You can also click on the building icon above the inventory area to lock the whole inventory to nothing or to a single item! And if you have storage components on a building, you can lock the inventory it adds all at once. Makes it easy to set inventory restrictions when you have buildings with more than 8 slots! :)
Very true. When I first tested this pattern, I derped with the settings and it didn't work - so I ruled it out completely. I've been using like that on certain setups, but I've noticed that on ones that require fast transfers, the additional transporters help (or might even be required, as they grant the ability for a building to respond to Logistic requests!). Will definitely add this to the corrections list though, thank you!
although "beacon" sounds as if it would be intended to mark locations, it really is a very cheap early game transporter that can connect all buildings in a 3x3 (small) or 5x5 (big) area. watch out to always have a free slot available for any type of transporters since internally they don't transport items from one random building to another random building, but always move the items from that first building to themselves and then from themselves to the other building. thus you also need to have some blight storage (internal or other containers) to be able to transport blight gas "through" any teleporter/beacon.
Nice tips. I've played the game for 75 hours so far and it was a blast. I hit a wall with behaviour limitations pretty early but luckily some nice dude made a mod with a lot of very useful behaviours (mostly inventory-related stuff, like locking slots, looping slots etc.) which has increased my enjoyment quite a bit.
Thank you!! Ohh yes, I saw that just yesterday! It's awesome that there are mods expanding instructions already - I thought it would take longer. I had issues too with hitting limitations, especially coordinates and not being able to access Logistics Network info. Devs already improved coordinates a lot (one "power pole placer" bot I failed to make for 2 hours, I did on minutes on latest version..although it's still derpy!). It's lovely to see the instructions constantly getting improved.
bug holes are always found around enemy hives.... yeah... yeah... true BUT: Bug holes can be found around some lootable objects too (like pickup resources; not the buildings)... which is exactly why your very first point is a VERY risky endeavor too if you have the bugs set on agressive; there aint nothing like starting a fresh game and getting wiped BEFORE you have your base up because a spitter decided to mainline your HQ-drone....
Indeed! I didn't have issues doing it on aggressive, but it does need a lot more care since it feels like playing Cassandra on RimWorld. They keep coming and waves seem to grow pretty fast. I didn't play many hours of it but Aggressive felt pretty difficult!
Great video! Perfect for a nOOb player like me. You had me laughing so hard when you talked about putting the light turrets on fast bots to harass the enemy and draw fire. Congrats, dude, you just discovered light cavalry! 😊
You have the best examples of useful behaviors I have seen thus far. I've been watching 3 other RUclipsrs with much more followers. Keep doing the behaviors in my opinion.
IMPORTANT CORRECTIONS/UPDATES: TL;DRs: TIP #12: You don't need a Transporter in every building as I mentioned - Portable Transporters have a 1-tile range, so they can help transfer items for other buildings too! This won't work for every setup, however, as some setups will need faster transfers using more transporters, or even need the ability for a building to Deliver items that a Transporter grants it. TIP #12: There are Item Reservation issues with the setup shown in the video (Linear Fabricator Array), read below for details. TIP #16 - TL;DR: Enemies are "hitscan", you can't currently "evade" shots. But drive-bys and firing lines are super combat-efficient. DETAILS: TIP #12 - Item Reservations Unfortunately, even after testing a lot for the video, I just noticed Reservation issues with the setup 2 days after releasing it. The 2S Small Building (with 2 Fabricators) will be greedy and use Ware Reservation on the Ores, and the setup will be stuck with a single building using all the Ore. To fix this on this same setup, either: - Use the 1S Small Building (it has 4 slots and 1 fabricator, so it won't reserve Ores away); OR - Use the 2S Small Building, add 1 Interior Slot component to it, and lock slots (2 for ore, 1 for metal bars) This way, the buildings won't keep the Ore stuck reserved. Ore Reservation is a big issue as is, and I've tried different setups that got defeated because of it. Ironically, if you slow down the video and check what I said to my SO over at @ 7:57, that's exactly the same issue that "I figured out".. it keeps trolling me! I wouldn't be surprised if changes are done to the game to improve this Ware Reservation mechanic..it can make this game rather frustrating for less automation-insane players. I hate that I got this wrong here, as I've seen people sharing the video to learn how to use Item Transporters. Hope I can make up to you later. TIP #16 - Hitscan enemies I mention something about "drive-bys" and having enemies miss shots. I'm pretty sure now that the enemy attacks (at least the ones featured here) are hitscan (they apply damage as soon as they fire their shot, regardless of whether the visual effect / projectile hit something). Thinking a bit through, I believe I had the feeling of taking less damage simply because moving perpendicular (or wide-angled) to the enemy causes them to face a firing line - as seen on 17:13, this is highly effective and deals a lot more damage than moving a whole army in a direct, straight line against hostiles. I definitely took less damage when doing "drive-bys"..but that was simply because everything was getting wrecked faster! This is pretty important for making good behaviors - a formation that takes this into consideration, assembles a firing line, and focuses fire on the least healthy enemy in-range would probably deal crazy damage while taking minimal damage even from large waves. Take this as an extra tip to make over for my mistake there! As always, I'm super grateful with all the feedback and response to this video. My microphone seems to have fried itself right after I released it, LOL. Will be the usual RMA PITA but it's still in warranty..phew! Catch you on the next one!!
Nice video thanks but the music was way to loud in the beginning. I could barely understand a word. I got one question about 13:34. I can`t figure out how to actually request items from a storage chest. Only way I could find so far is by using a hauler bot with "storage" set to this specific chest but is there a way to generate a general request for e. g. metal ore?
Glad you've liked it - and thanks for the feedback! You need to use a simple Behavior for that - attach a Behavior Controller to the Unit/Building you want to request items and add the "Request Item" instruction and run the Behavior. This is super simple and will basically request more of the item every time the Unit can take more of it. As with all behaviors, you can tailor it to your needs e.g. only request 20 of each item and so on. Hope that helps :)
I've tried to find simple tutorials on two items: overall efficiency (which for the life of me I cannot seem to get past 50% despite piling on tons of extra power) and the drone component. If you have anything along those lines, I would love the link/timestamp/anything. Thank you!
Unfortunately I haven't covered those yet, but will definitely look into it! The Power feature is a bit weird indeed, the battery power/capacitors feel weird to me. Once I figure them out I hope I can make something about it! For now I recommend building a lot more Capacitors than you think you need for the night (in my experience, they perform a lot worse than what they list on their Stats), and keeping a dedicated factory pumping out Solars and Wind Turbines (especially Large ones when you can). One thing that can happen though, is if you split the power grid, or if you have bots outside your main grid, the top-left UI screen will show you low on power, but actually it's the secondary power grid that is low on power (and often, that is expected)! Unsure if that could be your cause, but that confused me for hours - until I hovered the mouse over the Power widget and it showed info about "the largest power grid" (main one) actually being 100%! Thanks for the comment! o7
I hate that the basic logistic system is way too complicated to be the core of the game. I hope for future QoL updates on that. f.e. more channels or even UID channels (infinite) and more icons. that its a hidden menu with no indication except if you click into it on which settings are configured is absolutely fatal... This is the only thing I really dont like on this game. I want to play around with behaviors and seeing the automation done I programm but the basic logistics unsatisfy me and make me work too hard.. This is my subjective opinion
Hey it's alright! There's indeed a bunch that can be done on the QoL side and with logistics to make the game smoother. Thankfully, the devs are super active and welcoming, so make sure to voice your feedback somewhere (like on their Discord) - community feedback was being prioritized the last time I checked! Thanks for watching!!
Thank you! o7 True! I've only played CoI it for a little bit, but I think it's a lot more straightforward than this one - even with its complexity. Although the more I play this one, the more I like it.. you run into basic logistic issues often. If you don't stop all the time to optimize, you'll need to create and power infinite units. Once you get used to it and learn a lot, gameplay becomes fluid..but even after nearly 70h I still have to stop progress a lot. Both spamming units or optimizing all the time doesn't feel like it would be fun for most people Thankfully, the devs play their own game a lot and they seem to want to make it better (and deeply understand many issues). So maybe check back on it in a few months :)
You can also click on the building icon above the inventory area to lock the whole inventory to nothing or to a single item! And if you have storage components on a building, you can lock the inventory it adds all at once. Makes it easy to set inventory restrictions when you have buildings with more than 8 slots! :)
Wow that's amazing! I remember seeing this on the first day and not giving it any attention. Now I lock slots all the time. Thank you! :D
This game has the potential to become one of the top 4 logistic games, along with factorio, satisfactory and dyson sphere program
fyi, you don't need a transporter in every building in the line, you could use one in every other building. B1 - B2 TP - B3 - B4 TP - B5 for example
Very true. When I first tested this pattern, I derped with the settings and it didn't work - so I ruled it out completely. I've been using like that on certain setups, but I've noticed that on ones that require fast transfers, the additional transporters help (or might even be required, as they grant the ability for a building to respond to Logistic requests!).
Will definitely add this to the corrections list though, thank you!
although "beacon" sounds as if it would be intended to mark locations, it really is a very cheap early game transporter that can connect all buildings in a 3x3 (small) or 5x5 (big) area.
watch out to always have a free slot available for any type of transporters since internally they don't transport items from one random building to another random building, but always move the items from that first building to themselves and then from themselves to the other building. thus you also need to have some blight storage (internal or other containers) to be able to transport blight gas "through" any teleporter/beacon.
Nice tips. I've played the game for 75 hours so far and it was a blast. I hit a wall with behaviour limitations pretty early but luckily some nice dude made a mod with a lot of very useful behaviours (mostly inventory-related stuff, like locking slots, looping slots etc.) which has increased my enjoyment quite a bit.
Thank you!!
Ohh yes, I saw that just yesterday! It's awesome that there are mods expanding instructions already - I thought it would take longer.
I had issues too with hitting limitations, especially coordinates and not being able to access Logistics Network info. Devs already improved coordinates a lot (one "power pole placer" bot I failed to make for 2 hours, I did on minutes on latest version..although it's still derpy!). It's lovely to see the instructions constantly getting improved.
bug holes are always found around enemy hives....
yeah... yeah... true BUT:
Bug holes can be found around some lootable objects too (like pickup resources; not the buildings)... which is exactly why your very first point is a VERY risky endeavor too if you have the bugs set on agressive; there aint nothing like starting a fresh game and getting wiped BEFORE you have your base up because a spitter decided to mainline your HQ-drone....
Indeed! I didn't have issues doing it on aggressive, but it does need a lot more care since it feels like playing Cassandra on RimWorld. They keep coming and waves seem to grow pretty fast.
I didn't play many hours of it but Aggressive felt pretty difficult!
Great video! Perfect for a nOOb player like me. You had me laughing so hard when you talked about putting the light turrets on fast bots to harass the enemy and draw fire. Congrats, dude, you just discovered light cavalry! 😊
Really high quality content man! Keep up the good work!
You have the best examples of useful behaviors I have seen thus far. I've been watching 3 other RUclipsrs with much more followers. Keep doing the behaviors in my opinion.
😮
I hope I can do a showcase of behaviors and share them on a spreadsheet as soon as I can make sure they don't randomly. Lol!
Thank you!!
IMPORTANT CORRECTIONS/UPDATES:
TL;DRs:
TIP #12: You don't need a Transporter in every building as I mentioned - Portable Transporters have a 1-tile range, so they can help transfer items for other buildings too! This won't work for every setup, however, as some setups will need faster transfers using more transporters, or even need the ability for a building to Deliver items that a Transporter grants it.
TIP #12: There are Item Reservation issues with the setup shown in the video (Linear Fabricator Array), read below for details.
TIP #16 - TL;DR: Enemies are "hitscan", you can't currently "evade" shots. But drive-bys and firing lines are super combat-efficient.
DETAILS:
TIP #12 - Item Reservations
Unfortunately, even after testing a lot for the video, I just noticed Reservation issues with the setup 2 days after releasing it.
The 2S Small Building (with 2 Fabricators) will be greedy and use Ware Reservation on the Ores, and the setup will be stuck with a single building using all the Ore.
To fix this on this same setup, either:
- Use the 1S Small Building (it has 4 slots and 1 fabricator, so it won't reserve Ores away); OR
- Use the 2S Small Building, add 1 Interior Slot component to it, and lock slots (2 for ore, 1 for metal bars)
This way, the buildings won't keep the Ore stuck reserved. Ore Reservation is a big issue as is, and I've tried different setups that got defeated because of it.
Ironically, if you slow down the video and check what I said to my SO over at @ 7:57, that's exactly the same issue that "I figured out".. it keeps trolling me!
I wouldn't be surprised if changes are done to the game to improve this Ware Reservation mechanic..it can make this game rather frustrating for less automation-insane players.
I hate that I got this wrong here, as I've seen people sharing the video to learn how to use Item Transporters. Hope I can make up to you later.
TIP #16 - Hitscan enemies
I mention something about "drive-bys" and having enemies miss shots.
I'm pretty sure now that the enemy attacks (at least the ones featured here) are hitscan (they apply damage as soon as they fire their shot, regardless of whether the visual effect / projectile hit something).
Thinking a bit through, I believe I had the feeling of taking less damage simply because moving perpendicular (or wide-angled) to the enemy causes them to face a firing line - as seen on 17:13, this is highly effective and deals a lot more damage than moving a whole army in a direct, straight line against hostiles. I definitely took less damage when doing "drive-bys"..but that was simply because everything was getting wrecked faster!
This is pretty important for making good behaviors - a formation that takes this into consideration, assembles a firing line, and focuses fire on the least healthy enemy in-range would probably deal crazy damage while taking minimal damage even from large waves.
Take this as an extra tip to make over for my mistake there!
As always, I'm super grateful with all the feedback and response to this video. My microphone seems to have fried itself right after I released it, LOL. Will be the usual RMA PITA but it's still in warranty..phew!
Catch you on the next one!!
You hurt me when you showed me i didn't have to chain storage racks to make ghetto convayers. Liked.
Thank you for the tips.
Nice video thanks but the music was way to loud in the beginning. I could barely understand a word.
I got one question about 13:34. I can`t figure out how to actually request items from a storage chest. Only way I could find so far is by using a hauler bot with "storage" set to this specific chest but is there a way to generate a general request for e. g. metal ore?
Glad you've liked it - and thanks for the feedback!
You need to use a simple Behavior for that - attach a Behavior Controller to the Unit/Building you want to request items and add the "Request Item" instruction and run the Behavior.
This is super simple and will basically request more of the item every time the Unit can take more of it. As with all behaviors, you can tailor it to your needs e.g. only request 20 of each item and so on.
Hope that helps :)
lol I'm watching this suggested video, not even seeing it was you, and BAM I see my own comment highlighted. *blush*
Glad it helped you :)
LOL nice - welcome back!
Indeed, you even mentioned it could copy buildings and I didn't realize. It really got me to investigate the games bindings 😆
Great video. Learned a lot. Consider yourself having a new sub.
Thanks so much - it means a lot!!
I've tried to find simple tutorials on two items: overall efficiency (which for the life of me I cannot seem to get past 50% despite piling on tons of extra power) and the drone component. If you have anything along those lines, I would love the link/timestamp/anything. Thank you!
Unfortunately I haven't covered those yet, but will definitely look into it!
The Power feature is a bit weird indeed, the battery power/capacitors feel weird to me. Once I figure them out I hope I can make something about it! For now I recommend building a lot more Capacitors than you think you need for the night (in my experience, they perform a lot worse than what they list on their Stats), and keeping a dedicated factory pumping out Solars and Wind Turbines (especially Large ones when you can).
One thing that can happen though, is if you split the power grid, or if you have bots outside your main grid, the top-left UI screen will show you low on power, but actually it's the secondary power grid that is low on power (and often, that is expected)! Unsure if that could be your cause, but that confused me for hours - until I hovered the mouse over the Power widget and it showed info about "the largest power grid" (main one) actually being 100%!
Thanks for the comment! o7
In tip 11 which discord did you mean because I can't find it. Thanks for the great video
Heyo! It's this one: discord.gg/desynced
It's dug a bit too deep in the video description, whoops!
And thank you for watching!!
I hate that the basic logistic system is way too complicated to be the core of the game.
I hope for future QoL updates on that. f.e. more channels or even UID channels (infinite) and more icons. that its a hidden menu with no indication except if you click into it on which settings are configured is absolutely fatal...
This is the only thing I really dont like on this game. I want to play around with behaviors and seeing the automation done I programm but the basic logistics unsatisfy me and make me work too hard.. This is my subjective opinion
Hey it's alright! There's indeed a bunch that can be done on the QoL side and with logistics to make the game smoother. Thankfully, the devs are super active and welcoming, so make sure to voice your feedback somewhere (like on their Discord) - community feedback was being prioritized the last time I checked!
Thanks for watching!!
I really appreciate this video, but after watching it made me realize I would rather play Captain of Industry.
Thank you! o7
True! I've only played CoI it for a little bit, but I think it's a lot more straightforward than this one - even with its complexity.
Although the more I play this one, the more I like it.. you run into basic logistic issues often. If you don't stop all the time to optimize, you'll need to create and power infinite units. Once you get used to it and learn a lot, gameplay becomes fluid..but even after nearly 70h I still have to stop progress a lot.
Both spamming units or optimizing all the time doesn't feel like it would be fun for most people
Thankfully, the devs play their own game a lot and they seem to want to make it better (and deeply understand many issues). So maybe check back on it in a few months :)
How did you change the color of the buildings?
Hi! Go into the Control Panel (F screen), and click on the Faction tab. You can change faction name and color there!
1k sub :D
Wooow! Thank you for the kindness!! o7
REALLY?
Que?