@@RichardPhillips1066 If you start now, you'll probably find that you have to restart. The team have 1 whole year of content on the roadmap and there's more to come! Whether you want to wait that long Is up to you!
I really love how clean you speak. It's so easy to understand you... even when you talk a bit faster. There are so many content creators in Germany who do speak a lot of "denglish", an immature mixture of mostly german and a bit of bad, very bad english. You sir,... you're different and I really appreciate it. This is why I prefer english speaking content creators like you. Much respect and love for what you do and how you do things from Germany.
For me, it was easier to go with a distributed, black-box model with a central bus system that feeds the various production areas. I treat each area like a black-box; it has an input, a single production item, and the output. Think of writing a computer program with various functions being run my the main program. Since each area is a dedicated item, I can easily scale the item if I need by simply extending the input and adding more machines. For the output, I add a storage if necessary, and then route the output item back into the main bus system. What is nice is that I can take advantage of the Y coordinate, both underground and in the sky. Using this methodology, I found I didn't need to redesign the whole factory as new unlocks appeared. However, I have no idea if this methodology works in the long-term. I am still early in the process.
Sounds pretty cool. Are there any images of layouts of this type of build (if even for another game)? I can't quite picture it. But it sounds adaptable, and after about 5 restarts, it may be a good solution for my scatter brain.
I've been with this game from near the beginning, and I've loved it through all its iterations. I really like some of the changes they've made to the production line with ore refinement and the smelters auto-detecting the recipe. That meant that when I "upgraded" my production, all I needed to do was add in the crushers at the beginning, and then upgrade my output lines to handle the increased output. Very nice. Also, from everything I've known about the game, the loaders do not have a maximum speed and run at the speed of the belt, so placing multiple output loaders from your drone miners isn't necessary. Can't wait for your next video on this. Absolutely love how you've routed everything down under and brought the items out to the "mall" area. I'm only a day or so into my playthrough after the release, and I'm really strongly considering restarting and doing something like that. So clean and efficient! Big fan of your Satisfactory stuff, so I can't wait to see your gigafactory in this game!
I love that you buried your belts for a cleaner look. I found out the hard way that your robot doesn't stoop or crouch to pass through slightly shorter tunnels, so you can't cross over the belts that you've laid if you only have 2 cubes of vertical room. When I have the materials to expand elsewhere, I'm going to elevate the foundation instead, so I can bypass the need to dig trenches.
Big thing for me with starting in Foundy is figuring out how much each drone miner is providing. Obviously is not stable based on distance from the miner and it'll get worse as they need to travel farther as the node gets mined out. I *think* they cap out around 60 ore/min? But any work on miner for at least belt 1 saturation would be nice.
So I know what I am doing tonight in the Foundry. Mine isn't a mess but not that neat. I'll go through and make more blocks just to cram everything together again. Rinse and repeat. I had not really understood why you needed to go from the rubble up to the next level. But I understand it more now. Makes sense to not build the factory around the mining areas, but like you said, that is not something that is told. I think some of the information on the F1 page might need to be looked at and fixed. Or made a little bit more complex for once you do get into pipes and more. I can say I have probably put 6 hours into my first save. And so far have not run out of material but do see many another hour or 2 and it's gone. Might start a new game with this information and all I have learned myself from playing. Excited to see more.
Fan since mid satisfactory days. Played a bit of this one over the weekend. Whilst of course yours is much better than mine I have found putting chests at beginning of lines to be a handy way to quickly see if machines are overusing inbound items or not, helped save me a few train wrecks when expanding or not keeping an eye on deposits being depleted
When I get High Voltage I rebuild my "starter" factory elsewhere (using non-starting nodes) immediately, then rebuild the initial factory into what is pretty much a self-contained research centre. Crushing ore before smelting is a must (as soona s possible), else you will run out of resources before you get the tech you need to start exploiting distant resources. [Also Mining Force I or really good shot placement with your explosives to access that critical second initial XF reserve.] Then build microfactories producing basic components and run between them (never underestimate the bandwidth pf a running robot). I think you can only build a serious factory when you get the transport drones. Until then it's all starter factory. That said I had to restart completely because the first seed was so bad and there was no basic resources within 1 km of my drop point. Not to mention being full of mountains. Trying to build a research centre with widely scattered resources is problematic at best. I find you really burn through the starting resources building science packs (I haven't even started on Level 4 research yet and I'm running dangerously low on XF).
I would love to see a deeper dive on efficiency with items per minute from mining to smelting and production. I know in Satisfactory, it feels pretty straight forward to figure out how to run everything at 100% so you don't see any items sitting on the belt line. I just feel like im missing something with this game and even Factorio. Is it even possible to maintain 100% product efficiency in Foundry??
I built a chunk of my factory at spawn. But I also built several bus systems. My factories at spawn still got ressources after the ones at spawn were used up
Hello and thank you so much for your brilliant videos. I have a question how did you manage to get this overview of the map that allows you to plan your factory? (like 4:42 of the video)
Starting my own playthrough, I got the worst spawn location you could ever imagine: I started in a jungle located immediately next to a mountain range which happens to have more jungle located behind it. Sure, I can get a lot of biomass, but it makes everything so hard to build. I did manage to get a research setup up and running making blue and red science packs, but I will plan on building my actual main base in the desert a managed to find nearby.
My initial seed had no basic resources within 1 km of the starting location (and the XF and TN were almost 1.5km apart as they were in different directions) and was pretty much full of mountains. As a result (and given how fast research was consuming the starting resources) I felt that that seed was essentially unplayable. I was spending hours doing nothing while waiting for necessary research to complete. A restart gave a much more acceptable start (and where I could set up other stuff whilst waiting for the research).
I love your production line style, only issue I see with that system you’ll run out of Xeno from the starter nodes much sooner, I’d rather have plenty of plates and rods and build on the fly, I only automate plate, rods and foundations but obviously the research also. As nodes are finite they are quite valuable your starter build will benefit from the mining efficiency research further along
They're only finite in the early game, and as you proceed into the mid-game, there are much larger veins to be found underground :) so I wouldn't worry too much
@TotalXclipse How often do you "restart" or create a new map? I seem to get 25% of the way through factory games, and then restart on a new map. I think it's something about the "new map" that prevents me from ever completing these games. By the way, I love your videos. You do really well with factory games! :)
For those wandering about this verses satisfactory , It's a lot faster to play then satisfactory . , But less immersive , In my opinion, satisfactory is for people who want to build beautiful factories. This game is not that , It's a combination of factorio and fortresses craft, long tern its going to be interesting, cause it has funding ..paradox , but thats years off
Spot on. I prefer Satisfactory because I love the maths, the load balancing, and optimisation. This feels much more forgiving and simplified. But it will keep me going until the Satisfactory 1.0 release. Then I'll take a break from it and wait until this reaches 1.0. Also, I'm still in two minds about depleting resources. I like that it is a lot more realistic than Satisfactorys endless resources, but it makes the aforementioned planning and optimisation much more difficult. I "hate" depleting resources, but it adds a level of difficulty I'm enjoying 🤔😂
you really need to play Fortresscraft Evolved, this is a more refined version or it, and it super janky in a lot of fun ways, also, really awesome series
i just cant get zoop to work. it gives me a green hologram of area im building but then places only the last block. "Aim at a closer point and place the building block" is the message i get.
I have about 40 hours into the game so far and seem to be progressing slowly. I did notice that although I have come across several different resources, I have only come across one resource of technum ore rubble near the landing zone. is that the only node? thanks
started playing today and found that a lot of explanation was missing from the tutorial and also missing here? 10:05 here is a nice little production for building blocks ... 11:55 (50s later) youve gained 16 ish more assemblers. assuming they are all for blocks? no clue really.
Would any of us be mad if the called all the resources R1, R2,R3, R1Z, R1X, R1Y etc... I can see myself saying "Damn, I need more R1and R2Y for the loader expansion"
i call them copper and iron and if i can find a mod that does it im doing that screw that lol i love playing all these news games but starting again in the EA process again and again can be frustrating for the 3rd time in afew years im begging for conveyor lifts FFS!!! lol still this game launches with doors, ladders AND round walls screw you satisfactory! lol
You're right, it doesn't play anything like Satisfactory, so why are you making way more assemblers, crushers, etc. than you need and then complaining that your veins deplete so fact?
It's a particular style they want to go for and I'm sure with updates or even mods the game will look great, just compare old Minecraft to where it is now!
What do you think is necessary in your first starter factory?
fun
Thank you for your brilliant videos but ..Should i play now or wait till the Tech tree is finished , I don't fancy restarting
@@RichardPhillips1066 If you start now, you'll probably find that you have to restart.
The team have 1 whole year of content on the roadmap and there's more to come! Whether you want to wait that long Is up to you!
@@TotalXclipse more like years 2 or 3 at least:)
@@RichardPhillips1066 It feels quite finished, I would recommend to go for it!
I really love how clean you speak. It's so easy to understand you... even when you talk a bit faster. There are so many content creators in Germany who do speak a lot of "denglish", an immature mixture of mostly german and a bit of bad, very bad english. You sir,... you're different and I really appreciate it. This is why I prefer english speaking content creators like you. Much respect and love for what you do and how you do things from Germany.
For me, it was easier to go with a distributed, black-box model with a central bus system that feeds the various production areas. I treat each area like a black-box; it has an input, a single production item, and the output. Think of writing a computer program with various functions being run my the main program. Since each area is a dedicated item, I can easily scale the item if I need by simply extending the input and adding more machines. For the output, I add a storage if necessary, and then route the output item back into the main bus system. What is nice is that I can take advantage of the Y coordinate, both underground and in the sky. Using this methodology, I found I didn't need to redesign the whole factory as new unlocks appeared. However, I have no idea if this methodology works in the long-term. I am still early in the process.
Sounds pretty cool. Are there any images of layouts of this type of build (if even for another game)? I can't quite picture it. But it sounds adaptable, and after about 5 restarts, it may be a good solution for my scatter brain.
@@Apokalupsis88 I will post an image to my channel when I get a chance.
@@Apokalupsis88 I want to rework some things myself. I will ping you.
@@RickClark58 Ping me too, please 🙂
I've been with this game from near the beginning, and I've loved it through all its iterations. I really like some of the changes they've made to the production line with ore refinement and the smelters auto-detecting the recipe. That meant that when I "upgraded" my production, all I needed to do was add in the crushers at the beginning, and then upgrade my output lines to handle the increased output. Very nice.
Also, from everything I've known about the game, the loaders do not have a maximum speed and run at the speed of the belt, so placing multiple output loaders from your drone miners isn't necessary. Can't wait for your next video on this. Absolutely love how you've routed everything down under and brought the items out to the "mall" area. I'm only a day or so into my playthrough after the release, and I'm really strongly considering restarting and doing something like that. So clean and efficient!
Big fan of your Satisfactory stuff, so I can't wait to see your gigafactory in this game!
I love that you buried your belts for a cleaner look. I found out the hard way that your robot doesn't stoop or crouch to pass through slightly shorter tunnels, so you can't cross over the belts that you've laid if you only have 2 cubes of vertical room. When I have the materials to expand elsewhere, I'm going to elevate the foundation instead, so I can bypass the need to dig trenches.
Big thing for me with starting in Foundy is figuring out how much each drone miner is providing. Obviously is not stable based on distance from the miner and it'll get worse as they need to travel farther as the node gets mined out. I *think* they cap out around 60 ore/min? But any work on miner for at least belt 1 saturation would be nice.
I've seen miners at 64/65 ore per minute, but they drop to about 40 per minute as the ore runs dry.
@@TotalXclipse Cool, thanks for the info!
Going to rebuild my factory for the third time now.
I know the feeling :D
One way of playing. I've done it a lot.
It is what we do......
Stuff for a mall! Foundations, Belts, ramps, splitters
Think we've got all of them covered! How do you go about the build?
So I know what I am doing tonight in the Foundry. Mine isn't a mess but not that neat. I'll go through and make more blocks just to cram everything together again. Rinse and repeat. I had not really understood why you needed to go from the rubble up to the next level. But I understand it more now. Makes sense to not build the factory around the mining areas, but like you said, that is not something that is told. I think some of the information on the F1 page might need to be looked at and fixed. Or made a little bit more complex for once you do get into pipes and more. I can say I have probably put 6 hours into my first save. And so far have not run out of material but do see many another hour or 2 and it's gone. Might start a new game with this information and all I have learned myself from playing. Excited to see more.
Fan since mid satisfactory days. Played a bit of this one over the weekend. Whilst of course yours is much better than mine I have found putting chests at beginning of lines to be a handy way to quickly see if machines are overusing inbound items or not, helped save me a few train wrecks when expanding or not keeping an eye on deposits being depleted
When I get High Voltage I rebuild my "starter" factory elsewhere (using non-starting nodes) immediately, then rebuild the initial factory into what is pretty much a self-contained research centre. Crushing ore before smelting is a must (as soona s possible), else you will run out of resources before you get the tech you need to start exploiting distant resources. [Also Mining Force I or really good shot placement with your explosives to access that critical second initial XF reserve.] Then build microfactories producing basic components and run between them (never underestimate the bandwidth pf a running robot). I think you can only build a serious factory when you get the transport drones. Until then it's all starter factory.
That said I had to restart completely because the first seed was so bad and there was no basic resources within 1 km of my drop point. Not to mention being full of mountains. Trying to build a research centre with widely scattered resources is problematic at best. I find you really burn through the starting resources building science packs (I haven't even started on Level 4 research yet and I'm running dangerously low on XF).
Keep up the good work of making these instructional videos of starter bases! Very nice as always! :)
TBH
I would love to see a deeper dive on efficiency with items per minute from mining to smelting and production. I know in Satisfactory, it feels pretty straight forward to figure out how to run everything at 100% so you don't see any items sitting on the belt line. I just feel like im missing something with this game and even Factorio. Is it even possible to maintain 100% product efficiency in Foundry??
I think the difficulties come from the fact that ressources are finite in foundry, no so much from the ratios.
Satisfactorio Craft.
Great video, really helpful to get a general gist for my base. 👍
Actually reminds me more of Fortress Craft Evolved. Not exactly a unique combination of genres but typically fun.
My little factory is already a mess. I am starting over using your layout. Thank you.
I built a chunk of my factory at spawn. But I also built several bus systems. My factories at spawn still got ressources after the ones at spawn were used up
Hello and thank you so much for your brilliant videos. I have a question how did you manage to get this overview of the map that allows you to plan your factory? (like 4:42 of the video)
Starting my own playthrough, I got the worst spawn location you could ever imagine: I started in a jungle located immediately next to a mountain range which happens to have more jungle located behind it. Sure, I can get a lot of biomass, but it makes everything so hard to build. I did manage to get a research setup up and running making blue and red science packs, but I will plan on building my actual main base in the desert a managed to find nearby.
restart with my seed?
@@TotalXclipse I’m too far in to restart now. Besides, I want to check out the randomized map generation.
My initial seed had no basic resources within 1 km of the starting location (and the XF and TN were almost 1.5km apart as they were in different directions) and was pretty much full of mountains. As a result (and given how fast research was consuming the starting resources) I felt that that seed was essentially unplayable. I was spending hours doing nothing while waiting for necessary research to complete. A restart gave a much more acceptable start (and where I could set up other stuff whilst waiting for the research).
I love your production line style, only issue I see with that system you’ll run out of Xeno from the starter nodes much sooner, I’d rather have plenty of plates and rods and build on the fly, I only automate plate, rods and foundations but obviously the research also. As nodes are finite they are quite valuable your starter build will benefit from the mining efficiency research further along
They're only finite in the early game, and as you proceed into the mid-game, there are much larger veins to be found underground :) so I wouldn't worry too much
@@TotalXclipse I agree ☝️ the point I was making will the starter nodes be gone by the time you get to that stage?
@@gibdargeth It's possible. It's definitely possible.
Thanks this will help me figuring out how to do my factory.
Oh come on. I was so proud of my spaghetti base. Now I have to rebuild it 🫡
First time seeing this game. Looks fun but wow that was fast start. I have no idea what you did lol
@TotalXclipse
How often do you "restart" or create a new map? I seem to get 25% of the way through factory games, and then restart on a new map. I think it's something about the "new map" that prevents me from ever completing these games. By the way, I love your videos. You do really well with factory games! :)
Game feels like you just supposed to overload all belts. At least for me as a noob trying to figure it out.
That's pretty much how the bus systems work - but it'll change later into the game I believe :)
Yes please make a how to guide for this
Thanks. Looking forward to this Let's Play.
Thank you so much! Looking forward to sharing it with you!
WAY TOO MUCH POWER SO YOU NEVER EVER NEED IT AGAIN
hahah, well we'll be starting High Voltage power in the next one!
For those wandering about this verses satisfactory , It's a lot faster to play then satisfactory . , But less immersive , In my opinion, satisfactory is for people who want to build beautiful factories. This game is not that , It's a combination of factorio and fortresses craft, long tern its going to be interesting, cause it has funding ..paradox , but thats years off
I think that's a pretty good summary, but I'll probably cover it more indepth as it's own video :)
Spot on.
I prefer Satisfactory because I love the maths, the load balancing, and optimisation. This feels much more forgiving and simplified.
But it will keep me going until the Satisfactory 1.0 release. Then I'll take a break from it and wait until this reaches 1.0.
Also, I'm still in two minds about depleting resources. I like that it is a lot more realistic than Satisfactorys endless resources, but it makes the aforementioned planning and optimisation much more difficult.
I "hate" depleting resources, but it adds a level of difficulty I'm enjoying 🤔😂
You made a classic mistake
Always
Start with a mud hut for the first night. Goden rule
How do you get the "flying" mode to view your factory?
How do you use the Free Cam? says something about accessing with Alt+U but nothing happening when I use Num-Pad?
you really need to play Fortresscraft Evolved, this is a more refined version or it, and it super janky in a lot of fun ways, also, really awesome series
Eagerly awaiting more of these!
Wait. How is it possible to fly over the base? Is there any upgrade I have to research?
Using Dev Tools Alt + U activates them
@@TotalXclipse Gamechanger. Thanks!
Looks a bit like Astrocolony as well.
Whats the better game, Foundry or Techtronica?
Impossible to say, they both scratch a similar itch and play similarly but they both have very different vibes.
some good tips
21:13 Mole Base! Mole Base!
How many drones do you put on an ore vein?
i just cant get zoop to work. it gives me a green hologram of area im building but then places only the last block. "Aim at a closer point and place the building block" is the message i get.
Why do you make these games look so easy.
;_;
I sux
ugh my factory I had the plates AND poles + parts and componetnts. I only needed my bus to have 3 of them
How do you get the overhead view. that is soo usefull!
Dev Tools, press ALT + U then it's one of the cams
Thanks! This makes such a big difference. Much easier to a feel of the scale and use it to plan ahead. @@TotalXclipse
I have about 40 hours into the game so far and seem to be progressing slowly. I did notice that although I have come across several different resources, I have only come across one resource of technum ore rubble near the landing zone. is that the only node? thanks
Can u drop ur map save somewhere?
started playing today and found that a lot of explanation was missing from the tutorial and also missing here? 10:05 here is a nice little production for building blocks ... 11:55 (50s later) youve gained 16 ish more assemblers. assuming they are all for blocks? no clue really.
Would any of us be mad if the called all the resources R1, R2,R3, R1Z, R1X, R1Y etc...
I can see myself saying "Damn, I need more R1and R2Y for the loader expansion"
can you share the seed?
how do you fly? :D
Alt + U for Dev commands
My factory looks like spaghetti compared to yours.
i call them copper and iron and if i can find a mod that does it im doing that screw that lol
i love playing all these news games but starting again in the EA process again and again can be frustrating for the 3rd time in afew years im begging for conveyor lifts FFS!!! lol
still this game launches with doors, ladders AND round walls screw you satisfactory! lol
There are conveyor lifts from my understanding, just a little further into the tech tree
@@TotalXclipse :O ON LAUNCH! wow! lol i must have missed them im not that far yet science 5 or 6 maybe not sure
@@IsThatDrak I haven't got to science 5 but have them in my original save unlocked so possible science 4
@@TotalXclipse huh.... i will have to look later maybe im just blind, or very tired prob both! lol
@@TotalXclipse The lifts are really fun to deploy.
You're right, it doesn't play anything like Satisfactory, so why are you making way more assemblers, crushers, etc. than you need and then complaining that your veins deplete so fact?
Paid DLC's coming soon LOL
Yeah, I agree, Satisfactory is boring/repetitive, and pretty overrated, time to play something else.
I don't think there's anything overated about it, but it's nice to switch it up a little
Foundry perfect start: Realizing it takes an unnecessary 3rd party launcher and getting an immediate refund.
What do you mean? Don’t remember needing to get a 3rd party launcher to start the game.
It's your lost
Enjoy the view from your high horse. It’s a pretty great game…
It’s optional, you can click the skip button at the top right hand screen when it asks you to make or log into an account.
@@sc2mizzitI think the guy means the create account bit, which is optional.
This game is ugly
It’s literally the 1.0 early access version. Give it time.
It's a particular style they want to go for and I'm sure with updates or even mods the game will look great, just compare old Minecraft to where it is now!