#Mag-Tractor :magnet: Wagon
17 messages · Page 1 of 1 (latest)
I would like the wagon to show exactly how many squares its reach extends. I have only played 5 stations so far, but this applies to all other weagons, too. 🙂
Picks items very close...
While i like the concept of this wagon, it just feels like an inferior version of the collector to me
I did upgrade it to level 4 before but the range doesn’t seem to be as good as the collector, and it doesn’t actually pick stuff up at all which to me is just a downside
It’s possible i just haven’t played with it enough but that’s how it felt to me
Honestly I feel the opposite because it keeps stacks of resources moving with the train.
What if this wagon produce a magnet item that you can put down somewhere and it sucks all item that you made the magnet with into that spot?
It would be very nice to control which resource the wagon takes out of the storage with storage pull. I was very disappointed seeing my mag-tractors passing each other the stack of stone after I fully upgraded both😂
can 100% agree to this. We upgraded 2 mags and they just never each pulled a specific resource :( this needs to be a thing
Sorta good at what it does but eventually you wonder why you didn't just go with auto collector. People use it to stack resources and attract far away commodities towards their storage but making the magnet take form of a single inflexible monolith stuck to the train doesn't seem like the right way to execute such a wagon.
You always feel the need to upgrade range. Range is everything and you always feel like it's not enough.
Stack size is irrelevant and perhaps detrimental as bigger stacks mean when you drop 3 or 5 iron on it you'll be waiting for a long time if you wish to change to wood.
Currently the magnet will affect every resource within its aoe even at level 1 so the only thing to care about is range and how quickly you can switch the magnet's target commodity type. You could improve the latter by getting a second magnet but at that point you're sacrificing more bolts than you gain in performance
I have some ideas for how to improve the wagon but not all of them need to be considered
- Show magnet area of effect with a slightly transparent blue circle similar to buckinator aoe indicator from U1
- Magnet sits on the wagon and can be picked up, moved around and dropped like a turret
- Feeding a single commodity to the wagon makes the magnet target said commodity type. The commodity could be consumed overtime and will require the wagon to be refilled which would be classified as active time. Either that or the resource is not consumed ever but must be manually taken off the wagon if you wish to target a different commodity
- Magnet stacks and drags along resources as they enter and leave its aoe. There could be a limit on how many resources the magnet can drag with it which is the stack limit (upgradable)
- Dash into the wagon to make the moveable magnet swiftly fly back to the wagon akin to how real life magnets attract each other. This is because when you transport commodities to where you want the magnet cannot be moved otherwise it would attract the resources with it. This could be avoided by stopping the wagon from targeting a resource type if making the magnet fly back to the wagon is considered too overpowered
That way the magnet serves as a way to easily transport commodities in bulk to separate it from collector
Why would you change an op wagon
I agree on 1. idea
I agree that the current magnet wagon leaves alot to be desired, honestly i try to avoid it at this point.
I came up with an interesting idea for a remodeled mag-wagon tho...
Place an item onto the wagon, IE a wood or iron. (probably should cost 1 iron IMO)
After X seconds it consumes the input and gives you a magnet item.
Pick it up and place it down like dynamite, once you place it down it starts a "fuze" of maybe a second.
After it "detonates" it pulls in all resources in X radius into one pile (two piles of it exceeds 20 items, or if it gathers both wood and iron) exactly where you placed the mag-dynamite, or maybe dyna-mag... Magnemite?
Upgrading the cart decreases crafting time and increases the suck-range of the Magnemite.
(Suck-range per cart level should equal dynamite boom range per cart level)
Effective use: place down a dynamite, wait for boom, then place Magnemite in the same spot and it sucks everything up into one neat pile!
Yeah, my comment on the mag-tractor is I never use it. The one time I tried it out I stuck a magnet extension onto it so that it could keep itself active from the nearby items on the ground that it carried along with it -- terrible decision, as by the end of the level the mag-tractor had eaten up all of our resources that it was carrying along with the train by the end of the level with nothing to show for it.
It also only attracts one resource type, so you feed it either stone or wood, and suddenly all of that resources is just gone (because the mag-tractor ate it all keeping itself active)...
Maybe using the magnet extension on it is a bad idea - but then I don't want to have to baby a cart with wood/stone just to attract materials that I could just throw to the train with throwing or use collector wagon on.
You should try to upgrade it a bit, and I would recommend to use the extension that take resources from the storage directly. The main downside of using the extension that take resources from storage is that you likely won't be able to tract another thing than stone.
With my friends we use it at every run, since it allow us to have an auto collect of stone, that would follow the train if storage is full. So there still only the wood to manage