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Create GitHub IssueExpansion 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
Get 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
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:** * plannin...
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) ### Automatic Imports - [x] the Status-Quo of Base and technology comes from API, so they must be read-only - [x] add automatic base and warehouse stocks updates via API every 5min -> it always overwrites existing bases - [x] Import (Base) button per base has to be removed - [x] auto import tech levels -> https://github.com/NewBorders/galactic-tycoon-calculator/issues/42 - [x] in Config Panel: below API-Key we want to reflect in a table per endpoint (which can contain multiple entities/models), the datetime of data last successful update, a datetime of next automatic refresh and a button to enforce refreshing those data - [x] make it easier for the user to understand API errors like rate limited or not reachable ### Improved Stats - [x] Net Profit (with price trend of 7d only affecting this bases productions), Export Net Profit, Export Materials - [x] improve workforce consumption & coverage - workforce productivity in % to show easily if base misses consumables or housings - remove detailled workforce consumption overview and also workforce (housing) coverage - when not at full workforce productivity or housing coverage, show how much net profit the player is not earning (workforce costs for full productivity & housing and the value gap from current productivity to full productivity & housing) #### Running out of stock - [x] "running out of stock" will have its own overview for all bases instead of per base, to see very easily what needs to be bought at the exchange (or later via player to player trades -> /public/company/exchangeorders in https://api.g2.galactictycoons.com/swagger/index.html) - [x] player uses export materials first in their own bases before selling it on the exchange, so we wanna split this overview into: - every export material that runs out of stock in at least one of its own bases -> so the user see what needs to be shipped over - every input material that the user is not producing itself -> user sees what needs to be bought - [x] sort/group actions "by base" and "by material" - "by base": groups all materials together that runs out of stock per base, so the user know what to deliver in a package - "by material" = Default: summarize per material what is need in all bases - per group we show total weight and value -> so the user knows how much money is needed and what shipping is needed - [x] show columns: Material (linked to the market), possibility to add/edit price alert, Time Left (to run out of stock), Stock, To Buy (amount and weight) #### Planning Overview - [x] User wants to compare, in a proper overview, its current production vs. its planned production - planned changes should get presented in another color like blue or purple (later this is configurable by the player due to color blindness) - materials balance shows current production and consumption and per material it shows a planned entry reflecting the upcoming changes ### General Planning information - [x] per base there are existing possibilities to change productions, buildings, recipes, tech-levels or deleting bases. We adopt those, but they are not touching the read-only Status-Quo of the bases, it's only used for plannings. - [ ] planning should be as easy as possible: can we improve existing building or recipe area, somehow? - [x] you can change recipes and building level to zero -> https://github.com/NewBorders/galactic-tycoon-calculator/issues/61 - [x] the user should be able to experiment with workforce productivities by selecting which consumables to use per base ### TODO List - [x] all planned steps are saved in localStorage as kind of a history/todo list which is always up-to-date - [x] planned changes can be undone step by step via undo & redo mechanism/buttons -> todo list has the history already, so this should interact - [x] todo list is accessable as a floating box on the right site, collapsable and closable - [x] todos are categorized by base - [x] automatic base updates will take "before and after" look, to see which TODO can be marked as DONE -> show toast notification - [x] de-/selecting workforce consumables in a base are not saved as a TODO ### New users workflow and separate localStorage per world - [x] since we start with a complete new layout, we should wipe existing localStorage... --- **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
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
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
Easier base overview MVP
#75The 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
repair costs
#73repair 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
BUG: Price Alerts gets triggered when no offers available
#74When 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
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
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
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
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
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
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
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