An Optimal Factory Design | Final Factory Guide

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  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 20

  • @slimsXV
    @slimsXV 5 หลายเดือนก่อน +2

    Super unique way of building, very organized. When you get Remote Construction tech the construction bots stationed at construction towers will clean up those left behind resources from deconstruction btw.

  • @Hust91
    @Hust91 5 หลายเดือนก่อน +1

    I'm glad you've been enjoying the game, it has rapidly become one of my current favorites (the other one current favorite being Helldivers).
    I’m really appreciating the neat organization of your base and how different it is from many other bases - more or less exactly what I hoped to see as the player community grew. I do wonder how they will handle 4 inputs however.
    Since you’re moving on I thought it might be a good time to share some late game tips that I didn’t want to pollute your early game discovery process with.
    First some obvious non-spoilers that the game should advertise better because they are fundamental:
    * Cargo Drones can pass over pretty much *anything* except logistics stations and other cargo drones.
    * Armor blocks do not cost stability.
    * With the receivers and transmitters, you can essentially move power generation away from your assembly station so that it no longer burdens its stability.
    * Struts work in an obtuse way but are very potent when trying to control stability, mostly rendering station cores unnecessary: They will reduce the stability cost of an equally sized or smaller station by 5, but only in one direction! So to reduce stability fully for 2 structures with 9 stability you would need more than 3 struts (2 remove 5, 1 removes 4).
    Assemblers that only cost 4 stability can be reduced to zero stability cost with just 1 strut attaching it to another assembler!
    But 2 assemblers will need 2 struts to negate the stability of both assemblers instead of just 1.
    The struts do cost 1 stability each however.
    They’re also directional, they have a front and a back which only matters when strutting structures of equal size.
    This means it sometimes helps to rotate them if they’re currently pointing so that they remove stability from a structure that’s already fully reduced.
    * Duplicators function as this game’s version of Dyson Sphere’s Proliferator Sprays or Factorio’s Productivity Modules, they are very potent.
    SPOILER WARNING! Do not read past this line if you want to discover these mechanics yourself.
    * In more difficult modes, keeping stability low becomes essential as global stability increases the rate and intensity of enemy attack. Station Cores are very rarely needed as builds can often be kept below 35 stability by judicious use of struts and separating stations that don't strictly need to be connected.
    * Zero-stability blocks like armor, laser turrets, or singularity power stations always count as a bigger block when you attach them with struts, which means you can attach the last assembler in a line to some armor with a strut in order to reduce its stability. This may or may not be changed in the future.
    * Cargo drones can be used to build a main bus and push items out to junctions using inserter bots right under them.
    You can also use them as super-long inserters to add new ingredients to the middle of your build. Press F5 to un/hide cargo drones.
    * Mobile stations (ships) don’t need to move cargo around within them.
    You can just deposit directly into a cargo hold, and then fly those cargo holds over to the new station and inserters there can withdraw directly from them - this makes managing mobile station haulers much easier, especially small ones.
    Mine transports only 4 cargo holds around on its butt and then offers said cargo butt to the receiving station which deposits directly into cargo holds that deposit into logistics stations near the assembly line that needs them in a bus/shipping hybrid.
    * I lied earlier, Duplicators are not very potent.
    They’re downright broken powerful.
    At the moment they encourage enormous megabases that only connect the assemblers, struts, logistics stations with radiator artifacts, stability artifacts, receivers, and the duplicators themselves connected by spiderwebs or spruce-frames of connected armor blocks.
    Power is added through external power generation stations with transmitters that feed into receivers - only the heat from the assemblers themselves and these receivers needs to be dealt with. One day duplicators may also add to heat.
    Normally you can easily attach 2-4 duplicators to your assembly arrays. 2 duplicators multiply your output by 207% after just 4 stages of refinement, each stage increasing the amount by 20%.
    With the 10 duplicators you can afford very early in the game using this setup, those same 4 stages will instead increase the output of the 4th stage product by 1 600%, each stage increasing the amount by 100%.
    * This gets even more ridiculous when you reach the fabled Dyson Swarm and its 100MW receivers and transmitters - or even a direct armor connection to it which does not increase heat at all.

    • @TheDutchActuary
      @TheDutchActuary  5 หลายเดือนก่อน

      Great stuff - Pinned!

    • @Hust91
      @Hust91 5 หลายเดือนก่อน +1

      @@TheDutchActuary Glad you enjoyed. :>
      Ooh, also some fun shortcuts.
      * F3 to hide your fleet of bots.
      * F5 to hide cargo drones so you can more easily build under them.
      * Q to sample whatever you are hovering over.
      * Ctrl+C and Ctrl+V function as copy paste in a box you select.
      * Alt+D to mass-delete in a box you select.
      * You can now dismiss alerts by right clicking them.
      Also realized that we don't have a good list of gameplay tips on the discord that I can find, so I planted them there as well.

  • @TheDutchActuary
    @TheDutchActuary  5 หลายเดือนก่อน +3

    Don't forget to like & subscribe!
    This will be my Final Factory for now (hah) as it's time to move on to a new game, but I highly enjoyed this game. Give it a try if you haven't yet!

  • @BeenThrDunThat
    @BeenThrDunThat 5 หลายเดือนก่อน +1

    Not surprised you figured out a way to make tight/organized builds. Really nice!

  • @edtak8628
    @edtak8628 4 หลายเดือนก่อน

    It's like a small x4 foundation in 2d, very nice video you're the best!

  • @TsuDymphna
    @TsuDymphna 5 หลายเดือนก่อน

    This gave me some ideas to go back and rework my factories, always appreciate your videos!

  • @MrAltaruk
    @MrAltaruk 5 หลายเดือนก่อน +1

    Very nice idea! Very creative thanks for sharing, I don't think I would have come with a clever way like this all by myself.

  • @Yardiff
    @Yardiff 5 หลายเดือนก่อน

    A nice modular design, thank you for working it out.

  • @Qichar
    @Qichar 13 วันที่ผ่านมา

    I use a somewhat less efficient but lazier design. By lazier I mean, I don't have to spend a lot of time having different cargo haulers deliver items to different parts of my main base. I recognized, as you did, that asteroids would run out of resources and that l would need a central base if I didn't want to have a nomadic base that would force me to rearrange everything each time asteroids ran out of resources. Since station size is limited, a nomadic base would eventually become impractical as I would need to move the modular parts one at a time. What is the point of automation if you have to do a lot of things yourself?
    I noted that there are only a few basic resources in the game. Therefore, I only need to long distance transport a few types of things:
    - Bauxite Ore => Low Density Structures
    - Iron Ore => Medium Density Structures
    - Silica Ore => AI Controller Circuits
    Nothing else uses these 3 basic asteroid resources in their recipes. Therefore, it is more "cargo space efficient" to produce components at the mining sites and transport that instead. I have 2 solutions for getting the components to my main base:
    1) Use cargo haulers (that's what you call them) to move the components to the part of my central base I designate as component input stations. From the input stations, I use either logistic lines or mass drivers to get them where I need them in my main base production centers. This lets me scale up the two independently without having a complex hauler system where I need my cargo haulers to make multiple stops. If I need more component input rate, I just scale up the input stations. If I need more production, I just scale up the production centers.
    2) As resources get farther away, you may want to use "Singularity Cargo Artifact" that you can find by defeating enemies. What you do is you have your remote mining colony deliver the raw resources into the artifact, and it is instantly available everywhere there is another one of these artifacts that you place. Since there is no way to organize the contents of the SCA (there is no way to say, limit the maximum amount of bauxite to say 1 slot only), it may be prudent to make sure that you meter the amount of resource that you insert so that you don't cut off the input of one type of resource. I do this by balancing the number of inserter bots putting in a specific resource across the 3 types of resources. This second strategy completely removes the transit time from distant resource colonies. I recommend building "battleships" (larger stations with turrets and defense stations) with rockets that can move to the distant colonies and protect them. Consider armoring and protecting the SCA as well since it is so valuable as a logistic tool. Do not deploy the SCA until you a ready to protect it.

  • @altkev
    @altkev 2 หลายเดือนก่อน

    Not sure I'd consider this optimal since it doesn't work well with Duplicators. Duplicators are so powerful and is why all of my assembly happens on a main structure with duplicators.

  • @xaosmaster666
    @xaosmaster666 3 หลายเดือนก่อน

    Do you have blueprints for the mining block shown here?

  • @x11tech45
    @x11tech45 5 หลายเดือนก่อน

    15:30 Agree fully. Really brain damaged recipe.

    • @murillokbbbb
      @murillokbbbb 3 หลายเดือนก่อน

      They could change the wording and names on the recipe so instead of "recycling" a bot you're "upgrading" it maybe?

  • @megbrewer3870
    @megbrewer3870 5 หลายเดือนก่อน

    How do you become a member?

    • @TheDutchActuary
      @TheDutchActuary  5 หลายเดือนก่อน

      You can become a member using the button right here on youtube! (should be next to the free ' subscribe' button)

  • @Misimpa
    @Misimpa 5 หลายเดือนก่อน

    Small pieces cool game design but so annoying to make and maintain.
    Very annoying because you can’t make small ships, you must build it from base pieces and it will be huge 😢

    • @TheDutchActuary
      @TheDutchActuary  5 หลายเดือนก่อน

      I admit i'm not the biggest fan of having to re-build your ships all the time, especially the miners and research bots.

    • @Hust91
      @Hust91 5 หลายเดือนก่อน

      I think a smaller command block is favored by the developer, it just hasn't been done yet as they're focused on making Multiplayer a thing.