Please help me out by liking the video! If you want early access to new content, consider becoming a member. Note: Is it just me that spends WAAAY too much time wandering around the map collecting things in this phase?
A helpfull advice to kind of speed up the hard drive research: You can place a second MAM at the any crash site you visit and start the scan rigt there, then delete the MAM again afterwards. The scanning process is started and the timer keeps going even tho you "deleted" the building. So you can keep exploring without having to wait for the scans later on.
the first thing you should unlock with coupons would be the concrete material for foundations. with that you only need concrete to build foundations! cuts away the need for steel plates. and they look alot better in my opinion.
One thing to keep in mind with the rebar gun is once you unlock the explosive rebar, it lets you deal with things like the fart flowers a lot more easily than even throwing the nobelisks.
Point of contention. You don't want to start converting powerslugs (or even alien parts) until after you've unlocked the production amplifier research in the M.A.M. each constructor you put a somesloop in will double the output.
Fair point! I mostly use them for overclocking resource nodes. Since you get a billion of them I never really got into a situation in which they ran out. I'd rather build another machine if I need more production than waste the power on overclocking (but saving space *can* be nice sometimes).
I am still following your guidance, but very loosely. Thanks to you I now have a parachute! I may have missed something, how do I get the ability to over or under clock my production machines? Also, I find myself watching your videos more than once a lot. I know it must be an effort, but could you put time stamps in please, it would help a lot when I ask myself 'What did TDA say about that' again and again
You need to find a slug and research the power shards in the MAM --> this tree will allow for over/underclocking. Good point about the timestamps - I always forget about that.
If you follow along you'll be able to see all my layouts. With all the upgrades you get later on and the complexity of some recipes it's almost unavoidable that you'll run into some spaghetti - Just remember to leave yourself LOTS of space to build. Also, don't forget you can go vertical and just add new floors if you need more space!
I definitely agree with this comment "I TOTALLY agree with this comment: "Awesome video as always, keep up the good work, man. And thanks again for your work." Thanks again!" Appreciate the tips lol.
I'll talk about those in a later episode when they become more 'needed'! I've tried to stay away from them early on as many (new) players may not find a lot of harddrives early on, and as such may not have the recipes I do.
@@TheDutchActuary Absolutely true, for the wrong reasons. I don't think most new players explore enough. It's easy to get caught up in building, but the game is so well balanced it's not enough to build only. That's why the belting burners was so great, as it allowed me to forage and explore at the same time. Game changing, for me. Not for ADA. lol
Worth mentioning you can buy parts in the awesome shop then sink them for way more than they cost. Becomes less efficient the more you do this so only worth it very early on but great for getting the basics from the shop.
The belts feed into a smart splitter. The direct route into the storage unit is set to 'any'. The side (with the lift) is set to 'overflow'. So as soon as the storage is full, items go into the lift. The mergers on top are directly put onto the top of the lift, with the 'output' side pointing towards the sink. Pull a belt through the entire line of those mergers, hook it up to the sink, done!
13:20 "not super fast"?! you must not be sprinting with it, because it gets goin. If you have hold to sprint off, you need to start sprinting while ziplining. It's tracked seperately from normal sprint for some reason...
Oh that might explain the speed then. I do have sprint auto-enabled by default. I hate having to loop around the poles though in this stage (gets a lot better with the new large power lines though)
Please help me out by liking the video! If you want early access to new content, consider becoming a member.
Note: Is it just me that spends WAAAY too much time wandering around the map collecting things in this phase?
It’s important to explore early for the cast screws solid steel and encased beams!
@@Waggabagaboo Sure, but you can do that after the next few builds ;)
A helpfull advice to kind of speed up the hard drive research: You can place a second MAM at the any crash site you visit and start the scan rigt there, then delete the MAM again afterwards. The scanning process is started and the timer keeps going even tho you "deleted" the building. So you can keep exploring without having to wait for the scans later on.
Good one! I do this myself, so by the time you get back you've pretty much done most of the research already. Definitely helps speed things up!
the first thing you should unlock with coupons would be the concrete material for foundations. with that you only need concrete to build foundations! cuts away the need for steel plates.
and they look alot better in my opinion.
Awesome video as always, keep up the good work, man. And thanks again for your work.
Thank you for the encouragement!
One thing to keep in mind with the rebar gun is once you unlock the explosive rebar, it lets you deal with things like the fart flowers a lot more easily than even throwing the nobelisks.
Point of contention. You don't want to start converting powerslugs (or even alien parts) until after you've unlocked the production amplifier research in the M.A.M. each constructor you put a somesloop in will double the output.
Fair point!
I mostly use them for overclocking resource nodes. Since you get a billion of them I never really got into a situation in which they ran out. I'd rather build another machine if I need more production than waste the power on overclocking (but saving space *can* be nice sometimes).
I am still following your guidance, but very loosely. Thanks to you I now have a parachute!
I may have missed something, how do I get the ability to over or under clock my production machines?
Also, I find myself watching your videos more than once a lot. I know it must be an effort, but could you put time stamps in please, it would help a lot when I ask myself 'What did TDA say about that' again and again
You need to find a slug and research the power shards in the MAM --> this tree will allow for over/underclocking.
Good point about the timestamps - I always forget about that.
Excellent vid. Are you going to be making anything in regards to factory layout/planning? That's probably my largest struggle...
If you follow along you'll be able to see all my layouts. With all the upgrades you get later on and the complexity of some recipes it's almost unavoidable that you'll run into some spaghetti - Just remember to leave yourself LOTS of space to build.
Also, don't forget you can go vertical and just add new floors if you need more space!
Unlock foundations, go to doggo cave. While one nest has a helmet and zapper, another one has blade runners you can snag early.
Hey TDA, do you have your games streamed on twitch or anything like that? Something we can easily just follow along with?
I definitely agree with this comment "I TOTALLY agree with this comment: "Awesome video as always, keep up the good work, man. And thanks again for your work." Thanks again!" Appreciate the tips lol.
I TOTALLY agree with this comment: "Awesome video as always, keep up the good work, man. And thanks again for your work." Thanks again!
Excellent video. You should do a video on alternate recipes.
I'll talk about those in a later episode when they become more 'needed'! I've tried to stay away from them early on as many (new) players may not find a lot of harddrives early on, and as such may not have the recipes I do.
@@TheDutchActuary Absolutely true, for the wrong reasons. I don't think most new players explore enough. It's easy to get caught up in building, but the game is so well balanced it's not enough to build only. That's why the belting burners was so great, as it allowed me to forage and explore at the same time. Game changing, for me. Not for ADA. lol
@@grandpa_plays_chess2 anytime I'm not sure what to do next, I run around looking for drives, slugs, spheres, and somersloops while I think about it.
Worth mentioning you can buy parts in the awesome shop then sink them for way more than they cost. Becomes less efficient the more you do this so only worth it very early on but great for getting the basics from the shop.
can you number the videos plz, the playlist is all over the place
The irony of @anarchy…. asking for order
I cannot for the life of me figure out how you built the mall overflow system. ¯\_(ツ)_/¯
The belts feed into a smart splitter. The direct route into the storage unit is set to 'any'.
The side (with the lift) is set to 'overflow'. So as soon as the storage is full, items go into the lift.
The mergers on top are directly put onto the top of the lift, with the 'output' side pointing towards the sink.
Pull a belt through the entire line of those mergers, hook it up to the sink, done!
@@TheDutchActuary yeah I get the idea, I just couldn't get any of the placements to work that way!
@@kawsiphek I did eventually figure it out -- I didn't realize you could snap a merger/splitter directly onto a lift.
@@nullactorRight, any new player should learn this fact. One of the most important staples of compact factory building.
First!!! Well… second.
13:20 "not super fast"?! you must not be sprinting with it, because it gets goin.
If you have hold to sprint off, you need to start sprinting while ziplining. It's tracked seperately from normal sprint for some reason...
Oh that might explain the speed then. I do have sprint auto-enabled by default. I hate having to loop around the poles though in this stage (gets a lot better with the new large power lines though)
Also, pressing right click "locks" your hand keeping the zip line activated even when jumping, allowing easier reattaching to powerpoles.