#š®ćilluvium-zero
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any help š
yes scan untill you find the blueprints
if you have 3 facts. the chance to find a blueprints is higher
Sweet
Could be the reason. I heared multiple people saying you need the efficiency over the whole passiv generation process
Yep. I was starting to think it could be that. I will try to not move anything that affects the efficiency of that converter durint the passive generation time to test this. I will let you know teh results
So there is only 5 biodatas?
For the alpha, yes
Hi guys gm
question about land
how long will season 1 last? thinking about getting 2nd plot, but worry don't have enough time to make a blueprintš¤
Itās probably gonna be a few more months
Ok so when I have 5 I should sell my scanners?
I believe you would have time to do it. Because I was able to build a scanner and a lab by 2 weeks
@radiant sky @timber glacier Comparing the T1 spreadsheet to Dr Spoon's T4 results looks like t4's are getting 60 fuel from a max eff/upg extractor vs t1 getting 15. Are the converter ratios similar?
thanks what tier of plot you have? just curious š
I have no idea!
Oh its T1
I am sure it's been suggested already... but I think it would help a lot with an option to "toggle" the production progress bars on/off... it ruins the esthetics of the land a bit when it gets crowded, and also makes it harder to click the buildings behind. š
I am not sure if I have just been lucky.... but compared to last time (before the wipe), I have found biodata and blueprints a lot quicker this time. (also a few BP without finding any facts first)... I had 4 100% scanners & 6 Labs on my T2 land.
idk yet, thats why i was asking for a spreadsheet
but i think so.
like, it's the same building if it is on a t4 or a t1.
Doesn't seem right to have t4's only 4x as good as a t1. I'm way behind yours, game takes more time commitment than I expected.. but hopefully I can get some t4 data too
I guess the overall prod is the 4x on converters, with a small bonus for actively managing all extractors (t4's have more fuel sites) but doesn't seem like that would add too much.. converters really need limiting
Yes, got all the blueprints on my tier 2 land ā¤ļø
Is there anything else you can gain except experience and fun once you've found all 15 blueprints?
indeed, it feels like the converter game closes the gap between the tiers.
people complaining t1 is to underpowered... too slow at building the base up.... But if i remember right, first t1 got all BP 3-4 days after first t4 i saw?
i just started playing t1 and t2 last weekend and just btw, and they can keep up pretty good compared to each other, and what i experienced on my t3/t4. And for the endgame, like when the base is built up, t1 compared to t4 seems strong if we compare the sell pricing. T1 are also way more flexible in what you do, due to having less fuel/element sites. But we will see, maybe there are some changes coming in the feature.
when i think about it... i could have bought 40xT1 instead of 1xT4... feels it would have been a way better deal š
in a nutshell.... with this version, the most we can get is 15 blueprints?
If you feel like clicking all day long š¤Ŗ
yes
yea... the first few weeks... after that not really a clicking battle anymore.
thanks. so just keep building materials labs and research. im on it.
The ratios should be the same, as the only difference is the +300% tier boost.
Rewards per click are less at level 1 up to highest levels for extractor and converters compared to higher tier lands
T1 Industrial complex gotta maximize that 100 build capacity š¤£
still waiting for my kukka biodata and im going full lab sweatshop
So does efficiency effect the passive timer? Or is it only conversion?
Nothing affects the passive timer.
Efficiency does affect the passive amount though.
Correct
Ah OK thanks
At what level is everyone buying Scanners?
I would wait until you get enough ressources to build another one right after your first scanner ist finished building
I waited til I had resource extractors at lv6
do yall think its a good time to buy with the price of eth dropping?
Hello
Since some days, the game freeze unexpectidally while I play, and a loading screen appear and get stuck
Hello all
I heard this game recently š«£
Is there anyone here whose land I want to manage?
Damn I thought they might of
is there any benefit to upgrading the Singularity scanner and Material Lab ? like Biodata stage 2 -3 ?
I think no, since the BPs available right now is just tier 1 illuvials.
so what is the strategy with land right now? i just got a plot and have been upgrading buildings. I have my first hyperion fuel coming in in 15 hours
When I trade fuels through the marketplace, can this be sped up?
the fuels are already existent, so it should be possible right?
is there any benefit upgrading material lab from 1 to 2?
The best efficiency ratio is how much in percentage?
Not yet.
If you Upgrade mat labs you are able to research higher Tier blueprints. In s1 we have just T1 biodata/BP available, so no reason to upgrade
Cost efficiency. 130%
Dpeends what kind of building, what lvl of building, what Tier of plot.
On the t3 the converter
if you have a tier one land, how do you get multiple fuel types
gotcha thank you
In order not to lose too much space with the power stations, I would like to find the best efficiency ratio, I don't want to do everything at 150%
can you use items or resources between different land plots?
thanks!!!!
not in season 1
where is the market dex for blueprints?
what are facts for?
they arent able to be minted yet
thus there are none for sale yet
nothing, just fasts about the illuvials, and supposedly collecting them makes it easier to find biodata and blueprints
thanks!!!
question: when game is officially out, if I sell my plot of land to another account does it reset the plot development or the buildings stay there?
Meant to add this a few hours ago: @radiant sky @timber glacier converters are massively op as is.. if they exist to help lands missing a fuel or ele site, thats fine, but they shouldnt be the main source of production.. completely ruins the balance.. the 300% bonus on a t4 x the 9 fuel sites gets the 36x value we all expected when purchasing. Converters change that bonus to only being a 4x since the amount of sites dont matter; converters are far more useful
Auction placed t4s at 40x the price of t1's, its fine if game balance isnt perfect and they are more like 20x as productive, by 4x is silly.. converters need a nerf or limit. The alternative is to increase the production bonus to higher tier land so output from optimally played land (mass converters) reflects the intended balance at auction (t4s 40x as strong as a t1)
question: when game is officially out, if I sell my plot of land to another account does it reset the plot development or do the buildings stay there?
stay
Answer me someone
thanks fraggy
Not yet, the intentions is for there to be a building or upgrade to speed things up if I recall
In theory it should be possible cause the fuels are already existent on a marketplace
At the moment the fuel/element trades on the marketplace are not actually player to player interactions. Itās an virtual marketplace.
the buildings should stay if you sell/buy a plot after open beta launch.
yea, they still feel 2 op. Converters already got a nerf, so i think devs have an eye on it and will do something for open beta.
I heard of that. Still the speed up should get implemented
The converter changes that was hinted at already will cut their productivity about 75% for the early game on T1s (haven't done math for higher tiers). I'm not sure how much it'll affect the endgame yet, and there's probably other changes coming as well.
Sounds like the devs will need convinced that their plan (which we have not experienced yet) is not a better option. Iām not an #š®ćilluvium-zero expert though. My t2 has only gotten so far as 1 single biodata and no facts or blueprints yet. And my t1 is super trashy. But Iām super a casual player so i think that makes sense.
i wouldn't make it complicated and let converters do what their name says... convert š
remove the efficiency mechanic, remove the passiv production, make it 1:1 and add a fee on the conversion process which decreases with lvl up.
Yes, exactly. Monetize it. T1's can be 1/4 as strong as a t4 or even more strong as long they pay for it. Temp boosts will be a huge revenue stream for dao, but baseline needs to be lowered appropriately
t2 although i play daily
No reason for converters to be passively producing.. its a neat mechanic but ruins balance
Do plants grow back with time?
yes
Passive production isnt even the main problem. Being able to convert 1x to 15y is silly.
Conversions should be a loss, and when optimized close to 1:1
Assuming I didn't mess up the math... Doing that would effectively shift the production difference from what we have now (approximately 5:1) to 56:1 (T4:T1). And that's only accounting for fuel production. If you also account for the slowdown of progress it would cause (not just for T1, but for T2s and T3s as well) I think it would be a far too big a change to implement.
Its 36:1 not 56:1, fuel sites x bonus
The only thing left to tune at that point is the Tier bonus, and I'm pretty sure someone said those aren't changing.
Whoever said it wasn't a dev though, so nevermind that part. It can probably be changed then (At least I can't find it in their responses)
You agree that "converting" a resource resulting in 15x more of the new resource is objectively silly.. add in the fact that its gamebreaking balance wise..
Passive gen is fine, no one should be forced to harvest 24 hrs a day to be optimized, but there are such massive problems right now with converters and i feel like if the situation were reversed with t1's getting fucked, i would have a lot more support when i start venting like this
You know by any chance what's the rate?
what am i missing... if you take converters out of the production line you get a ratio from 56:1? How?
Yeah why isnt it 36:1
Well, the 15x only happens becauses of tier bonuses. T1 converters are more balanced in that regard.
But it would make more sense to simply have them be 1:1 at all times (regardless of tier). Then they would truly be converters.
Oh cool had no idea, but yes agree
The main issue is that T1s have a lot more space to put converters than a T4, so collectively they're more efficienct for a T1
A t4 would play converters the same way
The problem is converters
The main issue isn't space, that can't be changed
Limit converters to one per resource, is the problem solved?
Because I mistyped the numbers
Except you have 17 spaces less to place things, an they can block multiple possible converter slots (probably won't make a huge difference due to higher output)
If converters donāt passively produce you canāt get certain resources if they donāt exist natively on your property making land entirely p2w
you could just convert it with converters.š
Note: Calculations are done with the beta efficiency mechanics.
T1 has 1 Fuel mine that produces 1 or 2 fuel on lv1 at 150% (50/50 chance).
T4 has 9 Fuel mines that produces 6 fuel (or 7 with the landmark) at 150% (no x/x chance due to tier bonus multiplier)
That means T4 potentially produces 6*9=54 Fuel in a day (disregarding landmark)
T1 would produce 1 or 2, so the ratio is 54:1 or 27:1 depending on rng (on average 36:1)
Okay, that would actually put it in line with the initial 40:1
Yeah I gotta wait 2 days for any Solon or Hyperion on my T1 it sucks
People paid 20k for what you paid 500 for
And now they are only getting 2k worth of value, its a fking problem
It would still make game progression infinitely slower for lower tiers (T1 and T2 in particular)
Yes its pay to win
Yeah I spent 50k on diamond cards in Gods Unchained at itās all aesthetic, t4 can save loads of time
Its not pay to fk someone else over
Who followed what the devs promised and then get delivered these game breaking mechanics and a community who believe whales dont deserve what they paid for
From my perspective the whole sentiment around this game was always fun first not some cash cow
Thats fine except promises were made at auction
You learned that dao's fk whales over to fund projects..
That t4s produces fuel at 36:1 to a t1, and thats when they coat 40x
T3:t1 have similar ratio problems
Well, if you check out other successful projects/products there's rarely one that's money-focused from the start. So hopefully the devs focus on making the game fun and not just make it an investment platform.
Yeah I feel your pain they should increase ratios for higher tiers based on their price
Can do both but I agree with you, priority is fun
All they have to do is for converters to convert, not be some massive resource gen spam the map op bs
Hypothetically they buff t4 price goes up, do they then buff t4 more because price ratio is now higher than other tiers?
Huh
Ngl I currently have 26 crypton converters on my t1
They deliver mechanics that reflect initial auction prices and promised ratios
Yeah the more I think about it, I donāt see anything wrong with buffing t4 land, nerfing t1 could upset some t1 players
But Iād you buff higher tiers instead t1 might no realise
Free market can do whatever it wants, the mechanics need to reflect promises and payments ppl made
Yeah I bought next to some green land worth 20eth
Dont need to directly buff land at all, just fix converters so the t1 exploit no longer exists
Whatās the exploit!? Asking for a friend š
Not sure you can call it a T1 exploit when it works the same for all Tiers
I get that t1 gameplay is super frustrating w/o op converters, but that shouldn't mean t4 that was intended to be 36x as strong is lowered to being 4x as strong so t1 plays faster
Do you know where to find this promise?
Its an exploit, it makes t1s too strong
Exploit means doing something the game wasnāt programmed to do
The fix is to limit land to 1 converter of each resource, right? Easy fix
im sure, devs will come up with a solution everyone is happy. They prooved to deliver awesome stuff in the past, and will do so in future i'm sure.
Yet, i feel like it's coming up lately often. Maybe we can ask Julien when he brings out next weekly update, if he can show what they planned for so far if it comes to balancing.
tbh, until we don't know that for sure, debating to deep about this doesn't really make sense š
That would change ratio insanely
Part of it is the rounding system that's not intended to function this way
Iām keen for t4 buff I might even buy t4 land if it gets better
My issue is they can tweak fuel sources
It would change ratio to 36:1 which is still less than auction price and completely in line with fuel site/boost mechanics
Like today crypton is best so you buy land with crypton and tomorrow they can focus Hyperion
you were the one sniping my last plot needed!
And now your crypton land property is useless
Wait actually lol! Are you in bright land steps!
Yes 36:1 is much different than 4:1 but current ratio is broken, thats the problem.
naaah... lucky you! š
Why should converters be the resource generator?
I feel your pain man, it feels only fair to make ratio 36:1 if promised but I canāt find the promise
Fuel sites on t4 is 9, boost is 4x.. 4 x 9 is 36
Wasnāt luck, I favourited every single spot near t4 land and stayed vigilant for hours on end was hard work XD
Initial auctiom was 80 eth t4, 2 eth t1
I bought my T1 for less than 2 eth
Like ,5 eth
i really don't know how they came to that idea... i bet money on "we had to because of lore" š
Yes, and t4s went for 20 eth
yea i feel ya.
The fairest way to do it would be law of averages average cost of each tier
I can wash trade a t4 to buff resources
Send 69eth t4 between 2 wallets
Could earn some IMX tokens doing it too
U do that you get this same ratio u dont get 4:1, this isnt the argument but u can look up ave prices at auction if you want
Im literally arguing against ppl who have a vested interest in mechanics staying the same
Yeah I know right now you get the same ratio, im saying I can manipulate the ratio, but in general I think your idea of 36:1 sounds fair. Or 20:1
I donāt know tier math so I donāt know the ratios of efficiency
Imagine if it were reversed and t1 is 160x less efficient than t4
And it took a week amd a half to do anything.. how livid would u be
Yeah thatās why you should buff t4 instead of nerf t4
Then the progress over time isnāt nerfed for t1
I have no idea why converters arent limited, why they are the resource gen.. i do know im wasting my time here on a sat morning for no reason, gg
I think the team truly listens and will consider your proposal
Actually reversed situation puts t4 productiom at 360:1 since current is 9x the wrong way to go from 36:1 to 4:1.. the 4:1 is documented by plenty of spreadsheets in this channel
So more like 18 days to produce fuel if currently it takes 2 days.. just trying to put the problem in perspective for t1 ppl
I'll write a proposal at some point, not sure this gets seriously addressed without it
Np tho totally understand wanting things to stay as is and t1's do need help if they become a bore to play at the appropriate ratios, but promises at auction need to be honored
T4 price is 7 eth, only one has sold in 2 weeks
It will probably keep dropping, but thats not the point and tired of getting side tracked. If the problem is that ratio is 4:1 and should be 36:1, solution needs to focus on that. If you dont agree thats the problem, then argument goes back to look at fuel sites/prod boost mechanic promises at ave price at auction
If promises dont need to be honored and game proceeds as is thats fine but its super selfish, and im losing my mind arguing against ppl whose self interest is in preserving t1 overproduction.. which should be most ppl since far more t1 exist/played. Not a fun spot to be in, but thanks for being open minded
Btw 20:1 would be fine with me but this 4:1 is silly
Own 4 t1 get t3 perks haha
I agree with you, if they promise a ratio of 36:1 on release to the public it should be a minimum of 36:1
I understand what you are saying, but to nerf T1 to the point that the game becomes impossible to be played by the majority of users is not feasible. For example, I bought a T1 land, if I'd have to wait 2 weeks to upgrade a building or something like that I wouldn't play. And I believe that the majority of players would do so. If you make the converters not being able to generate passively the game becomes unplayable for tiers below tier 3 or 4. Yes I think making the T4 land generate more fuel than it is now makes sense but the way you are proposing makes the game unplayable.
I have done time building up fuels and storage both butt heads
I have the solution instead of reduce t1 energy production just increase t4 production this way ratio is created and t1 can still feel like itās moving forward in a healthy time frame
yes
Idk why nerf is even on the table just increase efficiency of t4 so it out performs t1 36:1
Donāt need to break the game and make it unplayable š
of course
At this point we don't even know all the changes that are going to be made for the beta (we've been given hints at some) and how they will affect fuel production. So arguing over number feels a bit moot at this point.
That way t4 can make their 36:1 profits selling fuel
And t1 can actually play the game
They just wonāt compete in the market as well, but I spent .25 eth on my t1 as I got a 50% discount I never expected to compete with t4 for resources
I think in the end all boils down to how much space you have in the land because if a T4 land would have 36x more squares than a T1 land this will make the T4 land more productive
Maybe build a cap of sales and let the building find open free market?
Yeah or tweak modifiers to benefit t4
Calling sales is a non fun mechanic just let t4 generate more as it should
Shouldnāt punish efficient t1 players or any efficient player
The T4 guy Ideea it doesn't make sense because it makes the game unplayable for 85% of users. The T4 land will worth nothing in the long run if only a couple of players play the game
Industrial rate fuel out the land ratio
actually it would be way more worth š
the less player play the game, the more %fuel of the whole cake is for the people who are playing, this results in more profits, this results in higher prices.
% on harvesting all built to avrg cost of production..
than, what can I say, nerf the Lands beyond T4 and let only 5% of people to play
i didn't say that
@radiant sky ture not all people are equal..
@radiant sky Does the tier bonus affect both the conversion output and the passive gain on T4?
What I say is that the idea of making the coverters not generating passive income will make the game unplayable for the majority of people. If this is in the company's interest. I wouldn't argue, but I doubt it
Yeah I agree you canāt make it stop passive income completely
You can speed up conversion on t4 land itās the same as slowing down t1 land it just doesnāt perceptually feel as bad
Yes would have sufficed, but thanks š
Even if you make the time frame in which it generates usable fuel longer it becomes boring and unplayable
I agree
absolutely not, you can still tweak arround numbers of building cost building time etc.
I feel like all time frames should be sped up 4x
So the effective ratio for a T4 lv6 converter to a T1 lv6 converter is 10:1 not 4:1, if you account for the required input for the conversion
@radiant sky as how hard will a individual play compare to a nother player = rewards will differ at sale time for sed fule..
in a way it makes sense, But it wil decrease the value of the resorsces aquired by 4x
always a pleasure to over deliver š
Yes but these people paid 20x our investment they should be 20x quicker minimum
Would be the equivalent of we bought 20 t1 plots
They shouldnāt be punished for funding the game and putting more money in
ah , for them. I understand. Yest that is right. I taught you are talking about general time frames
I donāt even own t4 itās just fair
I feel sorry for them
I might get t4 if the efficiency improves though
@fleet jacinth rewards can be made over time to pay them back
Yes, thatās what we are doing here discussing is the first step
i'm really sorry, i don't really understand what you are saying... i'm not native english š
you scottish? š
i sell mine if it doesn't š
It needs to be open as much as possible for price discovery
Balance the game around t1 being fun/reasonable time frames, then scale up from there fuel production wise to appropriately compensate higher tiers
Yeah I feel sorry for you lads :S
I was about to buy 10 plots of t1
Farm more blueprints
And get more roi
@radiant sky yes alil in my blood haha
Itās scary investing in a game with no strict rules
If I buy crypton well property
haha don't!
i fully trust the developement process. Team is š„
T1s right now are in an ok place, maybe need some more help.. then increase prod boost across all tiers.. super hamster said the same thing and he's against my position
š i always struggle to understand the scottish mates. it almost sounds like a different language to me
Right now everything seems crypton and coal Centered so my property is optimal
you feel so?
i still feel solon is undervalued, if i take overworld into consideration
Yeah look this teams insanely good, Iāve been in many web3 projects and none even come close to this team
even in IZ i feel solon is undervalued š
@radiant sky haiku 
Yeah overworked a different kettle of fish, im not sure about overworld fuel ratios all I know is I can farm 8 crypton a day and Murielās said he burnt 2500 playing overworld for an hour
And if thereās like 20k land
We can only fuel so many players before prices go crazy no?
Obviously if no one buys we can sell cheaper so maybe it doesnāt matter
well these are placeholder numbers... can't calculate with them
I played ultima online for years every rule changed is horrible result for open market
Well then Solon isnāt undervalued who knows
Iām guessing the safest way to buy land is to diversify
They use to sell game gold for real usd $
i'm sure you can balance it out pretty easy in overworld. you just need some sort of scaling model which includes daily active users.
What I am saying is: assuming I have the skill to place the buildings in the optimal way, if it takes me 5days-1 week to generate the first blueprint from 0 and for a guy with T4-- 5 hours is ok. If it takes 1 month for me, it is unplayable
This will become a financial problem then rules will be made to control the player's time resulting in control market not free open ...
idk what they planned for to reach that target for the different tiers.
T4 isnt 5 hours, the upgrades are all the same as yours
Same timing, still 24 hours for nexus etc
That is what I am saying, it should take 5 hors(36x faster) with the optimal placements
Thatās a really smart idea holy shit!
Only thing is %production increases
would it actually be bad if it takes 1 month?
like... up to this point the game is to build a city. Would you have fun, if you built the city in 1 month and just start harvesting until some sort of battlesystem is integrated?
Yeah, I wouldn't. maybe some people would but I assure you the majority will sell their land as fast as they can
Ilv zero is work not a game lets be real no fun in work
Iāve got adhd I want to click things constantly I set timers to refarm my land constantly I donāt want to wait a month šæ
mmh you could have right. Idk, was just thinking out loud š
I must be crazy because I enjoy it
But when time frames slow down it gives me nothing to do
They said game would take 30 min a day activity.. so i assumed it was an idler.. very much not the case
True fair enough
they changed f2p plot to a t3, right?
@fleet jacinth away to clicking button to make a digital mining game mine for ethereum haha
as soon as you reach midgame, it is pretty much 30 min i feel... endgame most likely arround 5-10 min
Pretty sure they were referring to the point where you've maxed out your plot (or close to it) and not the early/mid game
Yep good points
So how unplayable are t1s if converter.limit = 1?
If thats not a viable solution ill drop it, really have no idea
1 converter per fuel/ele so 6 total
I wonder if a game could be fun and make money
My hole in the ground nother day nother dollar
Rather than one or the other
Limiting converters means it takes longer to fund upgrades.. seems fine, especially if shop has solution
That plot is 36hours old
any game has a progression rate which should be affected by investment, skill, and volume played. If the baseline progression rate for an optimal play that puts in volume is too slow the game becomes boring and unplayable. The way it is now is the threshold for progression rate, anything longer would break the game meaning that it makes it borring. This doesn't mean that people who invested more should have the same progression rate as those who invested less.
Any more limiting would make the progression rate slower than is acceptable
If you have blueprints..what would you do to it?
Time to play =play to earn
wait for the minting window (right before open beta launch (expected in q4 according to roadmap)) and mint them
I do not understand why you are focused on destroying players with T1 land and not to get more out of your investment. It feels like you're aim is to torment the T1 players, not to acquire more resources from your investment.:))))
Okay..thank you sir
thats why i say just give T4 better modifier case closed then t1 production isn't slowed down
i can just farm crypton, i can make my whole space crypton and are t1 and t4 land same size?
The issue isn't prog rate, its fuel output.. but then it becomes the prog rate because t1 rate is restricted by fuel.. makes problem difficult.. still think balance around t1 being playable (current state?) but boost all other tiers may be ok solution
i can make 198 crypton converter and farm every 2 days š
Balancing fun around a f2p t3 probably causes t1 to feel awful
yes, all landplots have the same size
so if all converters act the same on all plots t1 is supreme š
If limit T1s to only produce fuel out of extractors you're forcing a gameplay where upgrading the extractor is mandatory for progress.
For perspective, it would require 7 days of converting and only spending fuel on the Quantum Fabricant and Fuel mine just to get it to lv3 where it would produce 6 fuel per day, at which point you're starting to have options for progression.
Can I use two device in one acct?
i guess you could say that š
this is a good question. How many squares you guys have?
Yep assume that state and address appropriately without offsetting end game fuel production ratio
2 units of fuel for 6 pixels every 24h is pretty bad use
just don't play on both devices at the same time, and make sure to properly log out before you switch devices.
Vana we are on the same page regarding playability and any solution that nukes the fun of a t1 is not ok
that's 810:22 (T4:T1)
There just has to be a way for t1 to be playable without this converter bandaid
And if there isnt, then boost endgame output of other tiers appropriately.. simple change to boost
Wow efficiency doesnt effect your production?
yes it does, but kargas is spamming on lowest efficiency to get the most converters
there are a lot of buttons to tweak on.
and if it comes to "fun" gameplay, it is just important that f2p which is a t3 if i remember right is fun 2 play.
they are changing the rounding system, arent they? Just add a % penalty for each additional converter you put on the plot
Is there an efficiency floor at 50%?
yes for now
Is it also slowdown passive generation? Or just the conversion?
Right but that fks over t1 players too much, f2p should be a t1.. i think they didnt realize what happens to largest body of paying players when game is balanced around a higher tier land
passive is static with 2d
it was t1 in the beginning and they changed it if i remember right.
i guess they had their reasons to do that
Yes, boosting the fuel extractor output (assuming no conversion beyond 1:1 and no passive fuel) would be required for playability.
Even just upping it by 1 per level on the lower ones (lvls 1-2 or maybe 1-3) would have a huge impact for the early game.
and don't get me wrong, in a perfect world, i would love to have fun on all tiers. I hope they can accomplish it... and i'm pretty sure they do
2/2days right?
depends on boost tbh, for t1 it's 1/2
How many different illuvials biodata can we find?
5
Cool. Thanks š
Guys can you please add the feature where I can cancel the progress of my building? That would be awesome.
Is there a way to pan to see the other side of your buildings
I can zoom in and out
Move left and right
But cant rotate
?zero-path
In Illuvium Zero, paths are an important aspect of your land optimization. When placed next to buildings, paths can increase the speed of activities such as construction, extraction, conversion, and scanning. It is important to note that the connectivity of paths is not a factor in their effectiveness - a completely surrounded building is the most optimal setup for maximum efficiency.
Thanks
Guessing im at a stall untill my fuels put out
Everything is max lvl and max building capacity until 15hrs from now when i get my 1st crypton
Is there any way to get before the 15 hrs
not really š I guess you have to wait
Sadly I cant find the memes channel rn
Lol figured cant trade fuels on market till upgrade and cant upgrade with out fuel
I feel you š¤£
still looking for the meme, there was a good one for that
Well guess ill have log into my t1 land then
bit spread out on my build trying keep up effiency and pathing
is there any utilities upgrading the Illuvial scanner? Because atm the game still lack a lot of info (even if it was already something i asked like many others multiple months ago) and also ... WHY? Why did you keep the goddamn level up reminder? it has 0 use as we all see our lvl in the top left corner... i'm only at lvl 260 on this version and it's still a bother..
same question for the science researcher machine
you should focus on upgrading the nexus as much at least to lvl 4 and 5 is good to go + workshop to lvl 4
you don't have crypto collider?
anyway, you don't even need them, just build 1 of each advanced fuel converter
i have 2 of them]
wait 2 days and you'll get 1 of each ressources for free
already built at least 1 of each
then you used your crypton on something else?
im just 15 hrs away from getting a fuel from each extractors
@noble quest please do push the lvl idea through though*
to bad cant speed it up lol
There already is
Oh wow thanks
After researching all 15 blueprints I can delete the scanners and material labs?
Iām assuming you can reset your land to find 15 more
Donāt see why else you would want to reset
If I reset it will just wipe my progress and everything that I've researched. I think at this point we wait to have the blueprints be converted to nfts or something.
there will be a phase at the end of alpha, where you can mint them
Ok great. So in the meanwhile is there anything else I can do in the game other than keep upgrading?
optimize it in order to get the most out of it š
The marketplace and the transducer is not ready yet, correct?
marketplace works
Ok cool, I build one and check it out.
Itās only for bots. But I use market place as a bank right now
how the heck am i supposed to build my land if i keep getting disconnected and losing progress in literally seconds? Really getting sick of it.
Sounds like you should submit a support request / bug report. The game is stable for most people, I assume.
Already have and the response was just that this is a known bug and is being looked into, isn't there anyway to at least make it not as bad? I literally can't play, i'm trying the minimum just to get scans going for data and it takes me multiple attempts
Try playing the game on a different device maybe? If you are playing on a mobile device, maybe a desktop pc would be more stable.
If itās a known bug I assume you have already been given some advice.
i omly play on PC
foubd a way, i just have to close and open up the game every 15 seconds
pretty ridiculous if you ask me, it's not like there should be any unexpected load, there's a limited amount of lands.... and unique holders are an even smaller number....
Haven't seen this before, but it sounds like some sort of connectivity issue. Is it limited to just IZ or are other things affected as well?
IZ only, had no problems until last weekend and since then it's been getting worse
I have had no problems and I keep it on 24/7ā¦.maybe bad wifi or download?
Did your system change in any way last weekend? (Security updates, hardware changes, new ISP, stuff like that)
Nope
Tried deleting and reinstalling, problem persists
anyone with t1 got all the 15 blueprints?
do you set your time automatic?
No idea, is that a setting on windows?
Should it be on or off?
on
I'll check that later, outside home right now, any other settings that might be causing this issue?
what do you mean get disconnected? the game crashes or it logs you out?
when you get home try this
Do Holographs help you get blueprints?
Not in s1
thanks
There is only 1 per affinity in s1
Hello guys!!! Do you have a pic of the biodata we have to find? I would like to make sure that I have all of them before destroying my scans! Thanks guys!!! š
**Just a reminder we know that the Alpha is easy to cheat, it is client side. But if you cheat you won't be able to mint blueprints. **
- Not using the client and calling APIs directly (either from a bot or just by hand) is cheating
- Memory (or other) hacks where you are changing game data outside of the client are cheating
- Generally abusing bugs in the in game client behaviour will not be considered cheating, but we reserve some right to discretion here:
- If you move your scanners to boost efficiency on each acknowledgement, frowned upon but not cheating
- Accidents of any kind will not be considered cheating (but you should tell us via bug report if something weird happens)
If you are blocked from minting during the Minting Window you will have a chance to make your case. We only want to block the most blatant and obvious abusers.
(Note these rules apply to the Alpha, we will have a formal and likely stricter policy for Open Beta)
Abusing the marketplace is allowed right? š
same as scanners, frowned upon but not cheating š
the 'discretion' I want to reserve the right to is if someone finds a major bug, where you can click a few times and suddenly have every blueprint or something
if you find it by accident, report it, so be it
if you start sharing it widely and everyone just does that and doesn't play the game, then thats where we might exercise some disretion š
The moving the scanner thing is what I do š š
But I do not change or even look at the code
Anyhow my blueprint update
don't sweat it, some might say its a feature... definitely not looking to punish those kinds of things
will that be changed?
Open beta logic is server side and the efficiency will be averaged across the life of the activity
demand of power stations just mooned by 100x
I need to discuss with new designer, but Aaron and I have discussed mechanisms for making power stations a little more complex
we don't want to make too many large changes, but someting that lets the power station design be a little more aesthetic would be nice
They look too much like material lab imo
I wasn't talking pure visuals
I meant with the way the current design encourages them to be everywhere over the map
if there was someway to transport power than you could make clusters of power stations
(and maybe the Power Stations themselves get more efficient when clustered)
electrical grid stuff sounds cool
Grant wanted that from the start, I just think its a bit too much to change
I guess I wouldn't mind that, T4 can get crowded to find place for even power stations sometimes š
the first step will be get current funcitonality with bugs fixes and megacitities done for Open Beta
but there might be some system changes if we can clearly make things better without delaying
any thoughts about implementing workers ? like a very inefficient one but it does maintain your plot slowly but surely even if u dont play for some time
not in Open Beta timeline, we might fix/improve some systems, but entirely new systems definitely not
but after Open Beta it will be the wild west... hopefully you guys keep playing as much as you are, and then we can start adding all kinds of stuff š
has there been any estimates on next stage? ill prob be afk for like a month or something kek
Q4 afaik
@heady dew the way thats in the current design is extensions... structures you add to other structures to change their nature
so you can make a converter (for example) convert at half efficiency but passively generates 3x faster with double storage (or something like that)
Changes of pathing System or converters, not planned for open Beta?
Or is the Power Station Change going Hand in Hand with path changes?
makes sense
then we just need pipes into our storage facilities
and hope no one bombs it
@radiant sky no change is planned ... BUT I think:
- pathing change likely, mainly as I want to give the new designer some agency in designing a system (and becasue current system was always a 'quick fix')
- power system change less likely, but possible (and yes could go hand-in-hand)
- other changes not likely
- (megacity is considered core feature so not counted as a change, it is in the plan already)
does the next stage for ilv imply that all systems are go, overworld, pvp, zero are launched?
yes, if there were some dire circumstances where (for example) two games were ready but not a third we might consider some way to make a two game launch happen, but that would have to go through communtity and council vote
I would Love to See paths one Day needed. Like if you need to connect with power Grid to get efficiency boost for the Building, or crypton gate needs a path to carbon storage to even work.
Q3 hmm, pretty hype
What is a good biodata to get?
someone said 4 earlier and i was running on that, my converters misfired and got me a 3 instead
Does everyone get the same biodata?
some say its a feature not a bug
yeah that was the original kind of idea, but I don't want to add too much... the more complex that system gets the more work is needed (for example new UI systems, new art, etc)
right now we don't need any game art * , they have already done all the effects and animations and stuff, it is mostly dev and some UX/UI work
(* some minor improvements might happen, larger backgrounds for full zoom are in the works, and mostly done I believe)
get them all
Is that all there is?
I need all the other land
How to get all the other land types
LOL
u can scan them all on ur land
Just keep scanning
oh but isn't each land only gives certain types of Illuvitars
or what they are called
Illuvicaviar
After open beta you'll have higher chances to find certain biodata
Now you can just find all 5 quite easy
Not yet, at the end of the season you'll be able to mint them
meh
No need
buy a megacity maybe
sounds less work and prob more efficient that 7 lands
i mean, worst case scenario its as bad as having 4x tier 1 and 2 without the mega
i would also like to see when in 'pathway mode' the buildings should be semi transparent or lowered opacity so i can see where i place my paths sometimes its hard to see when its behind a large structure
Started reading pinned messages but lots to read
I own a plot, can I play yet?
absolutely, just download the newest build on the homepage.
make sure to delete the old build first before installing the new one.
if i use converter to converting fuel, will the passive effect still work? or i shouldnt converting fuel to get the passive?
yes it still works
okay, thanks
Finally got all 5 illuvials on the scanner, now Im thinking I dont actually need any scanners now might as well sell them and just keep making material labs? Any reason why I would still need the scanner? Unless ofcourse we continue in the next season then wed have to rebuild, but im guessing everything gets wiped, so mite as well clear scanners and just keep material labs?
you need 1 scanner to build a databank (if youre planning to)
yes, you can sell them. Make sure to keep at least 1 to be able to build mat labs.
oooh good point! thanks mate
do you need scanner when building mat labs? i thought it only needs quantum fabricant IV?
what if i got illuvial but i havent build data bank, will my illuvial will not be stored?
I guess the only other reason to keep them (costly burning resources), would be to keep levelling up your level.... not sure if thats beneficial in any way though
you dont really need data banks to store illuvial biodata as of the moment
each time u scan succesful or not u go up level
ic, thanks
databanks are like power stations for mat labs
personally i dont use databanks, costs way too much compared to a power station
true
for boosting it efficiency?
yes
yes
i placed my power stations where it can boost mat labs, converters, and extractors
if there are multiple lands on same account, is it fine to open multiple instances of the game and login multiple times on same account to have multiple lands open at same time?
Can you use the free to play land to send supplys to your bought lands? Or is it useless right now?
It is not possible to transfer resources from one land to another at the moment.
Hey guys, question can you get zero on your iPad?
Unfortunately, Illuvium Zero is not yet available for iOS due to the app system policies, but the team is working to make it possible upon release
Thatās awesome thanks š
if i upgrade a fuel converter, will it change the previous tick time for the passive?
Got my first blueprint today! What do I need to do to ensure I have it permanently? Someone mentioned I have to mint them or something? Also, how will I use the blueprint I got to create skins eventually?
I'll know for sure in about 15 mins
Yes, yesterday: #š®ćilluvium-zero message
Yes, upgrading a converter completely resets the passive timer
Hello
I want to report again a bug.
I got randomly kicked out from the game when I farm, lending in the loading page and stuck there.
I have to close/reopen the game and farm back and nothing saved from my last actions
I am on Windows
to the time it finishes construction?
yes
Does this mean I have a blue print ready to mint ?
looks like it, yes
Go to the ticket part and please report
Awesome but what about facts ? So I scanned and found and then research....where do the facts come in ? Thanks
You sometimes get a fact instead of a blueprint. Facts increase your chances of finding blueprints for that affinity.
Please send a bug report using the link in #āāćsupport
And they should be able to help you with the issue
Ah I seeee
hi ! i have 5 biodata on my land... can i erase my scanners ?
I was going to type up a list of what I would call potentially abuseable in-game mechanics, but it sounds like the team is already aware of them. So I guess there's no need for me to do that?
Yes, you don't need to scan anymore after finding the 5
thanks !
So we can max 3 BP of each for each land ?
Yes, 15 blueprints total
Moving power stations is an abuse per se or a game mechanic?
does biodata get stored post wipe or just blueprints?
Nothing gets stored post wipe except blueprints that you minted beforehand.
Gm Gm
Does it make sense to build more than one data banks? In terms of better research efficiency
Do we know what pb armour will actually look like ?
I would assume, based on Johnnys post, that it's a game mechanic, but not intended to be used that way.
It should fall under the same category as moving scanners for max efficiency prior to claiming the scan result, frowned upon but not technically cheating.
If you have a lot of labs not at 150%, then it might as Data Banks gives a bigger boost for less building space.
I have 2 labs
at 150
Then there's not really a reason to build a databank
okay thank you
Yes only to research more than one at a time
Do we know what that type of armour or any BP armour will actually look like ?
Yes but armour for the ilvuilas
blueprint armor isn't for the illuvials, it's for the ranger (but the look/colors are based on the illuvial)
Hopefully one day, skins for illuvials will come too š
thicktalik with titanor armor

Okay
Does upgrading the scanner bring any advantage?
It lets you find higher tier illuvials (so no advantage in season 1)
That means no need to ugrade materials lab as well
correct
damn. so much to know here xD
there's a thing or two...
Will these skins have any value on the market? I honestly dont think they will.
There might be some rare ones out of the 15 different that will exist
There will be other skins once we get to beta that might have value.
The 15 we get now, everyone who's playing season 1 will get, so probably not much value in those.
I meant that some of these 15 could be very hard to find and therefore less in quantity
Too late for that Change i guess š
So theyre all equally hard to find?
and same supply
?
Pretty much. I guess the one fitting to your Region is a bit easier. I got that one Like in the first 3 Scans on average in multiple plots
okay makes sense
They're all the same rarity, and given the time we have before beta I'd be surprised if anyone doesn't find all of them on a plot (assuming they don't start really late in the season)
okay
i move the fuel converter for max the efficiency, (didn't think of doing with the scanner.. dhu) is that a problem?
oh and the labs too
what to do with a Fact? and should we research same biodata more times once it gets from biodata to fact? i dont understand how this works
Ah epics !
Facts increase the chances of getting blueprints.
Every time you research a biodata you have a chance to get a fact or a blueprint, so you should keep researching the same one until you have found all the blueprints (3 per biodata)
1 biodata has 3 blueprints?
yes
Is it possible to get same blueprint more time? Like a duplicate
not on one plot
Hi guys, i tried to install Illuvium Zero on my android samsung phone, but was unsuccessful.. the error msg shown was: App not installed..
I tried to uninstalled, re download the file, but the same error msg appeared...
Any idea what I should do to overcome this>
Did you have an old version from ZERO on your phone?
If yes clear the save data deinstall and reinstall. Be sure that you have install from unknown source enable.
Nope, I have removed all older version of Zero from my phone, and reinstalled the latest version.
could u advice where do i clear the save data?
Normally when you have the game installed. You can clean save date. But you removed the old version.
You download and unzip the file right? Than install. Also try to restart your phone before you try to install again.
Thanks much! i restarted my android phone, reinstalled the app and it worked!!!! thks!
You're welcome 
we can only discover 5 bio data via scanning right now correct? before i spend resources
yes 5 bio date
cheers got all 5 and was about to waste on scanning again
So when you got all 5, you don't need to scan anymore, then only research give you a chance at blueprints?
it's long..
Can you farm blueprints on the free to play land?
Yes, once you found all 5 biodata there's no reason to scan more
No, you won't be able to mint Blueprints from the free land
Ok good to know
Just confirming something, cutting plants are the only way to get free coins, or leveling up also give coins?
But will data banks improve reasearch efficiency when my labs are already at 150%? Im wondering if this goes beyond it or even relates to another type of efficiency which isnt displayed
Just plants (and the one-time daily quests you get in the beginning)
No, Databanks only affect the efficiency % as far as we know.
the same as power stations do it?
yes
Okay then I might remove some power stations
Does it give you the full 150% on your lab for each data bank placed beside?
no it just adds 30% (power stations add 20%)
Interesting
hi sir, is there any link guide? or instructions maybe how the 'science' works. thank you!
Holostatue is of no use in s1.
Data banks is just for pushing efficiency (+30%) for materials lab in s1
There is also a guid made from illuvium on their youtube-channel
Thank you so much for this guide š«”
When is the end of s1?
Right before open Beta Launch, which is q4 according to roadmap
HOL UP buddy, I ain't even get my 1st blueprint yet š
3 tries and no go, need to build more but time gated 
So there is no reason to upgrade Scanners at this point, as all illuvials are the same Tier?
Yes
Thank you!
So do I get rid of my scanners now or are there more to find?
Yes, that all
No higher tiers either?
nop atm
No, just these 5 biodata avilabe in s1
Wheres like the official announcement that says all this info
Check the pinned messages
Guys, how much stuff can one data bank store? It seems that it can store only 3 biodata, 3 facts and 3 blueprints. Is that correct?
Can someone that has only 1 data bank pls check how much it can store?
If we can see the slots and what data is stores in each will be cool, also if we can upgrade the data banks to have more slots

Changing subject - is there any reason beside selling them to have multiples blue prints of the same one (I have 2 land plots).
Also if I sell blue prints I can't research then again a right - hope so.
Can ONE data bank store all 5 of them?
Afaik you don't even need a data Bank to storage them
But to store the facts yes , and the facts help with the research results
If you keep getting facts and don't have space it will delete older facts
Al replace them
So how many data bank do I need in order to store all 15 facts
Don't know the game doesn't tell
you dont neeed databanks yet to store biodatas etc.
its not yet functional
But looking at the cost of building ... power stations are the cheaper option
5 biodata
15 facts
15 blueprints
yeah thats what i did
but where does all that get stored if not in the data banks?
game server? š¤£
probably who knows
there are structures like zero point and holographic statue is in the game but have no purpose as of now
It says it gives you "more" storage š
youre right
statue does AFAIK
and the zero point you need for the blueprints I assume
i think so, but you can't profit from it, since there is no affinity which has 2 biodata
what is an affinity? is it something like "water" for example?
but it helps you find the facts for it
It's all saved directly to your plot right now (Nexus maybe?). I don't have any databanks and I got all 15 Blueprints and Facts on my plot.
Affinity: The element that an Illuvial can have that determines bonuses to stats based on thresholds. For example fire, earth, water, nature, and air. (from illuvialmaster dictionary)
yes water earth etc.
does statue help facts?
i never built one but i still got facts like 80% of the time
does the area around the singularity scanner need to be wide?
i only get 100% at like the corner of my plot on my 2nd one
yes. try moving it, then you see the borders of it
i know that but should i have more contact surface area even though the effeciency goes down?
rephrase that pls
the decrease of efficiency is capped at 50%... so they cant go lower than that.... just btw.
I have a corner lot where i get 100% effeciency but it only covers a small area, if i move it forward to scan more land the effeciency goes down. would it be best to leave it at that small spot or move it to get a wider area to scan even with the 5~10% hit in effeciency?
Once you find all 5 illuvials, its really not worth scanning anymore right?
Ohhh. No, simply leave it in this corner then. Efficiency is what you look at. The more buildings are in your area around the less efficiency you get. So the corner is a good spot.
yes
I noticed there is an AOE for the scanner, does it matter is my question. Cause so far 3 scans and no luck
Thanks, time to sell them then 
I dont think that the area that you cover matters. I think only the efficiency value matters
just make sure you leave 1, if you want to build more data banks than you already have
Gotcha, ill hold off for now
ok, gotta ask @spring mist
but its a good question actually
with all scans i did and all biodata i found and including feedback from others, there is arround a 10% chance to find biodata.
i feel like the affinity fitting to your region has more than that... i got it on all plots in the first 5 scans yet.
having 3 failed scans, isn't really unusual i guess.
the scan area just shows you basically the range where no buildings/plants should be in, because if they were in this area the efficiency will drop.
it was worse the last go around, i am hoping having 2 scanners would work out
we have more than enough time.
on average 10 scans per biodata... 5 biodata... 1 scanner... 50 scans... 50 days.
open beta should be in q4 according to roadmap... it is pretty much the last thing they planned for q4, so i would guess it will drop in the end of q4.
this is just empiric data, based on my personal experience and feed back of other community members....
yeah at this point I am really digging into Zero and looking for any bug exploits
just make sure to also report them š
most def
I am into the longevity for this game franchise as the team is working so hard and dedicating to throwing everything including the kitchen sink into making this one of the greatest Web3 games to hit the market.
Why all the road?
What do you mean? Can you ELI5?
a built scanner is needed to be able to build data banks
and a databank can only hold one BP?
idk exactly how much they will hold tbh.
but now for s1 you don't need a data bank to store your biodata/facts/blueprints
They can hold all the blueprints
I have actually 7 in it
Okay, so youād only want one (a Databank) for increased Materials Lab efficiency?
Yes, I'm moving the material labs all around it so it gets more efficiency.
Actually they are not too close but they have 150% efficiency, so it's at max
prevent the foilage from growing near it
ohhhh. Which hurts efficiency?
yeah it will bring it down if it is near the singularity scanner, don't want the hassle of cutting them just to click my scan
I love this little guy. Ooh! Can we add a feature to display your Illuvitar?
thank you its my fam, the loves of my life
its cool
well sended message
lol
I cant
ur adding isnt allowed
just sended u a PM
request sent
Dam
I found 5 illuvials hahaha. And have 9 scans. They doesn't need to exist anymore?
Just labs now to find 15 blueprints?
Yes
š dam I was building more singularities even after found the 5 illuvials
Just knew had just 15 to found and 5 illuvials
I found an Illuvial through scanning, how do I get facts?
I looked through the pins and didn't find an answer.
How long is season 1, and when is minting?
Build a materials lab
Season 1 ends right before open beta, which is expected to be in q4 according to roadmap.
Minting window is at the very end of s1
That's a long season š plenty of time to get blueprints
Absolutely
Is it worth having multiple labs?
Depends how fast you want to find those blueprints
But i guess i would at least build 2 to be safe getting all in s1
I built arround 12-18 on average on my plots
Took me 58 tries to find the prints, so I'd recommend getting more than 1 lab
Wowzers š®
I had 9 labs running for the last few ones
Found quite some stuff today, halcyon almost done
Hey
i built 15 š¤£
almost done with blueprints hoping to get them all today
š
Ooof... gotta be careful playing on two devices. I just logged into my Galaxy Tab which had ILZ open for a week or so but haven't played on there since. Then I closed the app... went back to my desktop comp and my t3 land reset back a week to when I last played on the Galaxy. Should have closed the app on the Galaxy last week I think.
Yup. You have to completely log out of one device to use another.
I think The thing to do is leave the game opened to the f2p plot.
Then it will need to load and connect to the server
So after the materials lab and all I donāt need to upgrade anything else?
I played the F2P land way to long before I really wasnāt mine
Def will do that from now on, TY
I will spend more time trying to break Zero when things are server side. Now with everything run on the client it is kinda pointless trying to find problems/bugs. Since everything is an issue atm.
But I like how it feels and looks.
will scanner with 50% efficiency still works OK?
Can devs check this please? Again, an issue with the converter and rounding. This is a converter lvl3 in a T1, efficiency at 150%. It was supposed to convert 3 fuels to 5 (4.5), but note that the game shows (and coverts to) only 4.
@amber atlas , what am I missing here?
During Bear Market, we round down.
Haha look at all these people with nearly full blueprints ššš I've just got my first today on my T1 š
Hum a doubt
Those holograms affect just searching illuvials by affinity. Not searching blueprints right?
I mean. I have 5 biodatas. So the best to me is just fill tons of materials lab to search for bluprints
Saw this image but make no much sense for me if I have all 5 biodata already
Yeah. Holos are for fun at this point.
need more storage 
Store it on the marketplace as an unfilled order.
The list keeps going 
Holy shit
do you level up your scanners? when do we get to remove levelling up notification, it's spam.
Haha. But I mean ask for 20% extra and give them only 1 hour to fill it. No downsides. Free storage or free resources.
No need to level up scanners in this alpha season.
You need mat lab lvl 2 to get the blue prints, right ?
hey everyone, back from holidays! Taking the time to look at everything on which I was tagged, will have an update for the community later today! Hope everyone had a great week and weekend š
Hi, I wanna ask, singularity scanner efficiency can Up%?
Max is 100%... you get to 100 by making sure nothing's on the scanner's zone (6 tiles in every direction). Plants, mines and buildings reduce the efficiency. Best placement for scanners is in the corners of the map.
omg fraggy
guys, i have a bug where daily tasks don't appear, i always see "The next task will be available in X hours", but never appears?
What can i do?
If i upgrade hyperion converter from 1lvl to 2lvl, will i get 2units of them for the price of 1unit converted?
There are no more Daily quests after you complete the initial ones, those will come in a later update.
Converters always have a base conversion rate of 1:1, with the cost going up by 1 per level.
So lv1 is 1:1, lv2 is 2:2 and so on (at 100% efficiency)
So efficiency increases the ammount gained?
If its 150%, i get 50% more than what it shows?
Yes
Thought its speed š oh well
But if its 70%, you still get 1:1 ? š¤£š¤£
no at 70% you'd pay 1 for 0,7 (but fuel rounds so it won't be noticeable until higher lvls)
Is it even possible to raise them to 200%? š
Not yet. 150% is max for T1-T3. T4 can get to 175% with a matching landmark, and those will stack for Megacities later, so depending on plot locations you could get to 200 or 225% at best I think.
How does the paths work? In short- do i need to just build it around the building or the paths should connect to each building?
?zero-path
In Illuvium Zero, paths are an important aspect of your land optimization. When placed next to buildings, paths can increase the speed of activities such as construction, extraction, conversion, and scanning. It is important to note that the connectivity of paths is not a factor in their effectiveness - a completely surrounded building is the most optimal setup for maximum efficiency.
Note: there's a mistake in the graphic above. Paths do not affect passive timers.
And they don't need to connect between buildings, just need to be present around the building to have effect (for this version anyway)
So the most optimal thing is to surround a building with path and then build a power station as close as possible... I though power is better than paths š
Well, sometimes the 3rd and 4th sides don't really matter that much (just 3% and 1% additional reduction)
hello, when can land owners sell fuel? ?
After launch of open beta, currently planned in Q4
Is there an overview of which buildings need which resources to be upgraded?
this website will give you time and resources requerd
relay
Will we keep our biodata after the wipe or only the blueprint ? Could have been great to have the biodata statue ready if we played the season0.
that sucks
google illuvidata
I can only find the initial cost of buildings, but not their upgrade prices.
should be there...
oups, wrong website... google illuvitect, then click database š
many choices ....lol
As far as I know, we only get to keep the Blueprint NFTs, everything else linked to the land will get reset
there is 5 biodata, 3 bluprints and 5 facts per biodata?
One click on the right bottom button and at the same time taping a building
Yes (but for some reason you can only get 3 facts per data at the moment)
any point in keeping the scanners for this season once we get all 5 biodata?
No really a reason to do anything after you got all 15 blueprints
Just found this... So I get to keep this even after the reset right? We can't do much with it at the moment right?
yes and yes
how many blue prints can we get per illuvitar? For Atlas, for example, I got 3: Physical armour 1, energy armour 1, hybrid armour 1. If 3 blue prints per Illuvitar is the maximum then I should stop researching him right? or can i get several blueprints of the same type (for example 2 times the same Atlas Physical armour 1?
This is pretty smart. Will this be allowed later as well?
5 biodata, 3 blueprints each (15 max per land)
is there a reason to have multiple material labs or just multiple singularities
When i make an offer via marketplace i cant find that offer with a nother ploz of land. Why is that?
The marketplace just has simulated players at the moment. There's no actual trading between players/plots. You're just trading with the game server.
Having more gives you more chances at finding something per day, as they all work independently from one another.
If you found all blueprints and delete the scanners, material labs and data banks, will all the blue prints disappear as there is no storage?
do we get to keep illuvials or just blueprints from scanning?
just blueprints
Are blueprints found the same way with scanning? Do they all have the same % of being located?
yes
are these all ?
g ILLUVIAMS
1 more
aight ty
Can't believe you forgot tatopee š
whats that
š
hahahaha thx
once you have the illuvial biodata do you research anything or how is the blueprint found?
Yes, blueprints get found if you research the biodata in the Materials lab
For the minting phase, do we need all 5 facts for each Ilv or just the blueprints and doesnāt matter about the facts?
Just the blueprints.
Facts will get erased with the wipe before open Beta launch
And it's just 3 facts per illuvial biodata in s1 š
The Illuvials or the kids š
we can trade now?
with computer
when does the season end?
Not official data yet. But it should end in the end of this year.
Any awnser for this? It seems to be a bug. T1 landers are the most affected by this (since they produce much less fuels).
I've noticed the same on any Fuel producing building with an odd output of 3 or higher.
However, the rounding system is just a quick fix and not how it'll work in beta.
Illuvium Zero Alpha Season 1 -- my downloads are complete! Taiga Boreal T2 - Shardbluff Labyrinth T1 - Halcyon Sea T2.
The rounding feature sometimes can create confusion for the average user. Here is an example.
In a T1 land, if you have 3 hidro silos at level 6, the max storage in you land will become something near 1,050,000 hydros. But the frontend UI rounds it to 1.1 M. If the user collects the max amount of storage, the frontend UI also rounds the number and says the user has 1.1M hydros.
The problem is when some building has the costs near this amounts. For example, the singularity scanner costs 1.1M hydros to be built. But because the user has not 1.1M (but 1,050,000 instead), the builder does not allow the user to build the scanner. If the user knows about the rounding feature, it's OK. But for the average user, it would mostly fill to be a bug in the game.
This must be addressed.
For the data analysts out there, I tracked the dates.
Ow. Tell me more, pls.
Yes, for the storage UI it would make more sense to just use integer rounding or a second decimal.
Efficiency causing fractions will in the future give you either the higher or the lower value.
Say you have a lv1 Fuel mine at 133%, then you would get 1 fuel 67% of the time, and 2 fuel 33% of the time. The long-term average would be that you get close to 1.33 Fuel each time you collect.
Source: #š®ćilluvium-zero message
That would be much better for the balancing of the game.
Yes, it would remove the negative differences between different levels that we're seeing now (lv2 being worse than lv1 on T1s)
I mentioned the possibility of doing this to the team. I donāt know what they will end up doing about it. Probably nothing.
the more I play Zero the more I anticipate beta
got mah first biodata at 4 tries nice!
I recall there being mentions of trade limits, so you may not be able to have unlimited ones, but still a few until you reach the max trade limit.
Illuvium Zero Tech Update [06/05 - 06/09]
Hello everyone, let's go for a game and tech update! Just got back from leave so it took me a few hours to get back on everyone.
- we're starting internal demos for the beta version this week, to make sure all of our teams are up to date on progress and take much more agile decisions for the future
- lately the team has been working on getting UI right in the beta and low level anti cheat systems
- we've also been moving along quite fast with blueprint minting, we should be able to start testing it internally fairly soon š
We've got a busy week ahead, but good stuff all around. My objective this week is to take a closer look at season 1 client and find fixes for reported issues. We'll know soon on the next client update at this point.
As I'm catching up on stuff, this update is pretty short. That doesn't mean we get no spoilers from @wild star this week
today, VFX on Brightland Steppes!
One thing to note is that once we're trading with other players, someone with a surplus of resources might take unfavorable trades to help out, and you may end up getting resources you didn't intend to trade for, so I probably wouldn't recommend using the market for storage in the beta.
Thatās why I make the trade offer for only 1 hour. But yes.

Will there be any bugfix/feature updates during the alpha, or will the current version last til the minting system comes online?
we'll definitely have bugfix updates, but we're still not sure for features. One we're kind of thinking about adding for the alpha is zooming out
That's good to know, thank you for the update. And say thanks for the team for the great job they're doing!
I will transmit š
Being able to get a full screen shot earlier than later would really help for planning and rebuilding after the Open Beta wipe.
@spring mist But Alpha is still supposed to run for a couple of months, right? I don't have my blueprints yet š¬
What ratio for optimal fuel production do you expect between t1 and t4? Right now its 1:4, making t1 land 1/4 as productive as a t4 when played optimally. Are there plans to widen that ratio? Where would you like it to be?
yep no worries on timing, you have at the very least a couple of months if not more š
we're actually discussing through this internally in the coming days. I can't promise any change, but in my opinion there are some factors we can work in and out of the ratio. I think the current ratio is okay but requires some additional tools for the players to make it truly engaging on t1 plots. One idea that pops to mind is the overclocking system from Satisfactory where you can boost production on a specific machine in exchange for more energy consumption. I don't know what shape this could take ingame though
Can we have a toggle button for clicking buildings I hate the auto lock camera
@tu@spring mist kinda like a cloud system offering only to weaker areas to help aid the overall flow of resources being consumed...
I position my field of view to click 3 buildings and when I click the top building it raises the camera to where I have to scroll back down to select the other two buildings previously in my FOV
I agree the autolock camera when clicking on a building is anoying sometimes
Appreciate the response. I was hoping you'd be looking at widening the ratio considering the average prices at auction were a lot closer to 40:1, tier 4 land going for 20 eth and t1 going for .5. Price shouldn't matter, except that people made decisions based on charts like this put out by illuvium, as well as the intial land prices before bidding being 40:1. To have the actual fuel production be 4:1 seems a bit harsh for t4 holders
That charts interesting, when is the next batch of land being sold?
theres only 5 biodata to get yes? And then when I get all 5 can sell all but 1 scanner?
In that chart, I'm looking at the 9 fuel sites x 300% production (calculates as 4 times prod) to get to 36:1 vs a t1. But in reality, fuel sites don't matter since mechanics favor covering the map in converters, rendering the paid for benefits useless, and actually making it better to have LESS fuel sites in order to fit more converters/powerstations etc
TBA, maybe two years from now depending on how well the game is recieved
i dont see the point of scanning after getting all the five biodatas
Does anyone know how minting will work? More specifically, will it cost $ILV?
I think it will be free! It will happen in immutable X.
The "cost" and intrinsic value behind the blueprint (NFT) (part of it, at least) is the work and time someone spent playing Zero in order to research/produce it.
1:4 is incorrect.
The current ratio (disregarding landmark bonuses for ease of calculations) is somewhere between 1:8 to 1:12 depending on the amount of converters used on the land.
You have to account for the cost vs reward for running the converters (which is a ratio of 1:7 for T1vsT4), see chart below:
My point stands, apologies for using 1:4 not 1:7
T1 spends 6 for a conversion that gives 9 (3 net profit) plus the 4 from passive
T4 spends 6 for a conversion that gives 36 (30 net profit) plus 12 from passive
I mean 1:8 or 1:12 is not 1:36, just trying to get a little more accurate numbers.
The question is, does fuel revenue have to account for the full 1:40 difference of the initial auction or does the other advantages of a T4 have a part of the value here?
No of course fuel revenue doesn't need to equal 1:40, or even 1:36
It should be a little closer to 1:36 than it is now (1:8 inc converted waste)
1:20 would be fine, and its still half what people expected (1:36 from the ILV advertisment of t4's being 9 fuel sites with a 4x prod boost)
Any one have good idea how much we can earn playing in the end like axie was around 35 a day in Phillips..
T4 IX 1d Reward 6000000
I made a small math error (using the old values for mines) updated the chart with proper numbers:
Not a huge difference in ratios but closer to 1:10
1:7 is the ratio to be used from that chart (the 6.86 number) not 1:10. The mines included implies someone awake 24/7 harvesting the mines
if you want to split hairs and go with 1:8 for someone playing 8 hours a day and benefiting from perfect clicking during those 8 hours, okay
No, this chart assumes 1 collection every 24h for both tiers
oh right i was thinking elementals
ah, yeah, that would be different
You still have to account for the 1:36 from the fuel mines, you can't just leave that out of the equation
that's in your sheet, it gets you to 9.7
comparing one converter between the tiers gives you the 1:6.86 yes, but that's just part of the production (and it's what brings the ratio down to 1:9.7), but it's the part that impacts the ratio the most, you're right in that
its probably close to being ok.. 1:20 would be hard for any t4 owner to feel slighted, purchases were based on speculative info.. the 1:36 ratio on fuel production was the only non-spec info and put out by ilv.. so it does leave a sour taste to have the ratio this low, but I've made my point there. A few tweaks to get ratio a little bit higher would be enough. 1:10 is far higher than 1:4
If there is changes to how power works in the beta, and that change limits the number of converters to say 10-20 for any given land, the ratios will be higher as well (between 1:11 to 1:14)
Makes sense, if the base ratio is 1:10, it won't take much of a tweak to get to 1:15
But Julien said they are satisfied with the current ratio. The only real impact this has on the dao is the future landsales, and I don't think they matter that much re: past prices.. illuvitars are going through a similar issue right now
At 1:10 plus passive benefits, someone who paid 36x for a t4 assuming 36x of benefits is taking a loss on their speculation but nothing as drastic as assuming 1:36 and getting 1:4.. thanks for the clarification vana
No problem š
Can I ask which tier land is most profitable?
That discussion is very complicated. But as @timber glacier said, the land production ratio between tiers is not the only variable in the equation. The scarcity of the land also counts to the final prices. Velocity to build the land also also counts. Lander's spent time also counts, since a T1 landers must dedicate much more time and effort and create more deep strategies to reach to the same layout and land level against a T4 lander. Time is money. There is also the blueprints. T3/T4 landers will probably find the blueprints much faster than T1 landers, and blueprints are another source of revenue (along fuel). All of this must be put into consideration when calculating a land price. In the end of the day, the benefits of higher tiers are much more than just production boost and more sites, and to be honest, it is very complicated to calculate that.
Yes
But earning isn't live yet, so we don't know.
Yes, I wouldn't even know how to start trying to calculate that.
I think the main difference between the tiers is the speed at which they unlock things to do.
For instance a T4 will be a lot faster in massing fuel to do Overworld runs, and being first in there to catch rare illuvials for selling might very well give the T4 a 50:1 advantage over a T1 (when it comes to earning potential). Depending on the prices of rare illuvials of course, it's all just speculation at this point.
The ratio would also change with the market adjusting to the demand/supply over time as well.
that argument doesn't work. you're saying that fuel will only be available to the people who produce it. that is wrong.
if a t4 producer decides to use the fuel herself rather than sell it, they are losing value through that choice. how much value? an amount equal to the market price of fuel. so they gain nothing.
They translate the value from fuel to the value of what they produce in the Overworld.
If what they make in the Overworld has more value than the fuel they gain value, if it doesn't then they lose value.
The point is, a T4 owner has the option of doing this a long time before the T1 owner (assuming neither player buys fuel).
Not exactly. FIrst because we can't assume all fuel production in a T4 will be used all for herself. Maybe you will produce much more than you can consume, so you can still sell the excess. Second because if you use fuel to consume in the overworld game, the product of doing that is finding new even rare illuvials that can be sold later in the market. So we can't say the gain is nothing.
you're making it too complicated. it doesn't matter what you do with an apple, it's value is whatever the market price for it is.
It matters if applejuice is 10x the value of an apple.
what you're saying about t4 owner having a choice, okay that would make sense if there weren't tons of other people selling fuel
then you go buy apples and make juice, come on
it makes no difference to the farmer
I am not making it complicated. It is complicated. There is even a disagree/discussion about how much landers can influence the fuel price in the market. Because this also affects everything we are talking about.
First plot ready, 3 to go
That is why there is the disagree about how much landers can influence the price of the fuel, and how DAO can avoid this to impact the average user in overworld. As you said, for farmers only, they don't care about anything else than the fuel price.
Seems we have very different perspectives on this...
If I'm the farmer and I have the option of selling apples for 1$ or turning them into applejuice and selling that for 10$, it makes a whole lot of difference to me.
If the point you're trying to make is that all T4 owners don't want to play the game and just profit off selling fuel, then that's their option.
My point is, there's potentially added value from using the fuel. And that having a T4 with a much higher production gives the owner an advantage that a T1 owner simply can't compete with in the same timeframe.
Vana explained better my point. Thanks
Arbitrage will drive the price of apples up until there is no benefit
but... but... when do i use the early advantage... no time for overworld if you play IZ in the first days. š
Concretely, people who have no farm will buy the apples at 1 dollar, then at 1.10 etc all the way up until there is no benefit. Also, there is nothing stopping anyone from buying apples and turning them into juice
That's also a good point.
Maybe the people to benefit the most are the ones buying fuel from the T4s and start playing Overworld before all the landowners...
I can see where you might say, ok then everyone will hold onto their apples and turn them into juice. Fine, then the bid/ask changes and people bid higher for apples until the producer says ok I'll sell at that price
i don't really feel like doing an econ lecture but i'm right you're wrong, end š
I don't know about other T1 owners, but I get the feeling that most T1s won't be producing fuel to sell, but to use for Overworld, but I could be wrong.
you are absolutely right to spectulate that T4 will be first at these opening points, and that price will vary dramatically during the discovery period, and T4 will be the first to participate in that. Maybe they sell too high or too low, but they will be the ones involved since they produce first
but saying that they will benefit by holding it all and going into the overworld, ok I could see that too. But there will still be a price for fuel and the market will adjust very quickly, especially since there are far more people with the ability to enter the overworld and buy fuel
demand will be very high, driving up the price. but yes there is the chance that being first into the overworld and not selling fuel will give someone a shot at getting .. whatever it is that has value in overworld
i'm not seeing too much of a link in either ilv zero, arena, or overworld between t4 owners and people who actually play the game lol
I never said they would hold all of it. I merely pointed out that they will have the option to play Overworld earlier than lower tiers because they have the fuel.
And that the earlier you get in the higher the potential for earning is (until the market stabilizes).
the big benefit, if apple juice ends up being priced wrong to the upside vs apples, will be people who are good at overworld and scoop up all the apples before price adjusts
they have the same chance at doing that as someone who holds all their fuel
it all comes back to holding fuel = loss of value vs sell price in hopes of higher returns of using fuel
if they pull it off, great. if they dont, it's still comes back to the original point that there is no benefit to the farmer by holding apples as long as a market for apples exists
if someone can go buy apples, any benefit a farmer has at being able to hold apples doesn't matter.. because if there is a benefit, someone can just go buy apples. what they pay for those apples is equal to the farmer's speculative bet that they can benefit better by holding apples.. because they could have sold the apples at that price
People are focussing way too much on the early game.
who bought land in the first place? People with vision to make a longterm profit with it and flippers. I would assume that most flippers already are done with their thing.
So balancing a system for the first few months, in a vision of being here for 20years + doesn't make sense at all. You can try to calculate of all that early benefits in, but firstly it is all assumptions and secondly the weight of the first few months compared to 20+ years is pretty small. Also keep in mind we have to build a playerbase first before markets really start taking volume.
Do i get the first blueprint if i go full blueprint with my t4, idk... im pretty sure one of the first people scanning, but do i get the valuable BP's? That's a high risk play of getting a top or flop roi on my land.
Do i even play with a layout full and fast BP production on my t4? i highly doubt that with 1-2 100% scan places and a 300% fuel production boost.
Scarcity of the landplot doesn't come into play at all imo. Because there is no profit in scarcity. I assume prices of each plot after a few years is in direct ratio to the roi it has made and is assumed to make in future.
Well, the original point I was trying to make was that there's more at play than just fuel production when it comes to valuation of a plot.
