My First Poison Gas Farming Facility! - Oddsparks - Episode 16

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  • Опубликовано: 27 авг 2024
  • Today we continue our series on a brand new automation simulation game called Oddsparks where you have to make some little minion friends called sparks and use them to automate your assembly lines. Today in episode 16 of our lets play Oddsparks series we unlock the ability to farm miasma from the noxious catuses and start sending vials to can it for later! Come hang out and let's play Oddsparks!
    #zahait #oddsparks
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    Design automated workshops for your odd and adorable Sparks to carry and craft everything, including more of themselves! Lead your squad of Sparks into combat. Explore a strange fantasy world, in single player or online co-op. Unearth the ancient mystery of the Sparks!
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Комментарии • 20

  • @Tiny_420
    @Tiny_420 3 месяца назад +1

    I think you attacked the frowl a split second before he inhaled the gas.. Then he killed the swords.. In the mountain base your building, I think the small shrubs were blocking the path.. Clearing out areas fully might make building smoother, you can always replant the areas with the loomy spark I think.. ( the spark that's a 1 time use to create leaves )

    • @Zahait
      @Zahait  3 месяца назад +2

      I’m not sure if I’m crazy but it also seems to me that stuff respawns all on its own as well..

    • @sawyeriii
      @sawyeriii 3 месяца назад

      Fill a bunch of puffies with miasma and use them to stun lock the frowlie, rushing the frowlie with choppie( or slashie) sparks to kill it off.
      Except for the stone and quartz it does regrow slowly, faster with loamies.

    • @hippiedude2232
      @hippiedude2232 3 месяца назад

      ​@@Zahait you're not crazy, or at least this can't be used as proof of your craziness. I've noticed it happening too, although it's really slow.

    • @Zahait
      @Zahait  3 месяца назад

      I love the exclusion clause 😂😂 thank you for this!

  • @marcbennett9232
    @marcbennett9232 3 месяца назад +1

    nice nice! ive havent tried the boomy sparks yet. I wonder if they can get sucked up by the frowl and explode. also when you recall your sparks, you can hold down the button to AOE recall, rather than clicking a bunch of times.
    some things I want to try.
    1) a single highway that can successfully transport multiple items. I honestly dont think I have the tools to do this yet.
    2) I want a central storage area to collect all the resources, then have that feed into a series of the quest chests with blockers so I can decide who gets the items. when I need to do a quest, I just open the right blockers and start sending resources through. this one I think I can do.

    • @sawyeriii
      @sawyeriii 3 месяца назад +1

      It can be done now, we have the technology.
      So a series of segments consisting of a crate, short path between with filtered turn offs for each item to store,.. you could even add into the item highway with turn in's,.. filling the entire thing with 1 haulie per segment. If you keep each path length down a minimum you could transport a stack of an item across the map in the time it takees to run that path full and empty( so 2 long paths would be fastest transport speed).
      Use big crates and the 2nd input could be a way to inject more items to be moved into the highway( without filtered items on the paths).
      Densest design would be big crate, output to 2 tile path, up to 2 defined item filters can branch from right side of path to a crate, 1 empty item filter entering on left side of path, 1 separate input going straight into big crate 2nd input slot.
      There's your multi-item highway/bus, operating a 2 tile speed through any distance with the option to add or remove items at every segment/

    • @marcbennett9232
      @marcbennett9232 3 месяца назад

      @@sawyeriii hmmm so I was trying to do it as a long road... but segments might work! I think. the problem (and the problem with the long highway) is controlling the input. since items are used at different rates, the lesser used items will fill up the highway to the point where other things arent being transported.

    • @Zahait
      @Zahait  3 месяца назад

      This is exactly the issue I was running into as well

    • @marcbennett9232
      @marcbennett9232 3 месяца назад

      @@Zahait yeah the only solution I can think of is to have each item on its own roads, which defeats the purpose.

    • @Zahait
      @Zahait  3 месяца назад

      I may have a bit of a solution and a really jank full solution.. time to start testing

  • @hippiedude2232
    @hippiedude2232 3 месяца назад

    Your solution to having long roads is interesting, and certainly a lot cleaner than what i came up with.
    I've two small loops at either end of one road where ive got haulers taking batches of 10 carriers from one end to the other as tokens. When they get to the other side they become carrier minions again and can carry 2 items each (or 20 as a group) back to the starting point before dropping it off and becoming tokens again. I've got the roads filtered so the carriers can only go one way down the long stretch then get trapped in an unload circle until they're empty before moving to be turned into tokens.
    It was a nightmare figuring out how many of each unit i needed where and timing the placements so they'd be spaced out to avoid a jam.

    • @Zahait
      @Zahait  3 месяца назад +1

      Sounds like you put in a lot of work for that setup! I had thought of using tokens as well and trying to find a way to use one road for everything and just divide the tokens at the end but the problem becomes if not all of my stuff is being used at the same rate it would eventually plug up

    • @hippiedude2232
      @hippiedude2232 3 месяца назад

      @@Zahait I haven't really found a good solution for that either, aside from only sending what I plan on immediately using over. I kept my transport line separate from my production areas for that reason, and rely on a notepad document for crafting ratios... Of course it also helps to just make as much of the source materials as possible on site so you only have to ship in the odd bit. Like why ship sawn lumber from the left of the map to the right when I can just tap another infinite tree?