1. 0:33 Use concrete, it looks nice and makes you walk faster (20%) 2. 0:56 Set custom keybinds for stuff you use often 3. 1:56 Build buildings with max unlocked level by holding ALT while building 4. 2:36 Some weapons use the same ammo type. Recommend always using weapons with different ammo type. Hover in Inventory to see ammo type. 5. 3:29 Always build and upgrade Arsenal, Ammo Storage and Communications Center to max. 6. 6:06 Always upgrade mining factories. They give more stuff for the same amount of ore. Prioritise reseaching better mining factories. 7. 7:19 Each day is 12 minutes long. Solar panels work from 8:00 to 21:00 (13h). Use 5 Solar panels to 4 Storage Units. Multiply Energy consumption by 330 (duration of night) to check if enough storage is available. 8. 10:20 Build more Rift Portals. They're almost free, and have no upkeep. 9. 11:13 Units dont respawn inside radar covered areas. (Attack waves will still come though) 10. 12:05 In the mid-late game, dont bother defending resource mines. 11. 15:10 Dont stay in other maps (outposts) longer than necessary. If you are not there, you cannot be attacked there. I tend to forget most tips quickly when only watching, so here is a written list. Thanks for compiling these tips, learned a lot!
@@Nilaus How do you get the extra floor types? I only have the option for the lamp post and selectable size basic floors from 1x1 to 4x4, no option for the yellow floor, blue lamp post or any of the other selectables in the menu shown at 1:33
@@ahmataevo He answered that in the previous videos. They are random rewards from the loot events found scattered around surfaces. Same for the statues, some crafting recipes, mod parts and even just once off material rewards. The events seem to spawn spawn some swarm enemies at you while harvesting, at least looking at what was shown.
Another thing that may not be obvious to some people... When you first start and can only craft the basic Armor Plate for a small HP bonus and damage resistance, you can craft multiple to fill all your empty slots with them and they stack! Same with more advanced ones later.
Mind if I add a tip? You can edit which plants your cultivator plants by clicking on it in build mode and then clicking the middle button. Different plants will give you different resources. You can get all the rare resources by cultivating them in your HQ or an outpost, and it won't ever run out!
Few more Tips: 1) Build the Alien Camoflage as soon as possible. When you riftjump to another location you can trigger it, and then run around and scan everything. The only thing you have to take into consideration is, that you CAN NOT!! attack any creature you see. Otherwise the Camo just goes away. After scanning the whole region, getting all the "Loot Towers" (with the mods or resources in them), you can start cleaning the map out. You end up with soooooo much more resources that way and obviously familiarity with the fauna and flora. 2) Go for the Ironium & Carbonium "factories". They ONLY use energy, but produce Iron or Carbon for you. On lvl 1 they give +2/sec and they can obviously be upgraded. 3) For resource production, you can utelize the Cultivator & Farming station. Depending on your familiarity with the plants, you get different resources out of them. Plant Biomass is the easiest to get. That can then be used in a Biocomposter to produce flammable gas, which can then be used in Gas Power plants and produce 500 Energy/sec. 4) If you have a sludge pool (green stuff) close to your base, utelize the gas filtering plant. Pump the gas in the Gas Power Plant and it will also produce 500 energy/sec Hope those tips help :)
The most important tip is that you can literally get infinite materials from cultivators... Cultivators CAN GROW DIFFERENT TYPES OF PLANTS and you can harvest them to get EVERY SINGLE MINERAL TYPE even the rare ones (titanium, hazenite, uranium.... Everything)
Additional tips: Prioritize campaign missions to discover new materials and research the corresponding handling research ASAP, until then all creatures or plants that yield the resource will not drop them no matter how many times they're scanned/DNA collected. On the topic of DNA, make sure to scan all starting Baxmoths (the big striderlike creatures that spawn flies to attack you) before killing them as they become quite rare after the early game. Same goes for the Lesigians, you need the base level variants to unlock the most OP movement ability which is the Teleport/Blink (very useful for exploration as you can cross chasms and mountains). The only consistent place where I found level 1 Lesigians in bulk for scanning was the Uranium gathering mission in the location where Mr Riggs sends you to collect a larger quantity after which you can start Uranium handling, and hopefully the Teleport as well. Lastly when you're opening the "loot" nests you can keep spamming mines and turrets under your feet while holding "space" to harvest it. This way you can kill all the critters that come to interrupt you without losing time.
I think one big tip you missed was certain equipment for the suit. At max rank there is an equipment that reduces build costs by 16%, and they stack additively. This means with 4 of them you're only paying 36% of the original cost of whatever you're trying to build and that includes those really expensive upgrades on stuff like research labs and the main base.
One Question for that, if you build the building with reduced costs and then remove it, will you get back the Original Values? If not, will you eventually get the "gross price" back when you remove the Upgrades from your Armor or does the game recognize which buildings were built with reduced costs. Would be a potential infinite Resource Glitch :D
@@MarKol93 I never tested that. Being able to drop down full fusion plants for ~10k carb and ~18k iron meant I was able to just print endless carb/iron with the fabricators. I ended up winning the final wave with 0 issues because I had a 2 thick wall completely around the map with a layer of 5 turrets behind it
A tip on outposts. The synthesizer buildings that cost a lot of power can be built on outposts and feed back home. On for instance the lava biome you have easy to use high power from the lava. Use it it to create a super powerful grid and support a bunch of synthesizers.
The easiest way to defend is to build defensive outposts at the four edges of the map and in the middle of the map edge. The enemies attack the closest structures, so if there is no mining around those areas they will go after combat outposts. In my campaign, I haven't walled my base at all or bothered with the Great Wall of Map Edge.
If you're in an area that isn't electrically connected to your hq, it will say 'local' up top. Useful for noticing if parts of your base have become disconnected. When you get a meteor shower, it's centered on your location, but you get a bit of advance warning. So if you're in your main base you can warp over to an outpost, wait until it starts, and then warp back while the wildlife is getting pulped. And build things to fit around repair stations. Wish I'd known that to start with.
I have tip for faster mining ores, in a single node you can place 4-5 mining factories to mine the node faster, it doesn't matter how many a factory can cover ores they mine the same anyway, so two lvl 1 factory covers 18 tiles = 2 ores/sec, while 4 factories covers 18 tiles = 4 ores/sec
couple small tips i have is to mix and match turret types on your walls, and seperate them from the wall by a couple tiles, some enemies have resistances and gun turrets wont do much, theyre also not great for massive swarms, mixing a few flame turrets and a mortar or two helps both these problems a LOT. and i seperate them from the wall to avoid some splash damage from the spitters hitting the walls
Nice! I've really been enjoying this game and these tips are very welcome. My biggest tip would be to try to start outposts on top of a geyser or bio-sludge. This will gives you access to a very potent power source to bootstrap your base, or just provide 100% of power to smaller outposts.
A few more tips: There are modules for both weapons and towers. You access a tower's module interface by pressing control, selecting the tower, then clicking the gear button in the center. The majority of the creatures won't cross liquid, so it is fairly safe to use pools of liquid as natural base walls. The more natural base walls you have, the easier it will be to defend your core base. Along with the above tip, you'll need water in your main base at some point, so having access to a pool within your base is something you should plan for (the output from a geothermal is an option too). You can quickly add research items into the queue by just double clicking on their icon in the tree.
My contribution: Inside game folder find the file "initial_config.cfg" and add this missing line anywhere> set camera_enable_zoom "1" Now you can zoom out and enjoy full view of the base as the game show on the trailers... Adding this other line could help to improve audio when playing from a far distance view> set sound_max_distance "500" There are mods for the game but they aren't that good, like extra ammo, more resistance building and walls, etc..
Another tip: Put your production facilities (factories & storage facilities) on secondary biome areas. When you're not there they are not attacked or damaged by random events. This will free up your primary base for pure defense and power generation. In the 'jungle' biome - where there are mud puddles - set up a farm (i.e. plant 'cultivators' and harvesters). This produces prodigious amounts of plant biomass not limited by storage capacity. On your main base you can then set up Bio Composters to produce gas that can then run gas power generators. These, for the space, are among the most efficient power generators that do not require specific rare materials to build or maintain.
I am new to the game, so when setting up new production facilities do i need to run power from those facilities to my main base? Or how does that work?
@@DanielFlores-fo1ee As long as the local power grid can supply itself, no you don't. So you can wall in some generators with a mining outpost if that works for you.
@@DanielFlores-fo1ee If they're in areas you have to 'teleport' to - i.e. the other biomes - No. Once those bases are set up and operational you can effectively ignore them. Though you'll want to go back and expand them as needed.
Thanks esp. for #7; I was using a rough 3:1 ratio for solar/batteries as that keeps to the "city block" tiles nicely but good to know the math works out closer to 5:4 if I want to get too deep. I could do a 5 solar, 5 wind, 5 battery pattern with that extra battery pack being there to pick up excess wind if I happen to have a heavy energy draw spike. And the math for making sure the batteries lasts was very helpful! Very easy to run a quick calculation when you look up and see your power production in the red at night to avoid the urge to dump down a bunch of wind turbines now that I know the math for it!
Bn subscribed for years and I don’t think typically care for watching others play games cuz it’s usually pointless, but I find every once in a while, when I’m playing anything automation related and I’m searching for layout plans or strategies, Niklaus always gives the most comprehensive tips teaching me who stumbled upon Rift Breaker yesterday yet again the most efficient defense/industry ratio. So hello again. Thanks for the Factorio tips, and now I’m happy to discover ur rift breaker videos. Let git it.
1. If you do not have the teleport skill, you can use the jump skill to get over walls, sludge and mud. You can even use elevated firing positions to boost your distance and height going over walls. 2. Enemies always attack the closest building/player (not walls). 3. If you already have cultivators you can make future missions easy by building a base in an easily defendable location (without a mine), build a mine outside, sell it and easily fight the big wave, after which you can take the map in comfort. 4. Use the camo skill to backstab the snails on big waves. 5. You can sell and relocate outposts, you CANNOT do it with your HQ so scout the initial map well before placing it.
You should have approximately twice the energy storage capacity of what you actually need. Events can slow down your energy production and ammo factories and energy turrets can drain more energy that is difficult to estimate. Better be prepared than suffer a blackout when several things go wrong in a row. Also, remember to scan things with the bioscanner! Plants need a familiarity level 3 to be able to farm them. And do farm plants. You can get hard to find resources with farming. And some tech needs specific creatures to be sufficiently scanned.
In the mid/late game I didn't even really bother about mining carbonium and ironium anymore. You can just set up some synthesisers in an outpost with a solarfarm or some other sort of massive powerplant and use that as passive income. Can take a while to fill storages but I found it's plenty of resources for normal use situations.
I'm kinda getting there, setting up mining bases is so time consuming, I can set and forget the synth farm and just focus on the fun part which is the killing
Your solar power storage calculations don’t account for current energy usage slowing your fill rate so the storage won’t fill as fast and you don’t as many of them. Suggest 3 panels to one storage.
Only ratio that makes sense to keep track of is the ration by which Solar will last through the night. You can have higher if you want, but then it is for other reason.
Put defensive 9-12 "keeps" with turrets on the periemeter edges of the map, enemy will only attack the closest keep. The rest of the base and miners in the middle of the map are safe and don`t need wals.
BTW when you say "perimeter edges" do you mean right in the corner, please? I was wanting to try this out, as it's like an extreme version of scratch posting, but I am not sure where to place the forts. I only just started playing yesterday.
Good idea to build things in 4x4 squares. I'm just on my first go of the prologue, and I ended up building a giant block of storage. The way you have done it, it looks way easier to traverse, I will do this when I start the campaign.
@@pedropimenta896 the last one on the left is to rotate building. But I managed to finish the game 2 days ago, had to use my old mouse. Thank you anyway, much appreciate that
Thanks! One thing to mention is that Wind Turbine is better than Solar Panel, except for Desert biome. Wind Turbine Level 1: 12 energy/sec Solar Panel Level 1: 10.8 energy/sec average (20 energy/sec during the daylight, but 0 during the night) Not only that, Solar Panel needs Energy Storage for nights, which takes up more space in the base.
In the early game, you’re at your main base, and if you get the warning of a random attack incoming you can cancel the attack by upgrading your HQ. So if you are still building your defenses, wait for the random attack countdown to get close to 0 and then do the HQ upgrade and you’ll get a new countdown started and the random attack doesn’t happen.
Maybe it's just me, but... I'm not a fan of Solar in this game. As you point out in this video, it works for 13 hours, which means it's only 54.166~% efficient (10.833~ power). Combine that with the need to build storage, you're using twice the space, for less energy than wind. Although there's a couple weathers that negate/reduce wind, I find that most of the ones that reduce solar either also reduce wind, or drastically boost wind. Especially when considering the extra required space, I just find wind to be the better option most of the time, aside from like... the volcanic biome, with the extra solar output. I usually just use wind and completely ignore solar. I'll build a couple extra, and use some storage, for those instances when wind is reduced, but I would do the same with Solar, while still needing twice the space anyway. Iunno. Yeah, Solar's initial 20 is nice to kinda roll at the very beginning, but one I have even ONE carbonium factory started, I give up on it. And even then, the base itself provides 20, so I can just leash to it if I need to.
When I saw that comment I was freaking out. So I had to rewatch it; luckily it is less than a sec. Good spot: I should have put in "Subscribe!" for the subliminal messaging
@@Nilaus it must’ve worked regardless, because I seem to be subbed! Thanks for the great videos, just bought the game based solely on your gameplay footage! (Here’s to hoping it ends up differently than Factorio did, I’d like to actually get some stuff done in the next year)
i think i figured it out. settings > gameplay > camera mode > static stops the screen from moving when the pointer is at different positions from the center edit: nm, it did help but i think it's just the fact that the cursor snaps to the bottom left of the building placement instead of middle like all the other games
I'm not certain about units not respawning inside radar covered areas. In fact I'd say I'm about 95% certain that's not the case. I think respawning is dictated by proximity to any player-built structure, possibly excluding flooring.
Not defending outposts only works for lower difficulties. On brutal survival u dont have time to sell those and also u wanna protect them because These are good fighting Points.
few things - you should really mention planting and gathering factories - you can get endless supply of all materials from them and you can switch plants you produce -which you get by scanning them. Gauntlet are most OP meele weapon. Scan everything is good way to get more drops, better dps, better usage of already mention factories. And as last thing - safe before you return...and then DONT go throw it.... oh -things I learned from others youtubers - crafted weapons have different stats -same tier weapons can have range of stats - like blue rifle with 573 dps or 775 dps..which is crazy spread. So maybe craft more of them and get best one. Pools of mud and acid arent infinite - they eventually run out and slower their production (but never get out completly) - not sure how this works to be fair
I imagine that, as it is in nature, the pools are coming from underground deposits. They appear because of the movement of the tectonic placqes. You cant drain it faster than it comes up.
Nilaus: I did the math and this is the correct ratio for accumulators to solar panels. Me: Spam accumulators. Meh, spam some more. But for real, cutting it too close won't work cause your stuff spends energy when you get attacked. So I alway double my consumption 👍🏻
Hello Nilaus. There is a small bug when you upgrade mines. While upgrading they show different production and consume (like you see after you upgrade that mine from lvl 1 to lvl 2) . But after they upgraded, they show the right resources.
It's not just mines. All buildings show wrong values while upgrading; I believe it's the sum of current stats + upgraded stats. The stats he shows here aren't shown while upgrading though, he's just alt-building and that gives you the correct stats.
Very nice video. But in the main base, the undefended resources will fall very quickly on higher difficulties. That strategy works on easy, may be normal. Build walls around edge mining spots and holdthedoor :)
No tutorial is complete without a bit of senseless violence? Yes. I'm going to do a tutorial on some well known (and hated software). There should be no survivors :)
How did you get your upkeep to go down to zero? I understand that when youre making ammo for the mech or towers it goes up, but I'm never at zero and I dont know what is costing me upkeep!
Nilaus, thank you for another fun and helpful video! The game looks really fun but it seems to be missing an important mechanic. When you collide with your buildings at high speed you're not damaging them at all and in the research tree I couldn't find anything that resembles a train that you could be run over by. A bit disappointing tbh.
I like dual wielding two of the same weapon and switching to another dual wield of another weapon (of different ammo type) when they run out. It makes it much more confortable for me to aim, and it's stronger when exploiting vulnerabilities.
Did you know that if you keep the Hive alive in the beginning of the Campaign, you can farm Cobalt by destroying the eggs? Make sure you have radar coverage over the hive. Go destroy all the eggs (DO NOT ATTACK THE HIVE). Rift jump at least a screen away. Pop open the map, assuming you destroyed ALL the eggs, they should have completely respawned (there might be a small delay, not entirely sure). Rift back to the Hive and repeat. :D
I learned the alt trick, thanks a lot! Never ahd fun waiting for buildings to build so I can upgrade and then wait again so I can upgrade once more :) But I was hoping to hear a reason to have, for example, 2 or more laboratories, or armories. Does it speed anything up? Does anybody know? As far as I know, it only consumes carbonium, but why is there a build limit to them > 1?
For number 10 ive had the habit of protecting resource bases and then just removing the resource production and leaving the defences as small outpost bases, nothing important is lost and it makes the attacks weaken over time as they get closer
how do you keep the floor clean without having the plants grow back after 2 hrs of play or when you change location and come bacl there is a forest groun on the floor. How do you keep it clean ? i thried all types oof floors even attack floors and still they grow back every time and is a bit annoing
1. 0:33 Use concrete, it looks nice and makes you walk faster (20%)
2. 0:56 Set custom keybinds for stuff you use often
3. 1:56 Build buildings with max unlocked level by holding ALT while building
4. 2:36 Some weapons use the same ammo type. Recommend always using weapons with different ammo type. Hover in Inventory to see ammo type.
5. 3:29 Always build and upgrade Arsenal, Ammo Storage and Communications Center to max.
6. 6:06 Always upgrade mining factories. They give more stuff for the same amount of ore. Prioritise reseaching better mining factories.
7. 7:19 Each day is 12 minutes long. Solar panels work from 8:00 to 21:00 (13h). Use 5 Solar panels to 4 Storage Units. Multiply Energy consumption by 330 (duration of night) to check if enough storage is available.
8. 10:20 Build more Rift Portals. They're almost free, and have no upkeep.
9. 11:13 Units dont respawn inside radar covered areas. (Attack waves will still come though)
10. 12:05 In the mid-late game, dont bother defending resource mines.
11. 15:10 Dont stay in other maps (outposts) longer than necessary. If you are not there, you cannot be attacked there.
I tend to forget most tips quickly when only watching, so here is a written list.
Thanks for compiling these tips, learned a lot!
Thanks, adding them as chapters to the video now
@@Nilaus How do you get the extra floor types? I only have the option for the lamp post and selectable size basic floors from 1x1 to 4x4, no option for the yellow floor, blue lamp post or any of the other selectables in the menu shown at 1:33
@@ahmataevo He answered that in the previous videos. They are random rewards from the loot events found scattered around surfaces. Same for the statues, some crafting recipes, mod parts and even just once off material rewards. The events seem to spawn spawn some swarm enemies at you while harvesting, at least looking at what was shown.
Your base is so much more organized and slicker looking than my 6 hours-in save that I think I'm gonna start over lol
Just looking at his mini-map I was amazed at how nice it looked.
Another thing that may not be obvious to some people... When you first start and can only craft the basic Armor Plate for a small HP bonus and damage resistance, you can craft multiple to fill all your empty slots with them and they stack! Same with more advanced ones later.
Mind if I add a tip? You can edit which plants your cultivator plants by clicking on it in build mode and then clicking the middle button. Different plants will give you different resources. You can get all the rare resources by cultivating them in your HQ or an outpost, and it won't ever run out!
Feel like you kinda need to for one of the objective, although it is secondary
THIS. IS. GOOD.
Seems to be a campaign-only feature. The scanning database doesn't fill up on survival mode and only default grass is plantable.
Dang I never knew thanks 😊
Few more Tips:
1) Build the Alien Camoflage as soon as possible. When you riftjump to another location you can trigger it, and then run around and scan everything. The only thing you have to take into consideration is, that you CAN NOT!! attack any creature you see. Otherwise the Camo just goes away. After scanning the whole region, getting all the "Loot Towers" (with the mods or resources in them), you can start cleaning the map out. You end up with soooooo much more resources that way and obviously familiarity with the fauna and flora.
2) Go for the Ironium & Carbonium "factories". They ONLY use energy, but produce Iron or Carbon for you. On lvl 1 they give +2/sec and they can obviously be upgraded.
3) For resource production, you can utelize the Cultivator & Farming station. Depending on your familiarity with the plants, you get different resources out of them. Plant Biomass is the easiest to get. That can then be used in a Biocomposter to produce flammable gas, which can then be used in Gas Power plants and produce 500 Energy/sec.
4) If you have a sludge pool (green stuff) close to your base, utelize the gas filtering plant. Pump the gas in the Gas Power Plant and it will also produce 500 energy/sec
Hope those tips help :)
The most important tip is that you can literally get infinite materials from cultivators... Cultivators CAN GROW DIFFERENT TYPES OF PLANTS and you can harvest them to get EVERY SINGLE MINERAL TYPE even the rare ones (titanium, hazenite, uranium.... Everything)
This is the way.
THIS PLANT PLANTS PLANTS!!!
Additional tips: Prioritize campaign missions to discover new materials and research the corresponding handling research ASAP, until then all creatures or plants that yield the resource will not drop them no matter how many times they're scanned/DNA collected.
On the topic of DNA, make sure to scan all starting Baxmoths (the big striderlike creatures that spawn flies to attack you) before killing them as they become quite rare after the early game. Same goes for the Lesigians, you need the base level variants to unlock the most OP movement ability which is the Teleport/Blink (very useful for exploration as you can cross chasms and mountains). The only consistent place where I found level 1 Lesigians in bulk for scanning was the Uranium gathering mission in the location where Mr Riggs sends you to collect a larger quantity after which you can start Uranium handling, and hopefully the Teleport as well.
Lastly when you're opening the "loot" nests you can keep spamming mines and turrets under your feet while holding "space" to harvest it. This way you can kill all the critters that come to interrupt you without losing time.
you can use cloak/camouflage and harvest the loot nest without interruption.
@@iaries but then the horde will go straigth to the nearest buildings
I think one big tip you missed was certain equipment for the suit. At max rank there is an equipment that reduces build costs by 16%, and they stack additively. This means with 4 of them you're only paying 36% of the original cost of whatever you're trying to build and that includes those really expensive upgrades on stuff like research labs and the main base.
One Question for that, if you build the building with reduced costs and then remove it, will you get back the Original Values?
If not, will you eventually get the "gross price" back when you remove the Upgrades from your Armor or does the game recognize which buildings were built with reduced costs.
Would be a potential infinite Resource Glitch :D
@@MarKol93 I never tested that. Being able to drop down full fusion plants for ~10k carb and ~18k iron meant I was able to just print endless carb/iron with the fabricators. I ended up winning the final wave with 0 issues because I had a 2 thick wall completely around the map with a layer of 5 turrets behind it
A tip on outposts. The synthesizer buildings that cost a lot of power can be built on outposts and feed back home. On for instance the lava biome you have easy to use high power from the lava. Use it it to create a super powerful grid and support a bunch of synthesizers.
Also, if you overbuild synths on an outposts, periodic energy shortages won't hurt your main base.
I do this to, also i move all the labs and other power hungry buildings there from mine base.
thanks, but how can you get energy from lava?
the tip about radar coverage preventing spawns is soo usefull, thank you!
The easiest way to defend is to build defensive outposts at the four edges of the map and in the middle of the map edge. The enemies attack the closest structures, so if there is no mining around those areas they will go after combat outposts. In my campaign, I haven't walled my base at all or bothered with the Great Wall of Map Edge.
If you're in an area that isn't electrically connected to your hq, it will say 'local' up top. Useful for noticing if parts of your base have become disconnected.
When you get a meteor shower, it's centered on your location, but you get a bit of advance warning. So if you're in your main base you can warp over to an outpost, wait until it starts, and then warp back while the wildlife is getting pulped.
And build things to fit around repair stations. Wish I'd known that to start with.
I have tip for faster mining ores, in a single node you can place 4-5 mining factories to mine the node faster, it doesn't matter how many a factory can cover ores they mine the same anyway, so two lvl 1 factory covers 18 tiles = 2 ores/sec, while 4 factories covers 18 tiles = 4 ores/sec
couple small tips i have is to mix and match turret types on your walls, and seperate them from the wall by a couple tiles, some enemies have resistances and gun turrets wont do much, theyre also not great for massive swarms, mixing a few flame turrets and a mortar or two helps both these problems a LOT. and i seperate them from the wall to avoid some splash damage from the spitters hitting the walls
Nice! I've really been enjoying this game and these tips are very welcome. My biggest tip would be to try to start outposts on top of a geyser or bio-sludge. This will gives you access to a very potent power source to bootstrap your base, or just provide 100% of power to smaller outposts.
This! Huge time saver, and things like gas make a big difference fast, and it's easy to access early.
Ur bases look so neat, Mine looks like the unwanted good chucked at the side of a black friday sale.
A few more tips:
There are modules for both weapons and towers. You access a tower's module interface by pressing control, selecting the tower, then clicking the gear button in the center.
The majority of the creatures won't cross liquid, so it is fairly safe to use pools of liquid as natural base walls. The more natural base walls you have, the easier it will be to defend your core base.
Along with the above tip, you'll need water in your main base at some point, so having access to a pool within your base is something you should plan for (the output from a geothermal is an option too).
You can quickly add research items into the queue by just double clicking on their icon in the tree.
Adding Research Stations to a Cultivator/Harvester setup will auto farm familiarity levels.
I NEEDED this
Damn son.
Wow really nice tip
My contribution:
Inside game folder find the file "initial_config.cfg" and add this missing line anywhere> set camera_enable_zoom "1"
Now you can zoom out and enjoy full view of the base as the game show on the trailers...
Adding this other line could help to improve audio when playing from a far distance view> set sound_max_distance "500"
There are mods for the game but they aren't that good, like extra ammo, more resistance building and walls, etc..
The radar tip alone as worth the watch, wow. Great info, thanks Nilaus!
Another tip:
Put your production facilities (factories & storage facilities) on secondary biome areas. When you're not there they are not attacked or damaged by random events. This will free up your primary base for pure defense and power generation.
In the 'jungle' biome - where there are mud puddles - set up a farm (i.e. plant 'cultivators' and harvesters). This produces prodigious amounts of plant biomass not limited by storage capacity. On your main base you can then set up Bio Composters to produce gas that can then run gas power generators. These, for the space, are among the most efficient power generators that do not require specific rare materials to build or maintain.
They're looking into changing the whole 'never attacked when you aren't there' thing. So exploit this while you can folks!
I am new to the game, so when setting up new production facilities do i need to run power from those facilities to my main base? Or how does that work?
@@DanielFlores-fo1ee As long as the local power grid can supply itself, no you don't. So you can wall in some generators with a mining outpost if that works for you.
@@DanielFlores-fo1ee If they're in areas you have to 'teleport' to - i.e. the other biomes - No. Once those bases are set up and operational you can effectively ignore them.
Though you'll want to go back and expand them as needed.
Fighting enemies go into the middle of the sludge, they come all around you but not in the sludge, proceed to mow them down
Also works in mud!
sluge is kidna deadly early game... mud is better if your not fighting mud monsters yet
Thanks esp. for #7; I was using a rough 3:1 ratio for solar/batteries as that keeps to the "city block" tiles nicely but good to know the math works out closer to 5:4 if I want to get too deep. I could do a 5 solar, 5 wind, 5 battery pattern with that extra battery pack being there to pick up excess wind if I happen to have a heavy energy draw spike. And the math for making sure the batteries lasts was very helpful! Very easy to run a quick calculation when you look up and see your power production in the red at night to avoid the urge to dump down a bunch of wind turbines now that I know the math for it!
Bn subscribed for years and I don’t think typically care for watching others play games cuz it’s usually pointless, but I find every once in a while, when I’m playing anything automation related and I’m searching for layout plans or strategies, Niklaus always gives the most comprehensive tips teaching me who stumbled upon Rift Breaker yesterday yet again the most efficient defense/industry ratio. So hello again. Thanks for the Factorio tips, and now I’m happy to discover ur rift breaker videos. Let git it.
i'm obsessed with this game recently..
1. If you do not have the teleport skill, you can use the jump skill to get over walls, sludge and mud. You can even use elevated firing positions to boost your distance and height going over walls.
2. Enemies always attack the closest building/player (not walls).
3. If you already have cultivators you can make future missions easy by building a base in an easily defendable location (without a mine), build a mine outside, sell it and easily fight the big wave, after which you can take the map in comfort.
4. Use the camo skill to backstab the snails on big waves.
5. You can sell and relocate outposts, you CANNOT do it with your HQ so scout the initial map well before placing it.
Alt highest level build is such a life changer. Mind blown. Thanks man!
You should have approximately twice the energy storage capacity of what you actually need. Events can slow down your energy production and ammo factories and energy turrets can drain more energy that is difficult to estimate. Better be prepared than suffer a blackout when several things go wrong in a row.
Also, remember to scan things with the bioscanner! Plants need a familiarity level 3 to be able to farm them. And do farm plants. You can get hard to find resources with farming. And some tech needs specific creatures to be sufficiently scanned.
twice? I once get no wind and no soalr and get to -4000 energy per tick ... (it was before i go big on fusion plants for nuke cannons)
In the mid/late game I didn't even really bother about mining carbonium and ironium anymore. You can just set up some synthesisers in an outpost with a solarfarm or some other sort of massive powerplant and use that as passive income. Can take a while to fill storages but I found it's plenty of resources for normal use situations.
I'm kinda getting there, setting up mining bases is so time consuming, I can set and forget the synth farm and just focus on the fun part which is the killing
Your solar power storage calculations don’t account for current energy usage slowing your fill rate so the storage won’t fill as fast and you don’t as many of them. Suggest 3 panels to one storage.
Only ratio that makes sense to keep track of is the ration by which Solar will last through the night. You can have higher if you want, but then it is for other reason.
Put defensive 9-12 "keeps" with turrets on the periemeter edges of the map, enemy will only attack the closest keep. The rest of the base and miners in the middle of the map are safe and don`t need wals.
This, I recently found out this and I've been happily defending late game attacks from my 40+ Turret fortresses, EZ
The Sigma Strat.
BTW when you say "perimeter edges" do you mean right in the corner, please? I was wanting to try this out, as it's like an extreme version of scratch posting, but I am not sure where to place the forts. I only just started playing yesterday.
@@D00M3R-SK8 somwhere near the perimeter, using landscape to your advantage.
Good idea to build things in 4x4 squares. I'm just on my first go of the prologue, and I ended up building a giant block of storage. The way you have done it, it looks way easier to traverse, I will do this when I start the campaign.
Using the green scanner thing unlocks high end weapons and tech. It should be used in new biomes frequently to get those unlocks.
My middle mouse button is broken, so bye bye the bioscanner :(
@@tanthokg he literally showed in the tips how easy it is to change key bindings
@@DarthTUK I checked the control binding twice and still found no key bining for the bioscanner
@@tanthokg I think its the last one on the left. Could be wrong, but try again.
@@pedropimenta896 the last one on the left is to rotate building. But I managed to finish the game 2 days ago, had to use my old mouse. Thank you anyway, much appreciate that
Thanks! One thing to mention is that Wind Turbine is better than Solar Panel, except for Desert biome.
Wind Turbine Level 1: 12 energy/sec
Solar Panel Level 1: 10.8 energy/sec average (20 energy/sec during the daylight, but 0 during the night)
Not only that, Solar Panel needs Energy Storage for nights, which takes up more space in the base.
sample text!
Incredible tips. These are huge. Thanks for putting this together man.
The Radar tip is a game changer. Thank you so much. That should be number 1 hahaha
In the early game, you’re at your main base, and if you get the warning of a random attack incoming you can cancel the attack by upgrading your HQ. So if you are still building your defenses, wait for the random attack countdown to get close to 0 and then do the HQ upgrade and you’ll get a new countdown started and the random attack doesn’t happen.
I did just that few days ago and I was facing both waves (random attack + wave triggered by HQ upgrade). Xbox SX version
The next wave comes & wears that a** out.
Maybe it's just me, but... I'm not a fan of Solar in this game. As you point out in this video, it works for 13 hours, which means it's only 54.166~% efficient (10.833~ power). Combine that with the need to build storage, you're using twice the space, for less energy than wind. Although there's a couple weathers that negate/reduce wind, I find that most of the ones that reduce solar either also reduce wind, or drastically boost wind. Especially when considering the extra required space, I just find wind to be the better option most of the time, aside from like... the volcanic biome, with the extra solar output.
I usually just use wind and completely ignore solar. I'll build a couple extra, and use some storage, for those instances when wind is reduced, but I would do the same with Solar, while still needing twice the space anyway. Iunno. Yeah, Solar's initial 20 is nice to kinda roll at the very beginning, but one I have even ONE carbonium factory started, I give up on it. And even then, the base itself provides 20, so I can just leash to it if I need to.
"Incoming alert: 2 earthquakes, 5 volcanic eruptions, 3 class-8 tornadoes"
"Okay, let me..." *warps home*
"Crisis averted."
This is how I deal with conflict in real life too. Just sweep them under the proverbial rug by leaving the scene-problem solved!
I like that roadwork.
Sample Text
you beat me to it...
When I saw that comment I was freaking out. So I had to rewatch it; luckily it is less than a sec. Good spot: I should have put in "Subscribe!" for the subliminal messaging
@@Nilaus it must’ve worked regardless, because I seem to be subbed! Thanks for the great videos, just bought the game based solely on your gameplay footage! (Here’s to hoping it ends up differently than Factorio did, I’d like to actually get some stuff done in the next year)
After watching all your great Factorio videos, this looks like Baby Factorio.
Thanks
is it just me or does anyone else have a hard time building evenly by dragging? the placement always seems to drift a tile away
yea, its easier to hold mouse still and move by WSAD :D , that way when nothing blocks your pathway you can make nice line
I think it has to do with the tilted view not aligning with the vertical/horizontal axis of the screen
i think i figured it out. settings > gameplay > camera mode > static stops the screen from moving when the pointer is at different positions from the center
edit: nm, it did help but i think it's just the fact that the cursor snaps to the bottom left of the building placement instead of middle like all the other games
I think it also helps to notice that the mouse is bound to the buildings lower left and not middle which to me feels a bit of when placing.
@@Maretto94 if u do that pressing alt gets bugged and your character gets the button you had pressed + Alt stuck in movement
best weapon combos are= Fist+fist, Swarm+Mini, Corrosive+plasma.
the alt command is a game changer.
I'm not certain about units not respawning inside radar covered areas. In fact I'd say I'm about 95% certain that's not the case. I think respawning is dictated by proximity to any player-built structure, possibly excluding flooring.
You are 100% wrong nothing hostile will spawn in area revealed by a radar
You thought we wouldn’t notice that sample text at 16:37
Not defending outposts only works for lower difficulties. On brutal survival u dont have time to sell those and also u wanna protect them because These are good fighting Points.
I wasted so much time upgrading buildings till I found out about the alt key... Why is this keybind not on that overview?
16:37 Samlpe Text :D
Big Tipp with the Radar Respawn...thx a lot
just bouhgt the game, these tips helped ever so much, thanks a million
few things - you should really mention planting and gathering factories - you can get endless supply of all materials from them and you can switch plants you produce -which you get by scanning them.
Gauntlet are most OP meele weapon.
Scan everything is good way to get more drops, better dps, better usage of already mention factories.
And as last thing - safe before you return...and then DONT go throw it....
oh -things I learned from others youtubers - crafted weapons have different stats -same tier weapons can have range of stats - like blue rifle with 573 dps or 775 dps..which is crazy spread. So maybe craft more of them and get best one.
Pools of mud and acid arent infinite - they eventually run out and slower their production (but never get out completly) - not sure how this works to be fair
I imagine that, as it is in nature, the pools are coming from underground deposits. They appear because of the movement of the tectonic placqes. You cant drain it faster than it comes up.
Nilaus: I did the math and this is the correct ratio for accumulators to solar panels.
Me: Spam accumulators. Meh, spam some more.
But for real, cutting it too close won't work cause your stuff spends energy when you get attacked. So I alway double my consumption 👍🏻
its all one planet. they are separate zones, but the same planet. it literally shows you on the screen you select them, it rotates the planet to them.
It's just a graphics, they are separated maps, does matter if it's same planet or different universe, they are not affecting each other
Everytime i go into a new game with this amazing idea in my head for an organized base... then about 2 hours in it's just a massive mess of machinery.
Recently found that if you hold down 'spacebar + LCTRL', release spacebar then release LCTRL, you will just auto mine until you press spacebar again
@@JavierSalcedoC Confirmed
Thank You for the tips !
That radar trick is bananas. I didn't know!
The nukelauncher destroys things that other weapons or explosives wont.
Hello Nilaus. There is a small bug when you upgrade mines. While upgrading they show different production and consume (like you see after you upgrade that mine from lvl 1 to lvl 2) . But after they upgraded, they show the right resources.
It's not just mines. All buildings show wrong values while upgrading; I believe it's the sum of current stats + upgraded stats. The stats he shows here aren't shown while upgrading though, he's just alt-building and that gives you the correct stats.
I was actually wanting you to do this, I knew you would eventually!
Very nice video. But in the main base, the undefended resources will fall very quickly on higher difficulties. That strategy works on easy, may be normal. Build walls around edge mining spots and holdthedoor :)
Last tip is so good , makes it nearly to easy 🙃
No tutorial is complete without a bit of senseless violence? Yes. I'm going to do a tutorial on some well known (and hated software). There should be no survivors :)
Whats that saying "Gamers will optimise the fun out of the game". Mission accomplished here.
Now I just need a guide for survival mode for both hard and brutal difficulty (dear god is it hard xD)
Yeah, it has an actual timer instead of tying waves to HQ upgrades.
Omg, i didn't realize you could equip two guns. I've always had close combat weapons in my left hand 😂
How did you get your upkeep to go down to zero? I understand that when youre making ammo for the mech or towers it goes up, but I'm never at zero and I dont know what is costing me upkeep!
Radar tip is a game changer
Nilaus, thank you for another fun and helpful video! The game looks really fun but it seems to be missing an important mechanic. When you collide with your buildings at high speed you're not damaging them at all and in the research tree I couldn't find anything that resembles a train that you could be run over by. A bit disappointing tbh.
after I had some beers, that solar math actually made my brain stop working completely...
800, 330 at night... no days that end on Y equals...
...
tips 3 is the best omg ty
I like dual wielding two of the same weapon and switching to another dual wield of another weapon (of different ammo type) when they run out. It makes it much more confortable for me to aim, and it's stronger when exploiting vulnerabilities.
this was really helpful
PC has options promotion codes with some public already to unlock some cosmetics. Skins for mech and a tile/light etc
READABOUTIAMAWESOME Skull Skin
G2ARMYRULEZ G2 Skin
G2ARMYFTW G2 Flag
G2WINS G2 Floor
ILOVEINTEL Intel Skin
AMDISTHEBEST AMD Skin
Kinda wish they would allow the max upgrade building button to be remapped 🤔
You called them accumulators. Your Factorio is showing.
Did you know that if you keep the Hive alive in the beginning of the Campaign, you can farm Cobalt by destroying the eggs? Make sure you have radar coverage over the hive. Go destroy all the eggs (DO NOT ATTACK THE HIVE). Rift jump at least a screen away. Pop open the map, assuming you destroyed ALL the eggs, they should have completely respawned (there might be a small delay, not entirely sure). Rift back to the Hive and repeat. :D
Best tips and tricks
How to view all the resources that I have without going into build mode?
I learned the alt trick, thanks a lot! Never ahd fun waiting for buildings to build so I can upgrade and then wait again so I can upgrade once more :) But I was hoping to hear a reason to have, for example, 2 or more laboratories, or armories. Does it speed anything up? Does anybody know? As far as I know, it only consumes carbonium, but why is there a build limit to them > 1?
I learn new things about this amazing game
One question....how exactly does in up and running LAB work?????
Concrete also stops plants from growing on them which makes everything cleaner
Muito obrigado me ajudou, bastante, tinha coisa que não fazia ideia que tinha no jogo.
oh, killing respawn is a great tip!
Been waiting for a long time for this game and I was not disappointed, it’s great, and I can use MnK on my Xbox series X which makes it even better.
This was really helpful thanks. New sub 👍
For number 10 ive had the habit of protecting resource bases and then just removing the resource production and leaving the defences as small outpost bases, nothing important is lost and it makes the attacks weaken over time as they get closer
Great sharing bro! Why myh game doesn't allow me to do Alien Research?
Can cover this topic?
Any way to move buildings? Relocate them so to speak?
how do you keep the floor clean without having the plants grow back after 2 hrs of play or when you change location and come bacl there is a forest groun on the floor. How do you keep it clean ? i thried all types oof floors even attack floors and still they grow back every time and is a bit annoing
Help, why I'm loosing energy when at night even though i have 8gas powerplant, 1biomass plant, 1 animal plant and 3 geothermal plant.
I have been using double melee a lot, they join together and double power on one hit
You can tell he loves factorio
What allows research to continue? All of a sudden my research is paused. I have power to my research building. What am I doing wrong?
Your concrete looks different than mine. Is that based on an upgrade?
my favorite weapon combo was grenade launcher + minigun. it can solve any problem in the game