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* GreenAesop: [[ZigZaggedTrope Zig-Zagged]] - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power and geothermal power are non-accessible). However, the fossil fuel burners themselves are ''also'' some of the earlier reactors, and after unlocking the various titular [[ILoveNuclearPower nuclear reactors]], you'll likely be abandoning those ''too''.

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* GreenAesop: [[ZigZaggedTrope Zig-Zagged]] - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power and geothermal power are non-accessible). However, the fossil fuel burners themselves are ''also'' some of the earlier reactors, and after unlocking the various titular [[ILoveNuclearPower nuclear reactors]], reactors, you'll likely be abandoning those ''too''.

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* BoringButPractical: Wind Turbines. They are very self-sufficient (they don't require a generator or heat sink), and only have to be replaced manually until you can afford their manager. They have a very short lifetime, meaning you're likely to ditch them as soon as you can afford better generators.

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* BoringButPractical: Wind Turbines. They are very self-sufficient (they don't require a generator or heat sink), and only have to be replaced manually until you can afford their manager. They have also explicitly supercede the heat mechanics, and much like batteries, they cannot burn down or explode from heat; any empty space near a very short lifetime, meaning generator that'd otherwise go to waste can be easily filled by Wind Turbines. Lastly, their inexpensive nature means that even though you're likely to ditch them as soon as you can afford better generators.generators, you can easily fall back if it doesn't work out. Their one downside? They're too weak to matter much once you reach late-game, as much of the space they could fulfill is usually spent on batteries.


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** Since batteries and wind turbines don't actually follow the heat mechanics at all (they do not blow up when exposed to heat), they make excellent filler if you have some extra space near a generator, and can't stick anything else nearby.
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** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs. In fact, if upgrading the heat output for any generator other than Wind Turbines[[note]][[CaptainObvious which don't generate heat]][[/note]], you'll get a prompt asking if you're sure you want to the first time.

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** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs. In fact, if upgrading the heat output for any generator other than Wind Turbines[[note]][[CaptainObvious which Turbines[[note]]which don't generate heat]][[/note]], heat[[/note]], you'll get a prompt asking if you're sure you want to the first time.
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* GreenAesop: [[ZigZaggedTrope Zig-Zagged]] - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power is non-accessible). However, the fossil fuel burners themselves are ''also'' some of the earlier reactors, and after unlocking the various titular [[ILoveNuclearPower nuclear reactors]], you'll likely be abandoning those ''too''.

to:

* GreenAesop: [[ZigZaggedTrope Zig-Zagged]] - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power is and geothermal power are non-accessible). However, the fossil fuel burners themselves are ''also'' some of the earlier reactors, and after unlocking the various titular [[ILoveNuclearPower nuclear reactors]], you'll likely be abandoning those ''too''.

Changed: 47

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I Love Nuclear Power is specifically about radiation giving superpowers


* ILoveNuclearPower: Nuclear reactors are unlockable once you've researched the right tech, and once you've raised enough funds to use them (and upgrade the heat conversion rate for your generators), they'll generate far more power than gas burners ever could.



* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat and have such a cheap cost, but can't match the power output of reactors that produce heat paired up with generators without upgrades.

to:

* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, All puns aside, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat and have such a cheap cost, but can't match the power output of reactors that produce heat paired up with generators without upgrades.
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Added DiffLines:

*** Similarly, once you research the right tech, you can use water to cool off the generators, allowing you to exceed their heat capacity.
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** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs. In fact, if upgrading the heat output for any generator other than Wind Turbines, you'll get a prompt asking if you're sure the first time).

to:

** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs. In fact, if upgrading the heat output for any generator other than Wind Turbines, Turbines[[note]][[CaptainObvious which don't generate heat]][[/note]], you'll get a prompt asking if you're sure you want to the first time).time.
Is there an issue? Send a MessageReason:
None


* GreenAesop: Averted - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power is non-accessible).

to:

* GreenAesop: Averted [[ZigZaggedTrope Zig-Zagged]] - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible (not to mention that hydroelectric power is non-accessible).non-accessible). However, the fossil fuel burners themselves are ''also'' some of the earlier reactors, and after unlocking the various titular [[ILoveNuclearPower nuclear reactors]], you'll likely be abandoning those ''too''.



* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat and have sucha cheap cost, but can't match the power output of reactors that produce heat paired up with generators without upgrades.

to:

* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat and have sucha such a cheap cost, but can't match the power output of reactors that produce heat paired up with generators without upgrades.

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* AdamSmithHatesYourGuts: Averted with the generators, but played straight with upgrades purchased with cash - especially since they don't carry over in between islands.



* BoringButPractical[=/=]NotTheIntendedUse: Since your funds and research points are shared between the stages, it's pretty common for players to use the first zone for the sole purpose of generating research points by filling it with labs once they can afford a few power plants in the second (and same goes for the second after unlocking the third, and so on).

to:

* BoringButPractical[=/=]NotTheIntendedUse: Since your funds BoringButPractical: Wind Turbines. They are very self-sufficient (they don't require a generator or heat sink), and research points are shared between the stages, it's pretty common for players only have to use the first zone for the sole purpose of generating research points by filling it with labs once they be replaced manually until you can afford their manager. They have a few power plants in the second (and same goes for the second after unlocking the third, and so on).very short lifetime, meaning you're likely to ditch them as soon as you can afford better generators.



** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs.
* GreenAesop: Averted - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible.

to:

** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs.
occurs. In fact, if upgrading the heat output for any generator other than Wind Turbines, you'll get a prompt asking if you're sure the first time).
* GreenAesop: Averted - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible.possible (not to mention that hydroelectric power is non-accessible).



* NonStandardGameOver: There's no official game over screen, but if you somehow manage to
* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat, but can't match the power output of reactors that produce heat paired up with generators without upgrades.

to:

* NonStandardGameOver: There's no official game over screen, but if you somehow manage to
to have $0 without having any power to sell (or buildings/upgrades to sell), you'll get one. Presumably, this is why wind turbines cost $1 each.
* NotTheIntendedUse: Since your funds and research points are shared between the stages, it's pretty common for players to use the first zone for the sole purpose of generating research points by filling it with labs once they can afford a few power plants in the second (and same goes for the second after unlocking the third, and so on).
* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat, heat and have sucha cheap cost, but can't match the power output of reactors that produce heat paired up with generators without upgrades.

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** Any building that isn't a generator won't expire after a certain number of ticks.

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** Any building that isn't a generator reactor won't expire after a certain number of ticks.



** The upgrades that increase the generator heat conversion rate, research points produced, and power sold apply to all buildings that serve said purpose, not just the first one unlocked.



* BoringButPractical[=/=]NotTheIntendedUse: Since your funds and resource points are shared between the stages, it's pretty common for players to use the first zone for the sole purpose of generating resource points by filling it with labs once they can afford a few power plants in the second (and same goes for the second after unlocking the third, and so on).

to:

* BoringButPractical[=/=]NotTheIntendedUse: Since your funds and resource research points are shared between the stages, it's pretty common for players to use the first zone for the sole purpose of generating resource research points by filling it with labs once they can afford a few power plants in the second (and same goes for the second after unlocking the third, and so on).



* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.

to:

* NonStandardGameOver: There's no official game over screen, but if you somehow manage to
* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which might seem like they'd avert this trope because don't produce heat, but can't match solar panels or coal burners the power output of reactors that produce heat paired up with generators without upgrades.
Is there an issue? Send a MessageReason:
None


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* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.

to:

* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.upgrades.
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* BoringButPractical[=/=]NotTheIntendedUse: Since your funds and resource points are shared between the stages, it's pretty common for players to use the first zone for the sole purpose of generating resource points by filling it with labs once they can afford a few power plants in the second (and same goes for the second after unlocking the third, and so on).



* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.

to:

* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier of said building as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.
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None

Added DiffLines:

''Reactor Idle'' is an IdleGame about managing power plants, created by the same developer who made ''VideoGame/FactoryIdle''. You set up power plants and sell the power they generate - and use the funds they generate to unlock more content.

The game can be played [[http://reactoridle.com here]].

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!!This game provides examples of the following tropes:

* AntiFrustrationFeatures:
** Unlike with ''Factory Idle'', the reactors you can buy will expire after a limited number of ticks; however, you can research managers that will automatically replace them, and you can also purchase upgrades that increase their lifespan.
** The player has a limited power supply that, at first, they must manually sell. However, they can research batteries and offices that will respectively increase the size of said power supply and automatically sell off some of the power.
** Any building that isn't a generator won't expire after a certain number of ticks.
** Although reactors don't give a refund if sold, all other buildings do.
** If you place multiple generators directly in contact with 1 reactor, the heat produced by said reactor will be spread out among said generators, meaning that you don't have to wait until you've upgraded the heat conversion rate for a generator before you can start using a new reactor.
* AntiPoopSocking: Much like ''Factory Idle'', quitting the game entirely will reward you with "bonus ticks" which can be used to fast-forward when you return.
* BribingYourWayToVictory: You can purchase additional ticks like in ''Factory Idle''.
* DisasterDominoes: With the exception of Wind Turbines, all reactors produce heat which needs to be converted into power by generators, otherwise the reactors will explode. However, each generator has a limit to how much heat it can covert per tick, meaning if you place a generator right next to a reactor whose heat projection exceeds the generator's conversion rate, it'll cause the generator to explode after hitting the heat limit, and immediately afterwards, the reactor will follow suite.
** If you upgrade a reactor's heat output so that it exceeds the generator's conversion rate, a similar situation occurs.
* GreenAesop: Averted - the two most eco-friendly reactors (wind turbines and solar cells) are the earliest reactors the player will use, and will likely be ditched in favor of fossil fuel burners as soon as possible.
* ILoveNuclearPower: Nuclear reactors are unlockable once you've researched the right tech, and once you've raised enough funds to use them (and upgrade the heat conversion rate for your generators), they'll generate far more power than gas burners ever could.
* PowerCreep: [[IncrediblyLamePun Heh]]. On a more serious note, once you unlock a new reactor or building, this will come into play for the previous tier as soon as you can afford to replace it. This is especially true with Wind Turbines, which don't produce heat, but can't match solar panels or coal burners without upgrades.

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