Making ROBOTS 🤖 On ASSEMBLY LINES In FOUNDRY Early Access | 11 | Lets Play
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- Опубликовано: 28 авг 2024
- FOUNDRY is a first-person factory building simulation set in an endless procedurally generated voxel world. While you start small by crafting your first items and machines by hand, you will soon find yourself surrounded by a large sci-fi factory doing the work for you. You need to expand your factory by building more production lines, conveyor belts and pipes while keeping a stable power supply for your growing energy demands. By conducting research, you will unlock more advanced, complex and faster technology to optimize the design and maximize the output of your factory. Solo or cooperatively with friends!
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KEY FEATURES
- First-Person 3D
- Stylized Sci-Fi Theme
- Procedural Voxel World
- Base Building
- Crafting
- Automation & Logistics Management
- Research and Progression
- Multiplayer
- Modding
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A robot costs 160 bars and sells for 200 bars. That's a net profit of 40 bars per robot. Considering that the other resources requirement is not much more than for simple drones (by 20-30%) and sell for 8 times as much, making robots instead of drones is extremely profitable.
Yeah! Loving this series - so glad you seem to be enjoying the game enough to continue
You profit 40 bars per robot, compared to 5 per drone. Also, I was quickly limited by transport ships, and had to build a ton of ports.
Porque? Eles não yrabsportam vários robôs de uma vez?
@@RodolfoClash It's actually the bars that stack up quick. 1 robot sells for 200 bars (and costs 160 to make).
I found making a splitter loop that would take off 1 robot part in 5 for the torso, then 2 of the 4 remaining for leg/arm each kept the line moving much better. Last I looked I had like 189k firmalite in storage. :)
Nilaus, if i may make a suggestion, do not use the module storage(silo storage) for general fluids. the flow out and in for certain fluids does not work right. For example, water in and out will only flow at 50. however the low density will flow at 400ish same as the oil.
Just to help you out, when you get to setting up a blast furnace. 2 Fully built Air Intake, 4 Hot Air Stove, will run 1 Blast Furnace. Which I think is more efficient for making Xeno Plates and Tech Rods.
Blast Furnace Reduce the Amount of Ore you need.
Example: 1 Blast Furnace Turns 2*640 Xenoferite Ore, 256 Mineral Rock, 640 Cocked Ignium (256 Ore) into 6x 640 Lines of Plates. It would need 96 Casting Machines for this and Energy Wise it uses something about 30-45 MW.
So Yes Blast Furnace Reduce dramaticly the Ore Consum of your Base but Cost a Hell of a lot Power.
Minute 20:00, the first building given by that research is how you obtain the air I suppose
Yes, you only need the air intakes and that is all.
It' seems intuitive to me to feed both sets of limb attachers from the same bank of assemblers; that way robots aren't waiting for a left limb while a buffer of right limbs builds up. I dunno, these robots just seem like a post-bus setup to me. They are conceptually a firmalite mine that consumes 80% of its own output as upkeep,(along with all the non-firmalite intermediaries), but that upkeep needs to flow to all the right places or we don't even get the initial investment back. Often in factory games, adhering to ratios have marginal benefits, but this chain in particular seems like is heavily punishes disregarding them.
I hope we can eventually make more than just service robots on the assembly lines. Imagine making more types of robots to sell for more types of currency.
What caught me out is although the service robots' fermalite production is a positive feedback loop, this breaks if you split the incoming fermalite into science. You need to pause the research and wait for the assembly to ramp up.
Science never actually becomes irrelevant. Mining efficiency and pumpjack efficiency are repeatable and the cost scales higher each time. So once everything else is researched you’ll be researching those for the rest of the game.
should have went with the Voltron Lions' colors. Red right arm, green left arm, blue right leg, yellow left leg, too bad there isn't a black head chest but i guess you could use purple until there is a mod for it.
Its so satisfying!
I would think it would be easier to have 1 arm and 1 leg build and evenly split them into the right/left sides, right?
Are you planning any more in this series? You were posting almost every day but it has been nearly a week since the last one.
amazing work very indef playthrough I've subbed keep up the amazing work
Part of me wants to build transports and trains in the same assembly line (huge trains!) method. BUT another part of me doesn’t want it to be tedious to build them either.
U still should go and research the mining/pumpjack efficiency since NONE of the resources are infinite.
Right around the 5:25 mark, when you are placing assemblers, it almost looks like it was allowing you to place it on top of the inserters. Does this game allow for vertical stacking of buildings???
I would be very interested in seeing what kind of madness you could come up with on a compact stacked build of some sort :)
Yay robots!
tbh the firmalite balance feels way off. i scaled up drone sales big time just to supply my service robot production. Kinda feels like they eat much more firmalite than what they sell for.
Still just a guess, haven't done the math.
It's not difficult to calculate. I'll save you time: a robot costs 160 bars and sells for 200. That's a net profit of 40 bars per robot. Considering that the other resources requirement is not much more than for simple drones (by 20-30%) and sell for 8 times as much, making robots instead of drones is extremely profitable.
But some initial stock of ingots is needed to start a fully self-sustaining and subsequently profitable production. If you start a production line without a sufficient stock of ingots or already printed sheets, the line will take quite a long time to reach working capacity; production will constantly stall due to the delay between ingot arrival (trade/transport time costs) and consumption. That's what the buffer is needed.
I'm optimistic about the late game. Early game is pretty dull; as with Satisfactory there are really no interesting design choices to make, you just do the busywork of building what you need. But the modular buildings, the assembly lines, the (slow) transport ships and the feedback loop of resources through the space station all seem like they have potential to make the late game much more interesting.
I love the game. Hate the mining.all methods suck big time. But its keeping me busy while i wait for satisfactory.