortierung 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
Improved adjusting of numeric fields
#46I 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
Feature: Allow recipe quantity & building level to be zero
#61Current minimum recipe quantity is 1; feature request to allow recipe quantity of zero. In order to optimize production, it helps to see net profit with combinations of recipes including with and wit...
Current minimum recipe quantity is 1; feature request to allow recipe quantity of zero. In order to optimize production, it helps to see net profit with combinations of recipes including with and without recipes. If we could set quantity to 0 to cause the recipe to not disappear and also not factor into net profit, we could do these production trials quickly. --- **GitHub Issue #61** Created by: @amcallis01
Feature: Simple Production Toggle
#59Toggle 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
Global summary or overall production
#62Can we have a summary to show everything produced? Just a convenient way to see a global overview of our production line Basically a joint table for all bases with everything we already have per base...
Can we have a summary to show everything produced? Just a convenient way to see a global overview of our production line Basically a joint table for all bases with everything we already have per base - per 24h, just a sum of that material per 24 from all bases - Unit price, single value - To buy, the sum of what you make on every base minus the sum of what you spent on every base - Stock coverage, not sure if relevant for this table, but could be the lowest value - Net result, per 24h times unit price --- **GitHub Issue #62** Created by: @NicosKaralis
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
Feature: incorporate building condition value modifier
#6if 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
Localisation
#26The 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
QoL: Some buildings, have to match requirements to be buildable
#30Examples: * 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
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
Tech Debt: Rename PlayerConfigPanel to Bases Panel
#45PlayerConfigPanel 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
UI Improvements
#47There 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