I look forward to when we can build the various factory decorative stuff ourself like we see in the ruins. Also its super cool that you also do aesthetic stuff. I am also liking the fact that you work in side passages/tunnels/caves rather than the big one so that you can keep the beauty. This was a good episode and I am looking forward to more from you, especially after the 18th when you don't feel like you need to hold back on story or build and all that. Oh. PS. I found the upload of your livestream and watched it all, yeah, all 5 hours, super cool stuff!
Yea, according to the roadmap, some more aesthetic stuff like walls and decorations is coming in 0.2, so not that far off. I'm really looking forward to that update!! And wooo the whole 5 hours, that's a win :) Andrii had me cracking up during the core placement :P
Another topic slightly connected to what you said in this video about preservation. I was wondering about building factories in solid rock to minimize performance usage by big factories. Using the in-build culling system to limit the performance drop caused by mega-factories, e.g. by creating multiple sub-caves in the rockface for the factory connected with corridors for belts, and power.
Yea, definitely something that might help late game optimization. The builds I played on before weren't fully optimized, so I had to cut corners in various ways. The EA build seems pretty stable, haven't heard much in the way of performance complaints so far. That said, I do plan to start using the environment more as I finish some of the temporary stuff. Move into the pretty side of factories :) Going to have to top those factories I built for the upcoming launch trailer! Can't wait to see more of what the player base does with the game in their hands soon, I know there are way more creative people out there than me :)
Planter design so nice, I made a duplicate for the silverthron seeds, works just as good. Still feeding a few machines by hand but slowly gettinng a nnice production factory, This is a ggreat game.
Agreed, the game is a lot of fun to discover! And yea, the planter layout should work just as well with the shiverthorn seeds. The numbers are quite similar for the first stage.
That efficiency guide you did at the end with the planters is amazing! That kind of content is what I would like to see more. I appreciate that a lot! Also very very nice and OCD friendly factory decorations all around, especially that neat how-to-build-a-tunnel guide, particularly on how to make a ramp section (that I didn't even know that you could actually do in game) I just found your channel and its a secret gem. Instant like and subscribe. Looking forward to see more of your ideas and creativity you have! Cheers!
I appreciate the kind words. I definitely enjoy doing a little OCD factory work, especially in Techtonica where it's hard to find perfect harmony sometimes :) I plan to put some of these things in their own video at some point with more attention. Trying to get through a bunch of ideas :)
@@relyengaming I'm also checking your Satisfactory content since I play that game too. I guess you can learn new amazing things after 822 Hours of playing the game. Keep up with that good stuff!
This planter method is genius literally used less planters than I had before and getting more 3x more plant matter than my old setup and my threshers are still backed up
I liked the planter pattern at the end. Have you considered a circle-belt or perhaps more known under a "sushi-belt" for compact design and being a little more flexible on the capacity? I know it needs an extensive use of filter inserters but it can be build very compact and seed optimizing but I especially like the simplicity of it. In the past I even experimented with extremly large number of planters and thrashers with a single belt. Constantly adding and taking from the belt kept everything under the belt capacity.
I'm certainly open to trying new things. This load balanced design kind of dates back to the alpha where seeds were more limited, so it's just been a habit of mine. Not nearly as necessary as it was back then. I have tried a few circle belts with planters in the past, I just didn't like the seeds getting picked up by full planter inserters while further down the loop planters were empty. The easy solution is add more seeds. As for extensive use of filter inserters, not really an issue. Once you have water wheels, power really isn't an issue anymore.
@@relyengaming A single circular belt has not this issue well not as bad anyway. Every inserter can hold only one seed and since it's a single rotating belt it has build in distribution. You actually want them to hold a seed so once a spot empties it needs less than a second to plant the next. This is how I balance seeds actually. I watch if every inserter is holding a seed. That being said I think your design of this video is indeed probably the most seed-saving variant.
@@AaronOkeanos Yea, I have a used a circular belt for seeds before, I'd prefer that to a straight belt. It definitely works. And yes, you are right having the inserter holding one is a good thing. I didn't go super in-depth in the video, the layout I showed is just the one I tend to use a lot. But I've gone from manifold, to looping, to completely crazy (planter tower :P). They all work :)
I think what you are referring to is the "Alt" or "Overlay" mode. On PC you can hit the Left Alt button by default. On XBox, I'm not sure, you can check the default mapping in the Controls > Default Actions > Toggle Overlay Mode. Activating the Overlay mode adds some useful information on top of machines/inserters/etc
Love the free power. With the crank upgrade, I was able to link all the cranks and get 594Kw from just the two water wheels. That will keep me going for a day or two.
Originally, I timed them all myself with a stop watch and excel spreadsheet. But, now there is a calculator website made by another alpha player, www.techtonica-calculator.com/ that has all of the juicy numbers. There is also a map, etc (so be careful of spoilers if you are avoiding them).
As an aside I hope that in the future there is more to do with the Fabrication Facility complexes. Both Lima and the main one. Maybe even have it so we could see them physically change as they get upgraded, from near ruins to pristine facilities at final upgrade. I say this cause right now they are just there and boring, for all that they do have potential.
Agreed, it would be nice to see them change a bit as we upgrade them. I know the devs got what they thought was most important in for the 0.1 EA release. But I think overtime we'll see the game expand and grow based on player feedback. I believe they'll have a site up and ready on day 1 (if it's not already up)
Sure, for the most part yea, it’s like any factory game. But there are some tech unlocks behind certain things which also end up triggering some story elements. But you can pretty much ignore the story if you like.
Excellent video again. Helpful, funny, unconventional and on the point. Your videos deserve more attention.
Glad you think so! I'm sure if I post regularly, over time I'll get more noticed :) I do appreciate it!
I can totally agree on that!
I look forward to when we can build the various factory decorative stuff ourself like we see in the ruins.
Also its super cool that you also do aesthetic stuff. I am also liking the fact that you work in side passages/tunnels/caves rather than the big one so that you can keep the beauty.
This was a good episode and I am looking forward to more from you, especially after the 18th when you don't feel like you need to hold back on story or build and all that.
Oh. PS. I found the upload of your livestream and watched it all, yeah, all 5 hours, super cool stuff!
Yea, according to the roadmap, some more aesthetic stuff like walls and decorations is coming in 0.2, so not that far off. I'm really looking forward to that update!!
And wooo the whole 5 hours, that's a win :) Andrii had me cracking up during the core placement :P
Another topic slightly connected to what you said in this video about preservation. I was wondering about building factories in solid rock to minimize performance usage by big factories. Using the in-build culling system to limit the performance drop caused by mega-factories, e.g. by creating multiple sub-caves in the rockface for the factory connected with corridors for belts, and power.
Yea, definitely something that might help late game optimization. The builds I played on before weren't fully optimized, so I had to cut corners in various ways. The EA build seems pretty stable, haven't heard much in the way of performance complaints so far.
That said, I do plan to start using the environment more as I finish some of the temporary stuff. Move into the pretty side of factories :) Going to have to top those factories I built for the upcoming launch trailer! Can't wait to see more of what the player base does with the game in their hands soon, I know there are way more creative people out there than me :)
Holy OCD stairway, Batman! OSHA Mining approved tunnels and stairs.
Definitely can say that I like to put stairs in my builds :P
Planter design so nice, I made a duplicate for the silverthron seeds, works just as good. Still feeding a few machines by hand but slowly gettinng a nnice production factory, This is a ggreat game.
Agreed, the game is a lot of fun to discover! And yea, the planter layout should work just as well with the shiverthorn seeds. The numbers are quite similar for the first stage.
That efficiency guide you did at the end with the planters is amazing!
That kind of content is what I would like to see more.
I appreciate that a lot!
Also very very nice and OCD friendly factory decorations all around, especially that neat how-to-build-a-tunnel guide, particularly on how to make a ramp section (that I didn't even know that you could actually do in game)
I just found your channel and its a secret gem. Instant like and subscribe.
Looking forward to see more of your ideas and creativity you have!
Cheers!
I appreciate the kind words. I definitely enjoy doing a little OCD factory work, especially in Techtonica where it's hard to find perfect harmony sometimes :)
I plan to put some of these things in their own video at some point with more attention. Trying to get through a bunch of ideas :)
@@relyengaming I'm also checking your Satisfactory content since I play that game too. I guess you can learn new amazing things after 822 Hours of playing the game. Keep up with that good stuff!
Awesome, much appreciated! And yea, I have thousands of hours in Satisfactory and I still learn things. It's amazing.
This planter method is genius literally used less planters than I had before and getting more 3x more plant matter than my old setup and my threshers are still backed up
I liked the planter pattern at the end. Have you considered a circle-belt or perhaps more known under a "sushi-belt" for compact design and being a little more flexible on the capacity? I know it needs an extensive use of filter inserters but it can be build very compact and seed optimizing but I especially like the simplicity of it.
In the past I even experimented with extremly large number of planters and thrashers with a single belt. Constantly adding and taking from the belt kept everything under the belt capacity.
I'm certainly open to trying new things. This load balanced design kind of dates back to the alpha where seeds were more limited, so it's just been a habit of mine. Not nearly as necessary as it was back then. I have tried a few circle belts with planters in the past, I just didn't like the seeds getting picked up by full planter inserters while further down the loop planters were empty. The easy solution is add more seeds.
As for extensive use of filter inserters, not really an issue. Once you have water wheels, power really isn't an issue anymore.
@@relyengaming A single circular belt has not this issue well not as bad anyway. Every inserter can hold only one seed and since it's a single rotating belt it has build in distribution.
You actually want them to hold a seed so once a spot empties it needs less than a second to plant the next. This is how I balance seeds actually. I watch if every inserter is holding a seed.
That being said I think your design of this video is indeed probably the most seed-saving variant.
@@AaronOkeanos Yea, I have a used a circular belt for seeds before, I'd prefer that to a straight belt. It definitely works. And yes, you are right having the inserter holding one is a good thing.
I didn't go super in-depth in the video, the layout I showed is just the one I tend to use a lot. But I've gone from manifold, to looping, to completely crazy (planter tower :P). They all work :)
Hi. how do you mark a building by by produced resource and the direction of the manipulator?
I think what you are referring to is the "Alt" or "Overlay" mode. On PC you can hit the Left Alt button by default. On XBox, I'm not sure, you can check the default mapping in the Controls > Default Actions > Toggle Overlay Mode.
Activating the Overlay mode adds some useful information on top of machines/inserters/etc
@@relyengaming thank you very much my friend
Anytime, glad I could help!
Love the free power. With the crank upgrade, I was able to link all the cranks and get 594Kw from just the two water wheels. That will keep me going for a day or two.
Yes! it’s a nice little early game boost!
Water wheels produce 100 torq. Crank generator take 40 torq. So for 2 water wheels you can power 5 generators .
Quite right! This was changed in the 0.1.1 update, so definitely good to point out for future viewers! 😉
I wonder what would you achieve now that base building update is out
Just curious where you find the input and output stats of the inverters and threshers?
Originally, I timed them all myself with a stop watch and excel spreadsheet. But, now there is a calculator website made by another alpha player, www.techtonica-calculator.com/ that has all of the juicy numbers. There is also a map, etc (so be careful of spoilers if you are avoiding them).
As an aside I hope that in the future there is more to do with the Fabrication Facility complexes. Both Lima and the main one. Maybe even have it so we could see them physically change as they get upgraded, from near ruins to pristine facilities at final upgrade. I say this cause right now they are just there and boring, for all that they do have potential.
Agreed, it would be nice to see them change a bit as we upgrade them. I know the devs got what they thought was most important in for the 0.1 EA release. But I think overtime we'll see the game expand and grow based on player feedback. I believe they'll have a site up and ready on day 1 (if it's not already up)
Can this be enjoyed without story mode?
Sure, for the most part yea, it’s like any factory game. But there are some tech unlocks behind certain things which also end up triggering some story elements. But you can pretty much ignore the story if you like.