I liked your fuel belt down the middle. Definitely a nice setup for the belts! I'm about to start my new proper factory so I'm glad I took the time to look for some optimal best practices first! Thanks!👍
This man is a monster I watched two of his videos, and he flipped my entire world upside down. I thought I made an efficient, build that stockpiled and saturated all my lines very well when I was watching his first video I was wondering what this man was doing it didn’t seem that efficient. and then, at the end, all his lines were saturated, which surprised me when I watched this video, and somehow this man had three miners single-handedly run multiple assemblers for my build, I have made a separate miner for each and every assembler I will not understand how he did it and at this point I don’t really care I’m just gonna take your Build and run with it
Really enjoy the modular approach, I also copied your Bio-brick build fits into such a small space. Hope the devs give us the ability to cap our storage containers sooner rather than later. Would be a great fix right now. Looking forward to your next video.
@@TheDutchActuaryI’ve seen a lot of folks blocking spaces in their containers with single stacks of something. Grab a stack and right click to drop a single into a space.
the frames especially you'll want a big surpluss just for the victor terminals they start out asking for like 500 then grow to the thousands, it's smart to make more than you think you'll need
I see this was over a year ago pre 1.0. I look at that floor and think of all the iron wasted on it! 😊 Not a criticism, I did the same thing pre 1.0. But im glad we get early calycite floor tiles now which is WAY cheaper to make!
It's cool that you've found a workaround to the mall problem, but to me it's not a final solution -- too manual. Not just shuttling materials manually but having to math out how much of each is needed every time. I guess I'm spoiled but I expect my factory games to let me specify a production cap for each item, then throttle production automatically. In most factory games, that means storages that let you specify the max number that can be stored, plus the production automatically pausing until the storage can accept more. Alternatively (but less common because it's harder for players to master) sensors and logic that let you disable a machine when enough of the item is in storage, like in Oxygen Not Included. For me, it's a bit of a deal-breaker because achieving a fully automated factory is the most satisfying part of the game. Add fully automated logistics too and I'm in heaven. But I'm realistic about how early in development this is, so I hope I don't come across as beating up on Fire Hose Games. It looks like a really promising game. I will hold off purchasing to see what their long term vision for the factory part of the game is before I purchase. Maybe it's just not the game for me.
As far as I understand quality of life stuff like this (and easy upgrading of belts) is in the pipeline for the game, but not yet there. But as always with easy access, it's not wise to buy until the current state of the game is one you would enjoy. For now we cap things by putting rocks in the storages, which is very finicky and if you want to output from that same box you need filter inserters to ensure they don't grab the rocks.
Hey @Hust91, I understand your points and agree... for most games. But I think Techtonica is a bit of an exception among factory games (and not in a good way). Btw, I've played all the updates including the most recent. The problem is their design philosophy. Edges cases are option offered by default, and you have to make extra effort to avoid them. Even something as fundamental as placing a straight belt a few tiles can require repositioning your character several times. Deleting a few buildings without also deleting the floor often requires precision character positioning too. (How often do you delete your factory floors in other games? How often do you place an inserter on top of a belt?) A big part of the appeal of the best factory games is the 'flow' of building. Techtonica doesn't have it. The game mechanics are more like an obstacle course.
@@Firebuck I don't disagree with you on these points - they're all sources of frustration from me as well even as of the current patch. We'll see what it looks like in a few years - it may as you say be part of their basic design philosophy and it stays clunky like this forever, or they turn out a couple of new updates with quality of life features that dramatically improve the building experience.
All of this will be super helpful for me to have a place working good without looking like a Frankenstein shop. And 1 thing I hope in the future concerning the Core Composer, when the limit of cores is reach that it would simply stop accepting them OR even when full visualy they still accept cores and credit us for each core, man I'm just barely mid game and working on 5th composer, it takes so much room. so yeah to be able to add as many cores as you want per composer would be great.
Due to the (small) size of the rooms, the core composers get a little annoying near the mid/endgame for sure! It's actually fairly hard to build upwards / clear out the ceiling as well, so anything that would fix that would help a lot.
I seems they rebalanced a few recipes in a recent update, although I haven't looked into the details yet. The mall setup should still work, but you might need to increase some of the inputs
Hello ! Thank you very much for this series of videos. Sorry for my bad English, I try to follow your explanations but I miss some explanations... Do you use MK2 on some machines or only MK1? Thanks in advance !
Never apologize for your english! It's not my first language either ;) I basically use MK2 everywhere as soon as I unlock it. The builds i've shown sofar in this series all run on MK1 though
I found this setup of mining for ores very inconvenient - mostly because due to smelting 2 ores into 1 ingot and because smelters also require fuel to work. I ended up placing ore directly from a miner into a smelter. I lose some efficiency there because miner produces slightly more ore than a smelter consumes (at least that is so with red science upgrades). But overall setup is much cleaner - there is no need to route 2 belts of ores into 2 smelting arrays. Might reconsider though with more upgrades.
I liked your fuel belt down the middle. Definitely a nice setup for the belts!
I'm about to start my new proper factory so I'm glad I took the time to look for some optimal best practices first!
Thanks!👍
This man is a monster I watched two of his videos, and he flipped my entire world upside down. I thought I made an efficient, build that stockpiled and saturated all my lines very well when I was watching his first video I was wondering what this man was doing it didn’t seem that efficient. and then, at the end, all his lines were saturated, which surprised me when I watched this video, and somehow this man had three miners single-handedly run multiple assemblers for my build, I have made a separate miner for each and every assembler I will not understand how he did it and at this point I don’t really care I’m just gonna take your Build and run with it
Really enjoy the modular approach, I also copied your Bio-brick build fits into such a small space. Hope the devs give us the ability to cap our storage containers sooner rather than later. Would be a great fix right now. Looking forward to your next video.
I agree, that would be a great quality-of-life thing! (along with being able to easily upgrade belts)
@@TheDutchActuaryI’ve seen a lot of folks blocking spaces in their containers with single stacks of something. Grab a stack and right click to drop a single into a space.
@@jasonscott2946 Yup thats an easy fix!
@@jasonscott2946 But if you're outputting that storage, don't forget to make sure the output inserters are filter inserters!
Wow, Thank you, barely half way, and you have clarified so much for me and my buddy.
Great content, thanks again
Glad it was helpful!
the frames especially you'll want a big surpluss just for the victor terminals
they start out asking for like 500 then grow to the thousands, it's smart to make more than you think you'll need
I see this was over a year ago pre 1.0. I look at that floor and think of all the iron wasted on it! 😊
Not a criticism, I did the same thing pre 1.0.
But im glad we get early calycite floor tiles now which is WAY cheaper to make!
Man, this is a clean solution.
It's cool that you've found a workaround to the mall problem, but to me it's not a final solution -- too manual. Not just shuttling materials manually but having to math out how much of each is needed every time.
I guess I'm spoiled but I expect my factory games to let me specify a production cap for each item, then throttle production automatically. In most factory games, that means storages that let you specify the max number that can be stored, plus the production automatically pausing until the storage can accept more. Alternatively (but less common because it's harder for players to master) sensors and logic that let you disable a machine when enough of the item is in storage, like in Oxygen Not Included.
For me, it's a bit of a deal-breaker because achieving a fully automated factory is the most satisfying part of the game. Add fully automated logistics too and I'm in heaven. But I'm realistic about how early in development this is, so I hope I don't come across as beating up on Fire Hose Games. It looks like a really promising game. I will hold off purchasing to see what their long term vision for the factory part of the game is before I purchase. Maybe it's just not the game for me.
Valid points and a definitely a reason to perhaps hold off until more development happens if this is what you need from your factory games!
Just add 1 stone to each slot to reduce the amount stored. That way you can limit it to 1 or 2 stacks
As far as I understand quality of life stuff like this (and easy upgrading of belts) is in the pipeline for the game, but not yet there.
But as always with easy access, it's not wise to buy until the current state of the game is one you would enjoy.
For now we cap things by putting rocks in the storages, which is very finicky and if you want to output from that same box you need filter inserters to ensure they don't grab the rocks.
Hey @Hust91, I understand your points and agree... for most games. But I think Techtonica is a bit of an exception among factory games (and not in a good way). Btw, I've played all the updates including the most recent.
The problem is their design philosophy.
Edges cases are option offered by default, and you have to make extra effort to avoid them. Even something as fundamental as placing a straight belt a few tiles can require repositioning your character several times. Deleting a few buildings without also deleting the floor often requires precision character positioning too.
(How often do you delete your factory floors in other games? How often do you place an inserter on top of a belt?)
A big part of the appeal of the best factory games is the 'flow' of building. Techtonica doesn't have it. The game mechanics are more like an obstacle course.
@@Firebuck I don't disagree with you on these points - they're all sources of frustration from me as well even as of the current patch.
We'll see what it looks like in a few years - it may as you say be part of their basic design philosophy and it stays clunky like this forever, or they turn out a couple of new updates with quality of life features that dramatically improve the building experience.
Excellent video , thank you :)
Thank you for this, nice easy to setup mall.
But why is your outro Dyson Sphere Program on a Techtonica video?
All of this will be super helpful for me to have a place working good without looking like a Frankenstein shop.
And 1 thing I hope in the future concerning the Core Composer, when the limit of cores is reach that it would simply stop accepting them OR even when full visualy they still accept cores and credit us for each core, man I'm just barely mid game and working on 5th composer, it takes so much room. so yeah to be able to add as many cores as you want per composer would be great.
Due to the (small) size of the rooms, the core composers get a little annoying near the mid/endgame for sure! It's actually fairly hard to build upwards / clear out the ceiling as well, so anything that would fix that would help a lot.
very easy this is what I like 😄
Did they change how many plant matters a thresher does? With this build i struggle on the plantmatter to make the frames >.
I seems they rebalanced a few recipes in a recent update, although I haven't looked into the details yet. The mall setup should still work, but you might need to increase some of the inputs
Sweet advice thx
Hello !
Thank you very much for this series of videos. Sorry for my bad English, I try to follow your explanations but I miss some explanations...
Do you use MK2 on some machines or only MK1? Thanks in advance !
Never apologize for your english! It's not my first language either ;)
I basically use MK2 everywhere as soon as I unlock it. The builds i've shown sofar in this series all run on MK1 though
I found this setup of mining for ores very inconvenient - mostly because due to smelting 2 ores into 1 ingot and because smelters also require fuel to work. I ended up placing ore directly from a miner into a smelter. I lose some efficiency there because miner produces slightly more ore than a smelter consumes (at least that is so with red science upgrades). But overall setup is much cleaner - there is no need to route 2 belts of ores into 2 smelting arrays. Might reconsider though with more upgrades.
The direct transfer works to keep it clean, but you're losing out on a massive amount of production! (50% after the first upgrade).
It would be very cool if we could drill below the ground water level and truly reshape everything.
Use the mining charge I accidentally when super below the main levels trying to get back after getting the green cube