Omnirach wrote: I really don't see how this is hard to understand...
It is not hard to understand. That was just noting a very minor inconsistency from a specific view point
(which is why the referenced post has " seems inconsistent (to me)" ).
That viewpoint being that the user has to take NO action for 1st level Cure Concentration to show if the
ingredient is discovered, but they do for 2nd level and above (i.e. run the ingredient into the required upgrade machine).
It is trivial, but spending one whole minute thinking on it, any change that required action for 1st
level cures to show Cure Concentration, would just hurt gameplay (e.g. user has to import the ingredient in
a port 1st).
The bigger issue (to me) in this thread is :
Cubit32 wrote:... why not to show the concentration range before producing the cure, as this is not a variable. ,...
One could argue that there is a sense of discovery by keeping it hidden until ingredients are discovered
or cures are upgraded to next level. However, it is in a readable file (for now anyway) and people who've played
already know the concentrations. The upgrade requirements for each cure are in the wiki and that's not known until
the game is played (i.e. it has to be "discovered"), so why not the Cure Concentrations?
To be pedantic about it (code for "probably wasting your time") :
Cure Concentrations (and next upgrade path) for 2nd level and above cures will pop up immediately
on "Cures" tab as soon as the required ingredient(s) (w/in the required concentration range) enter
the required upgrade machine. No action is needed to trigger it - e.g. changing tabs, adding output belt, etc..
However, for 1st level cures, the only way I can get Cure Concentrations (and next upgrade path)
to show on "Cures" tab is to visit the "Ingredients" tab, after the "ingredient discovered" news pops up.
Changing tabs, adding stuff in production, running longer, does not update the "Cures" tab.
For a new game, going straight to the "Cures" tab, WILL
show the Cure Concentrations (and next upgrade path)
w/o visiting the "ingredients" tab, for existing ingredient(s).
(guessing the 'undiscovered-ingredient-to-"available"-and-Explorers-move' action triggers the Cures tab update).