Fun fact: space pauses the game and lets you plan what you need to build without the clock ticking down on waves. You can place everything you want, and do all the construction once time resumes.
Best advice for this game is to read information for every block it saves so much time and is often overlooked. The way this game works is very systematic and works well with mathematics and ratios too
@@danieltan7344 They are good, but so are the processors, memory and logic for managing I/O ratios based on supply and demand chains to keep your logistics system running smoothly.
A few more tips for if you continue playing this (which I really hope you do play more!): 1. If you ever capture a sector that has a red sector adjacent to it, so NOT remove your defences. The red sectors are enemy bases, and they can attack sectors you've captures if they're adjacent to them. 2. Duos can also shoot air enemies, hence why that guardian died to quickly. 3. If you want to shoot instead of building, you can press "E" to pause and resume building.
first point got me so hard. I used to play back in the days, when there was no planet and missions were kind of stand alone. So I removed all defenses. Then there was this overhaul of mission design with adjacent enemy sectors.. The moment I started the game after the update all hell broke loose 😭
why lol thats what i do for my defense at least. it's not fast but it'll feed all the defense ammo at least. can't get defense dense enough otherwise. i tend to line turrets routers turrets in a line on front of the circle. am i doing something wrong?
@@JamesTDG i can see how router are bad and underflow gate works better. but it requires me to reroute my input and i can't just shove the inputs anywhere lol. i guess i might change it to test it out.
@@takumi2023 When two routers are next to each other they try to feed into each other, as the sides facing each other count as input sides. Having just two next to each other isn't that bad, but when it's a chain of them, there is a high chance for a resource to be sent backwards on the chain at least once, which also blocks new resources from entering the chain. This makes resource transport through them very slow.
@@takumi2023 when you use router chains turrets at the end get resources very slowly, its better to just use more conveyours or distribute (turrets) and use different ranged turrets
Fun game, I look forward to seeing you -suffer- play through more. Also the “enemies can’t destroy my walls if I don’t build any” tactic is hilarious :)
As someone who was a beginner like 3 months ago, it's extremely satisfying to discover things by yourself. I also just learned processors and been making some crazy schematics.
I really love the level 2 air factory that lets you build air units that help you build & rebuild towers, it's super helpful to have automated rebuilding units!
I was so happy when I first found those too. Makes things so much easier. I'll admit after I learned about those bots they are one of the first things I try to set up.
Big building tips: Hold B and drag over attacked areas to automatically rebuild broken buildings. Hold crtl while placing conveyors, power nodes, and other path-based structures to make an auto-path, good for long, simple conveyors, or very long power node lines. As other comments have said, use the pause mechanic to make a temp-schematic and unpause to start building immediately rather than placing while building. Speaking of schematics, theres a schematic feature where you can save, place, and even import community schematics, you access the schematic menu by pressing T.
And some tips tailored to this guy: Use junctions, they allow you to cross lines without spillover. Use bridge conveyors to get over small bits of annoying terrain or structures like walls. Use batteries to store excess power and not waste it. Might edit this with more.
I'm so excited to see you play more Mindustry! And you have been improving a lot so far. Also most blocks can receive liquids, usually water and some other stuff you haven't seen yet to increas eproduction like you saw with the pneumatic drill. Turrets especially!
Recommendation do not block the way to your base off completely make a zigzag Maze like pattern so that they struggle to go through and put along the walls some Duos and try and make your duo turret as compact as possible it makes them easier to place in smaller areas so that you have more space for more guns the zigzag pattern allows them to have a beeline to your base but it slows them down with zigzagging giving you more opportunity to shoot them if you make pure wall they do not find a simple route to your base then they just make their own route and choose the quickest way there hope this advice helps good luck and please play some more mindustry
You forgot the most important feature of the zig-zag pattern. It keeps them from focusing fire. With the enemies constantly moving through your defenses they are less likely to break things and more likely to just leave them damaged so you can repair them instead of replacing them. Granted that's pointless early game when you don't have access to repairing, but mid game it's a huge advantage.
#1 thing right here. Always block all the paths except a single winding zigzag path to your base, allows you to focus on a single defense system vs having to defend multiple paths
My lazy ass me mid to late game getting most of the tech unlocked: Eh just slap thorium wall backed by plastanium to block laser shots, then spam spectre with large menders and force projectors. If any of the wall got destroyed, my swarm of poly will rebuild anything that had been destroyed :D Power? impact reactor takes too long, I'll just spam RTG generator. Ngl it's kinda matter of logistic efficiency, thorium is easy and quick to make, a single airblast drill with water drill can power more than ten unloader-chained RTG generator(giving 4-5k at minium of power/s), while still providing sufficient ammo for spectres, all just from a single resource. With that to finish initial setup and defense, you can start focusing on other factories to make the sector self sufficient
@@B3Band They're built automatically if you make a conveyor across an already existing conveyor but if you have the game paused and are laying out the construction plans you have to put the junctions manually or it will make the conveyor that you are crossing connect to the other conveyor.
Also, putting the duo's directly onto the drillers is 100% gigachad move. I remember first realizing I could do this! This game is amazing, I hope you play it more!
I like to make early game outpost defenses by doing this and slapping down walls around it. Sure it's not efficient for later game, but damn if it doesn't solve those early waves while I get everything setup.
@@Mastikatoruselesz poly that only targets one unit when they spawn 20 at once but the lancers you say is pretty good if you have good electric power efficiency
While spamming copper fed duos can take you surprisingly far, you need to set up a lot more copper mining during the first few waves so that you can support building the dozens or even hundreds of duos it takes to get away with relying on them.
Please matt, use some of this : Press space to pause the game, it allows you to plan stuff and then the droid will just build everything at once when you resume it... Also, please read the text at the bottom... at 8:55 you were yelling 'stop repairing! how do I stop repairing'.... just read the instructions on the bottom of the screen: "E" to stop building. "Q" to clear plan and "F" to build and copy. also, if the enemies destroy stuff, you don't need to manually replace every broken thing, just hold down "B" drag your mouse over the broken stuff and it will auto repair it seriously, please read the tips the game gives you, they're really helpful and also, I'm really looking forward to seeing you playing this game again.
Matt completely forgot about junctions. They allow you to put conveyer line near drills, just dont forget to replace attached to drills conveyers with them. Also enemy units cant pass them so they have to destroy them. You can use them instead of walls. In fact, they are so cheap, you can use them to fill unwanted ways for your enemies instead of spending a lot of copper and time on big walls. You can also counter kamikaze enemies that run fast and explode your defense by putting these on their way and repair them every wave (they are cheap and built very fast) Also can't not mention that bridges are way better than conveyers, because: 1) they transfer items way faster 2) they can store items 3) you can place 3 lines in one using bridges (you should learn to connect them correctly) 4) you don't need to use crossroads to pass other lines 5) you can put them over world generated walls and other obstacles
Me when Matt puts routers adjacent to one another so that the front routers have a chance to send stuff backwards to the previous routers, slowing down the throughput massively: He's such a genius.
Matt uses bridges for when he could use simple crossings and he doesn't use bridges for when he has to transport items over the buildings Edit: if you want to place conveyors next to a drill or something with an output, then just put crossings directly next to that building so the ressources won't come to the conveyor itself and another tip is that you should not have a water leak because the efficiency of the pumps will be badly affected
Was going to comment this, but yeah if you completely block the enemy path, they will not be stupid to go through your defence, and will use the shortest path to your base. Leaving them an open path even with defence around will force them to go that way
Also a good thing would be to learn about schematics. It is not too important during the early levels, but it will be crucial to ramp up your industry fast later in the game!
watching him play is funny. some quick tips use junctions, they are your friend. you'd need to cross conveyor often. bridges waste too much space also at the entrance it and take from 3 direction and dump it out in 3 direction at the exit end makes it annoying to line multiple belts next to bridges. second, try to max the resource before sending them to the next level. that way you can start with 2k resources. i would suggest using 175 world as your deployment base. After you beat a level, go back to the base and launch from that base it will bring resources from that base to the new location. while you're running the new base in say frozen forest, the other bases will still be producing resources. if you put junctions next to the coal mine with the conveyor next to it it'll block the mine from putting resource onto that belt. (18:57).
@@lunaaaaaa_aaaaaa woah havn't thought of that. but if the input and output are located next to each other, wouldn't that cause resources to get mixed up between bridges? i guess you can make sure the ends dont' touch. but if you need to jump over or under you'd be wasting a lot of space too no?
The router chain hurts so much, lol. Glad to see you like the game though Matt! Its cool to see a less commonly known game getting some much needed spotlight. Anuke and the team have dont so much work on the game. Looking forward to the next video!
What was the problem with routers? I wasn't paying too much attention except towards the end. I know back when I played I used a lot of routers, especially for turrets. Like I'd use a solid line of routers to feed duos
@@kindadimrouters are GREAT for distributing items to different directions. Router chaining is not ideal since it causes backflow. Backflow clogs up systems and id extremely slow however it is harmless in this case thid guy used it in his video for. A great alternative is router and overflow/underflow chaining which prevents backflow and is infinitely faster and more aesthetically pleasing. If you got any more questions please ask! I have played this game and modded it for a while now and can explain certain concepts.
You don’t have to go put power generators next to buildings that need power. You can use power nodes to connect them from afar as power lines don’t take space in between them so it’s ideal for you to find a coal vein and then build a bunch of combustion generators and connect them with power nodes to wherever you want the power to go.
by the way, pressing space pauses time so you can lay out a building plan without the wave timer pressuring you. just do not forget that building your plan takes time and resources (dont build too big too quick or you will have another copper shortage)
Enemies can actually attack captured sectors, so when re-routing resources make sure to leave your defenses intact and prioritized using overflow and underflow gates.
Absolutely Play more! A word of advice: overflow gates will let all the copper drills fill up the turrets and then after filling up divert into the core
A few hot tips 1) use junctions to intersect two lines, not bridges (I know, I know), it's way easier 2) you can bait a lot of air attackers with power plants that don't even have to be active 3) maximizing sector 175 since you have it will carry you far as a launch platform to other sectors, the only thing it's really lacking is thorium 4) only sectors that are not adjacent to an enemy base are free and clear once you've taken them, if you're next to a base they'll keep attacking with harder stuff until you get overrun, when it eventually falls you'll have to take the same punishment that caused it to drop in the first place so cap fast if you can if not it might be easier to just abandon, don't be me and try to hold forever. 6) unloaders can unload things from any building including your core, you should be able to unlock them now that you can mine titanium, this feature allows for fun blitzkrieg.
@@deveshkumar-vm7bb not like infinity waves, they'll go to a set number of waves and when you beat them back it'll be calm for a while and they'll attack with a few more waves, repeat until you can't hold out anymore. Then once they take it from you if you do a return trip you'll have to survive the number of waves that got you before. Ending it is a matter of taking any adjacent bases, so yeah if you take the fight to them and win it'll stop, but sometimes the base sectors are locked by story progression or there are just a lot of them, in which case it could be better to abandon and come back later.
Hi fellow engineer, slow down a bit and read GUI, like "E to pause building" I learned the hard way (failed campaign two times) that you need to build from everything you have prepared and AFTER you beat all the ways, unlock everything you can and experiment with new buildings, store a lot and THEN go to next level Also first thing when you land, build copper and lead drills leading to core, then make copper walls where you don't want enemies to walk and then build you main wall/tunnel Tunnel is used for "inviting" enemies to your base, of course giving them with pyratite as welcome gift, it is best in large open maps with enemy bases
I love watching you make mistakes and learn from your failures, which is really the whole gameplay loop of Mindustry. The one insight I'll share is, lay a path for enemies that takes them PAST all your defenses, not through them.
Day 15 of waiting for Matt to upload Mindustry Part 2. Yippee, part 2, thank you Matt for playing and releasing another Mindustry video. Now how about part 3?
Matt, I have two recommendations: 1. Use junctions on conveyor lines. They allow you to cross 2 lines without mixing them, and can be used on lines that touch miners that you do not want to mix resources. 2. Later in the game, you will see that there are effects attributed to different ammunition and turrets. Make sure you read about the synergies of those effects in the core database (found in the tech tree). They really improve the efficiency of turrets. (I.e. wet+shocked=12%damage multiplier)
When using walls, use smaller walls instead of big ones, I learned early on that if costs less in the long run and you have smaller gaps in your defences when they break a unit forcing them to spend more time trying to make their way through your front lines
Here are some tips you might need: 1- always try to defend your turrets with walls, is cheaper and more efficient than repairing everything 2- If a turret need energy, you should give all the energy it needs, otherwise, it won't work (It might shoot, but will take a lot of time) 3- Before moving to other area, you should really try to extract as many resources as you could from the region, no need to make each map a factory, but you should try to have productions everywhere 4- You can join two electric nodes to transport energy from one point to another 5- All the buildings that need electricity share it with the adjacent buildings, like in timberborner 6- flying enemy units might try to attack your energy production buildings first 7- the fire shooting unit can pierce a little bit through walls and other buildings 8- always try to produce basic resources the moment you enter a map, you will need it 9- remember the junctions, they will allow combeyor crossing other combeyors, no need to bridges only (not sure how to write combeyor, sorry) 10- without tutorials or help, logic is pretty hard, avoid it. Aalso try to research and understand all technologies you can bejore going to a new sector I have lots of tips to share, but feel like this are the best now. Hope you or any other new player find them helpful
I think Matt forgot to read my comments, so I'm going to reiterate what I said, plus some new stuff: 1. The minimap tells you where you're going to be attacked from, so long as you click on it 2. The 'B' key is a shortcut that can be used to rebuild structures faster 3. Titanium (the blue stuff) is mined with t2 drills, which needs graphite 4. Graphite is made with coal via the graphite press, it also is good ammo for mid-tier structures (though silicon is better just for the lower spread) 5. Salvos are better at AA than what you'll expect 6. Some sectors, exclusively send in air units, so it's best to focus your AA near your base until you learn how to bait units 7. Do NOT chain routers 8. It is best to use a staggered drill pattern that transfers resources via bridges, it's more efficient! 9. 6:49 nope. That sector I think only has scrap and I don't think you have the pulverizer unlocked 10. Research schematics on the steam workshop! They'll help teach you more stuff! 11. 7:40 I still see that you didn't notice that you can have intersecting belts, you'll thank me later when you drag a belt over another and see what will happen (spoiler alert, it places a junction!) 12. 9:02 e can disable building so you can do other actions 13 12:38 trust me when I say that you'll want to have weather effects disabled, it'll make gameplay harder, especially if you play on a spore map 14. 13:57 later on, you'll be risking getting invaded again, so build a lot of good defenses, otherwise you'll lose the sector 15 16:11 1 t1 drill can only support 1 tower directly!
A very very helpful tip: You can make a wall that has a one block opening and block the other ways to your core completely. The ground enemies will always go through that wall. This way, You can just concentrate your defenses behind that said wall, And you dont have to spread your turrets in different areas.
press "e" to stop building, space to pause the game, junctions to make conveyors cross, build more duo but like MORE, ctrl + click on a allied unit/turret to control it
I have so many tips - Press space to pause time so you can look around and design without getting attacked, although you will have to unpause to actually build. - There are quality of life mods (automatic ore mine placer, advanced time control, etc) that make the game better - Avoid attacking sectors bordering unknown sectors - When you switch levels, you're still on the same planet- Serpulo- just on a different location. feel free to add more ITT
Gameplay Tip: Enemies always take the easiest path while avoiding walls as much as possible - so basically make a tunnel they can walk trough, with turrets on the other side
Do not remove your defenses. I made that mistake but every now and again a sector will become vulnerable and another wave will start. Just a word of warning 👍
Matt, with this game you can control which way the enemy units go by leaving a small opening in the walls for the enemy to path-find though. You then can have a huge line of defenses that their AI then forces them to walk though
Tip for you, Matt, in a tower defense where you control the path to your base, you want the path to be as long as possible. Don't place turrets across the path, place them _along_ the path. That way the baddies are more focused on walking forward than they are on breaking your stuff. Save the moment the map starts, and let a wave pass through before you build, and just see which wall they prefer to walk near, and put your turrets on the opposite wall.
9:56 you see, you have this thing called "menu" at the bottom of your screen, and as you can see there is text "[E] To pause building", which isn't there for no reason
Air enemies prioritise targetting your power generation / storage so if you build a bunch of batteries next to eachover it will bait all of the enemy air units so you can easily kill them with scatters
Matt not building a miner to annoy all the OCD people and then getting himself confused thinking he got attacked by air enemies, to then proceed to try and kill his own drones had me both laughing and facepalming myself 😂... Every video he keeps on proving that he's just as bad if not worst than the architects he makes fun of. I enjoy these videos because I just downloaded the game myself and the comments are letting me know what not to do and Matt is doing a great job of being the go to example of what I should never do.
Wait is there a repair button? Is that why stuff ghost after it's being destroyed. That would save me so much time. Or it would have before I discovered blueprints but still. But still maintain not using overflow. Gates is a bigger misstep but I'm impressed. I did not know that was a repair option. That makes everything easier. Edit: I think I must be playing an old version because I don't have a repair button and B just brings up my research menu. I also can't drag around corners to draw conveyors like I've seen in some more recent videos. It makes sense I haven't played in like a year until I saw this and while yes I'm addicted again... I might look at upgrading... maybe.
If you leave an engineered gap with walls between the turrets and enemies they will go the route with no walls. As soon as there is no gap they go in a random direction. But you can route them through a maze if you want.
YES! This is my highest played game! it makes me so happy to see one of my favriote creators playing it! Thank you so much :) Please play more of this!!!
little tipp you dont need belts between Routers and try the overflow gate you can put one at your copper miners that feed your turrets and if the turrets are full and the copoer is building up it can bring the overproduction to your core
Just to let ya know, the air enemies spawn at the corner of the map nearest to the spawn circle. And it’ll head straight to your core, it’ll only stop if it gets attacked. They might also head towards power production but not entire sure. I just notice that power get destroyed once in a while because of them.
when looking at the buildings, most say boosters followed by liquids, they then also say what they boost, some require liquid but thats later on in the game, also, if buildings that require power are connected, they share power via contact therefore does not require to be connected to nodes, if a building that is connecting power is destroyed however, then the power will no longer be shared, and you can click on the nodes (to see if youre generating power or if youre loosing power and how much, how many connections there are connected to said node, and how much backup power there is stored in the system via batteries) and click on the node again to to remove all connections, then you can click on the node yet again for the game to automatically made the connections (new buildings built within the range on the node will automatically be added to said node unless the connections are maxed out, if so you can place another node touching the last node and power will be shared without using a link) also, if you grad a conveyor over obstacles (such as buildings, other conveyors, or mountains) the game will automatically place bridges and junctions, same with nodes, drag them and the game will place all nodes needed to reach the final destination
A tip: go into your settings and then you can enable a piont where you can easily see if your turrets and machines need something or not (theres gonna be a green or red pinot in the corner of the turrets)
hey some tips: 1. press and hold B to rebuild destroyed buildings 2. unless attacking an enemy base, there is always 1 (or more) drop zone, you just have to look hard enough :) 3. press E to disable building to shoot
Fun fact: space pauses the game and lets you plan what you need to build without the clock ticking down on waves. You can place everything you want, and do all the construction once time resumes.
Casual. 300hours in Steam and ~5 pauses for all time
Don't forget about holding down the B key to rebuild broken buildings and conveyor belts
@@TheWarGamer11 well he figured it out in the end
@@TheWarGamer11 plus e to pause building so he can shoot if cut off during repairs
@@AddisonMorse and Q to cancel the building queue.
"I conquered this map, I don't need the defenses anymore" my sweet summer child
and now we wait
In a month he’ll figure it out
enemy bases ;-;
he'll regret that because i had to learn that the hard way
Really hope to see his reaction when all the sectors get fk simultaneously at the same time.
matt should play mindustry more
Yeah I am also loving this series and can someone tell how can repair stuff that I have already build I have to place all thing each by each
@@UpliftU1hold b to rebuild or you can use menders to repair. You unlock them pretty early
yea
and he coud pause game when he is building conveyor spagety
this game looks so boring
@@maciejp7829 it gets a lot more interesting later on, especially on bases (attack sectors).
Best advice for this game is to read information for every block it saves so much time and is often overlooked.
The way this game works is very systematic and works well with mathematics and ratios too
not to mention pause while your laying out your builds
Not to mention DON'T delete your defenses!!! Yikes for when he gets attacked later!
@jacobrispoli4351 only delete defenses in sectors which are not labeled vulnerable to be more specific
and schematics! Get schematics for factories! it saves so much space to plan how you're producing things
@@danieltan7344 They are good, but so are the processors, memory and logic for managing I/O ratios based on supply and demand chains to keep your logistics system running smoothly.
0:23
Game: "Sector Captured"
Matt: "Best I can do is Sector Cleared"
A few more tips for if you continue playing this (which I really hope you do play more!):
1. If you ever capture a sector that has a red sector adjacent to it, so NOT remove your defences. The red sectors are enemy bases, and they can attack sectors you've captures if they're adjacent to them.
2. Duos can also shoot air enemies, hence why that guardian died to quickly.
3. If you want to shoot instead of building, you can press "E" to pause and resume building.
first point got me so hard. I used to play back in the days, when there was no planet and missions were kind of stand alone.
So I removed all defenses.
Then there was this overhaul of mission design with adjacent enemy sectors..
The moment I started the game after the update all hell broke loose 😭
Na man he should learn it the hard way, it's funnier.
Always give in to peer pressure, that’s how you make friends.
No that’s how you get bulkied
@@CatfoodChronicles6737 wooooosh
That's a terrible fucking joke
Peer pressure is how you get 14 year olds getting drunk off their ass, cause their "friends" said it was okay
😂😂😂
That’s darkly funny sarcasm, but if it’s not…
Yikes.
Oh boy, I can't wait to see Matt play more of this.
My heart is crying watching Matt use so many routers on one conveyour
why lol thats what i do for my defense at least. it's not fast but it'll feed all the defense ammo at least. can't get defense dense enough otherwise. i tend to line turrets routers turrets in a line on front of the circle. am i doing something wrong?
This was beaten into me fast by the mp community, don't use router chains!
@@JamesTDG i can see how router are bad and underflow gate works better. but it requires me to reroute my input and i can't just shove the inputs anywhere lol. i guess i might change it to test it out.
@@takumi2023 When two routers are next to each other they try to feed into each other, as the sides facing each other count as input sides. Having just two next to each other isn't that bad, but when it's a chain of them, there is a high chance for a resource to be sent backwards on the chain at least once, which also blocks new resources from entering the chain. This makes resource transport through them very slow.
@@takumi2023 when you use router chains turrets at the end get resources very slowly, its better to just use more conveyours or distribute (turrets) and use different ranged turrets
Fun game, I look forward to seeing you -suffer- play through more.
Also the “enemies can’t destroy my walls if I don’t build any” tactic is hilarious :)
Honestly you should just start a mindustry series at this point because it’s really intriguing watching you play it
as someone with an ungodly amount of hours in this game it is hilarious to watch him struggle on the first and easiest zones of the game
Same
I recognise that pfp, cool
As someone who was a beginner like 3 months ago, it's extremely satisfying to discover things by yourself. I also just learned processors and been making some crazy schematics.
It is also extremely painful to watch, especially when he complains he cannot do something and he has exacy what he needs unlocked lol
Ye
I swear I didn't stop playing this game since you posted last video. I love that it take hours to organize everything, so I don't think about my ex
L0L well that took a dark twist.
that took a real dark turn lol
Sounds like an average DougDoug viewer lol
Wtf 😂😅
I really love the level 2 air factory that lets you build air units that help you build & rebuild towers, it's super helpful to have automated rebuilding units!
I was so happy when I first found those too. Makes things so much easier. I'll admit after I learned about those bots they are one of the first things I try to set up.
Big building tips:
Hold B and drag over attacked areas to automatically rebuild broken buildings.
Hold crtl while placing conveyors, power nodes, and other path-based structures to make an auto-path, good for long, simple conveyors, or very long power node lines.
As other comments have said, use the pause mechanic to make a temp-schematic and unpause to start building immediately rather than placing while building.
Speaking of schematics, theres a schematic feature where you can save, place, and even import community schematics, you access the schematic menu by pressing T.
And some tips tailored to this guy:
Use junctions, they allow you to cross lines without spillover.
Use bridge conveyors to get over small bits of annoying terrain or structures like walls.
Use batteries to store excess power and not waste it.
Might edit this with more.
you don't need bridges to cross the same type of conveyor belt, you can use junctions! Also, you can hit escape to stop building!
Q
@@darthscioni was about to say that xd
What about mobile ?
@@ronitbhat9624 i dont exactly remember, i think theres no cancel button
@@LegendhypergameGD yeah,it makes it so annoying when enemies come and your character just wants to build
You are like 1 of 2 good sources of mindustry content. You are breathing life... dont leave us
whats the other source
@luccabibar7033 I'd say firefly is the other consistent one. Do you have another you'd like to recommend?
@@discoverso thansk for the recomendation!
unfortunally, no lmao, but ill let you know if i find someone who does good content
@@discoverso theres another youtuber called creslexs (dosent play the campaign) but does like edits of it and sneak peeks and stuff
@@Aradomguyintheinternet yeah, I've seen. But it is this source of content I'm craving
I sure do hope this sticks around for longer. Great series so far
The enemy will try to retake some hexagons in Mindustry. Defences around their drop zone are very useful when that happens.
I'm so excited to see you play more Mindustry! And you have been improving a lot so far. Also most blocks can receive liquids, usually water and some other stuff you haven't seen yet to increas eproduction like you saw with the pneumatic drill. Turrets especially!
Recommendation do not block the way to your base off completely make a zigzag Maze like pattern so that they struggle to go through and put along the walls some Duos and try and make your duo turret as compact as possible it makes them easier to place in smaller areas so that you have more space for more guns the zigzag pattern allows them to have a beeline to your base but it slows them down with zigzagging giving you more opportunity to shoot them if you make pure wall they do not find a simple route to your base then they just make their own route and choose the quickest way there hope this advice helps good luck and please play some more mindustry
You forgot the most important feature of the zig-zag pattern. It keeps them from focusing fire. With the enemies constantly moving through your defenses they are less likely to break things and more likely to just leave them damaged so you can repair them instead of replacing them.
Granted that's pointless early game when you don't have access to repairing, but mid game it's a huge advantage.
That be true
#1 thing right here. Always block all the paths except a single winding zigzag path to your base, allows you to focus on a single defense system vs having to defend multiple paths
My lazy ass me mid to late game getting most of the tech unlocked: Eh just slap thorium wall backed by plastanium to block laser shots, then spam spectre with large menders and force projectors. If any of the wall got destroyed, my swarm of poly will rebuild anything that had been destroyed :D
Power? impact reactor takes too long, I'll just spam RTG generator.
Ngl it's kinda matter of logistic efficiency, thorium is easy and quick to make, a single airblast drill with water drill can power more than ten unloader-chained RTG generator(giving 4-5k at minium of power/s), while still providing sufficient ammo for spectres, all just from a single resource. With that to finish initial setup and defense, you can start focusing on other factories to make the sector self sufficient
Tip : you can press E to stop building to shoot and mine
And junctions make conveyors cross eachother
And they are built automatically. No need to place them.
@@B3Band They're built automatically if you make a conveyor across an already existing conveyor but if you have the game paused and are laying out the construction plans you have to put the junctions manually or it will make the conveyor that you are crossing connect to the other conveyor.
Really funny to see rce NOT protecting his turret, and discover the game. He just put it and voilà the magic works, really funny
Also, putting the duo's directly onto the drillers is 100% gigachad move. I remember first realizing I could do this! This game is amazing, I hope you play it more!
I like to make early game outpost defenses by doing this and slapping down walls around it.
Sure it's not efficient for later game, but damn if it doesn't solve those early waves while I get everything setup.
@@Krell356 Later game I'll just spam the mega lasers and those anti-air lasers that pull flying things closer.
@@Mastikatoruselesz poly that only targets one unit when they spawn 20 at once but the lancers you say is pretty good if you have good electric power efficiency
While spamming copper fed duos can take you surprisingly far, you need to set up a lot more copper mining during the first few waves so that you can support building the dozens or even hundreds of duos it takes to get away with relying on them.
Please matt, use some of this :
Press space to pause the game, it allows you to plan stuff and then the droid will just build everything at once when you resume it...
Also, please read the text at the bottom... at 8:55 you were yelling 'stop repairing! how do I stop repairing'.... just read the instructions on the bottom of the screen:
"E" to stop building.
"Q" to clear plan and
"F" to build and copy.
also, if the enemies destroy stuff, you don't need to manually replace every broken thing, just hold down "B" drag your mouse over the broken stuff and it will auto repair it
seriously, please read the tips the game gives you, they're really helpful and also, I'm really looking forward to seeing you playing this game again.
so, I wrote that midway thru the video, Ik he probably figured out some of it. But I hope it still helps
I wounder how long it will take for him to realize there's a rebuild hotkey that lets you rebuild destroyed buildings.
He used it on frozen forest pretty sure. He like manually replaced two buildings then selected all of them.
He already knows, saw him use it
Yeah, I saw him use it at least once this video.
Wait, there is what?
@@toshtaggart2510yes, B
Matt completely forgot about junctions. They allow you to put conveyer line near drills, just dont forget to replace attached to drills conveyers with them. Also enemy units cant pass them so they have to destroy them. You can use them instead of walls. In fact, they are so cheap, you can use them to fill unwanted ways for your enemies instead of spending a lot of copper and time on big walls. You can also counter kamikaze enemies that run fast and explode your defense by putting these on their way and repair them every wave (they are cheap and built very fast)
Also can't not mention that bridges are way better than conveyers, because:
1) they transfer items way faster
2) they can store items
3) you can place 3 lines in one using bridges (you should learn to connect them correctly)
4) you don't need to use crossroads to pass other lines
5) you can put them over world generated walls and other obstacles
Matt just casually not putting any wall and saying "well we know it's gonna get destroyed"
Me when Matt puts routers adjacent to one another so that the front routers have a chance to send stuff backwards to the previous routers, slowing down the throughput massively: He's such a genius.
Alternative is router with underflow or underflow gate in an alternating pattern
Routers in a chain no longer clog by backfeeding themselves unless you supply the chain from multiple points or loop the chain back on itself
@@fractalgemsource?
Matt, you can pronounce router as rooter all you you want, but only if you pronounce outer as ooter, too. 😂
yayyyyyyyyyyyy
So he speaks with a Scottish accent?
I want to go to ooter space
@@SynSpiderzI think a Canadian accent would fly, too.
@@cassandranoice1563 when you go far enough east in Canada, the local accent and Scottish accents become indistinguishable.
Matt uses bridges for when he could use simple crossings and he doesn't use bridges for when he has to transport items over the buildings
Edit: if you want to place conveyors next to a drill or something with an output, then just put crossings directly next to that building so the ressources won't come to the conveyor itself
and another tip is that you should not have a water leak because the efficiency of the pumps will be badly affected
You want to give them a path of least resistance to get to your core, or else they will try and go through your walls instead of around them.
Was going to comment this, but yeah if you completely block the enemy path, they will not be stupid to go through your defence, and will use the shortest path to your base. Leaving them an open path even with defence around will force them to go that way
They will not go through your wall if it completely blocks the path and there is an alternate path. An opening is required
You also want to encase your turrets in walls to protect them from enemy bullets, but not block the enemy's path in the process
Seriously! Think more like tower defense and less like, umm.. stronghold?
Also a good thing would be to learn about schematics. It is not too important during the early levels, but it will be crucial to ramp up your industry fast later in the game!
watching him play is funny. some quick tips use junctions, they are your friend. you'd need to cross conveyor often. bridges waste too much space also at the entrance it and take from 3 direction and dump it out in 3 direction at the exit end makes it annoying to line multiple belts next to bridges. second, try to max the resource before sending them to the next level. that way you can start with 2k resources. i would suggest using 175 world as your deployment base. After you beat a level, go back to the base and launch from that base it will bring resources from that base to the new location. while you're running the new base in say frozen forest, the other bases will still be producing resources.
if you put junctions next to the coal mine with the conveyor next to it it'll block the mine from putting resource onto that belt. (18:57).
start ditching conveyors and use bridges instead, they can be used as an alternative to titanium conveyor, or weaved for a cheaper plastanium conveyor
@@lunaaaaaa_aaaaaa woah havn't thought of that. but if the input and output are located next to each other, wouldn't that cause resources to get mixed up between bridges? i guess you can make sure the ends dont' touch. but if you need to jump over or under you'd be wasting a lot of space too no?
@@takumi2023 it doesn't really waste that much in an actual run
he tried to leave it,but nobody could resist (the voices,of the,) the amazing engineering of the game!
also the ways higher views
I love it, please make it a series, pleaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaase 🥺
Yes Please!
The router chain hurts so much, lol. Glad to see you like the game though Matt! Its cool to see a less commonly known game getting some much needed spotlight. Anuke and the team have dont so much work on the game. Looking forward to the next video!
*edited for spelling
What was the problem with routers? I wasn't paying too much attention except towards the end. I know back when I played I used a lot of routers, especially for turrets. Like I'd use a solid line of routers to feed duos
Yea, me too. Seeing comments that say it's "painful" but none explain what's the alternative is so annoying.
@@kindadimrouters are GREAT for distributing items to different directions.
Router chaining is not ideal since it causes backflow. Backflow clogs up systems and id extremely slow however it is harmless in this case thid guy used it in his video for.
A great alternative is router and overflow/underflow chaining which prevents backflow and is infinitely faster and more aesthetically pleasing.
If you got any more questions please ask! I have played this game and modded it for a while now and can explain certain concepts.
They are very slow
You don’t have to go put power generators next to buildings that need power. You can use power nodes to connect them from afar as power lines don’t take space in between them so it’s ideal for you to find a coal vein and then build a bunch of combustion generators and connect them with power nodes to wherever you want the power to go.
he HAS to make this a series
by the way, pressing space pauses time so you can lay out a building plan without the wave timer pressuring you. just do not forget that building your plan takes time and resources (dont build too big too quick or you will have another copper shortage)
Enemies can actually attack captured sectors, so when re-routing resources make sure to leave your defenses intact and prioritized using overflow and underflow gates.
Only if enemy bases are near right
the sector must have an enemy base next to it, otherwise, you don't need defence after capturing a sector
Ok good to know
Even if it says threat low?
They cant attack it unless there is an enemy base next to it, and even if there is, if you capture the base next to it then both are safe
Absolutely Play more! A word of advice: overflow gates will let all the copper drills fill up the turrets and then after filling up divert into the core
we need to make RCE give up to peer pressure until he completes Desolate Rift
No, planetary launch terminal
No, origin
No, both planets
I at least want to see him discover the almighty lancer turret
@trulers8713 I was going to say meltdowns and foreshadows, but then I realized that I really just want to see him botch a thorium reactor.
A few hot tips 1) use junctions to intersect two lines, not bridges (I know, I know), it's way easier 2) you can bait a lot of air attackers with power plants that don't even have to be active 3) maximizing sector 175 since you have it will carry you far as a launch platform to other sectors, the only thing it's really lacking is thorium 4) only sectors that are not adjacent to an enemy base are free and clear once you've taken them, if you're next to a base they'll keep attacking with harder stuff until you get overrun, when it eventually falls you'll have to take the same punishment that caused it to drop in the first place so cap fast if you can if not it might be easier to just abandon, don't be me and try to hold forever. 6) unloaders can unload things from any building including your core, you should be able to unlock them now that you can mine titanium, this feature allows for fun blitzkrieg.
Do they keep attacking until overtake the sector? Like Infinity waves? Also what if I attack them?
@@deveshkumar-vm7bb not like infinity waves, they'll go to a set number of waves and when you beat them back it'll be calm for a while and they'll attack with a few more waves, repeat until you can't hold out anymore. Then once they take it from you if you do a return trip you'll have to survive the number of waves that got you before. Ending it is a matter of taking any adjacent bases, so yeah if you take the fight to them and win it'll stop, but sometimes the base sectors are locked by story progression or there are just a lot of them, in which case it could be better to abandon and come back later.
Hi fellow engineer, slow down a bit and read GUI, like "E to pause building"
I learned the hard way (failed campaign two times) that you need to build from everything you have prepared and AFTER you beat all the ways, unlock everything you can and experiment with new buildings, store a lot and THEN go to next level
Also first thing when you land, build copper and lead drills leading to core, then make copper walls where you don't want enemies to walk and then build you main wall/tunnel
Tunnel is used for "inviting" enemies to your base, of course giving them with pyratite as welcome gift, it is best in large open maps with enemy bases
This is the way. Read the fricking stuff, Matt.
@@Asschen-Sukarthis game is based off of info, you will not get far without it😂
I love watching you make mistakes and learn from your failures, which is really the whole gameplay loop of Mindustry. The one insight I'll share is, lay a path for enemies that takes them PAST all your defenses, not through them.
Day 15 of waiting for Matt to upload Mindustry Part 2.
Yippee, part 2, thank you Matt for playing and releasing another Mindustry video. Now how about part 3?
OH NO IT'S HAPPENING AGAIN
Yay he did upload part 2
he did ask for part 3
I'm seeing a pattern here...
Ah s**t here we go again
That one duo with the lead stuck in its ammo intake 😂 4:52
Wow! I actually arrived 1 minute after the video released. I like how you are continuing to play Mindustry.
Matt, I have two recommendations:
1. Use junctions on conveyor lines. They allow you to cross 2 lines without mixing them, and can be used on lines that touch miners that you do not want to mix resources.
2. Later in the game, you will see that there are effects attributed to different ammunition and turrets. Make sure you read about the synergies of those effects in the core database (found in the tech tree). They really improve the efficiency of turrets.
(I.e. wet+shocked=12%damage multiplier)
This is gonna be great series
I'm really hoping Matt plays more of this. I personally really enjoy the game and love watching him play it
Day 16 of asking Matt to say pneumonoultramicroscopicsilicovolcanoconiosis
what
Is that when someone breathes in hot volcanic ash damaging the lungs? I remember 1 of the longest words in English was something similar to that.
Don’t think most other words have volcano in it dawg.
This is scary
I have hippomontrosesquippedaliophobia
@@Guy.1. I don't think people with that phobia can even name their phobia to others 😂
When using walls, use smaller walls instead of big ones, I learned early on that if costs less in the long run and you have smaller gaps in your defences when they break a unit forcing them to spend more time trying to make their way through your front lines
Waiting for matt to complete the game.
At this pace we will watch him do PLT in 2031
Here are some tips you might need:
1- always try to defend your turrets with walls, is cheaper and more efficient than repairing everything
2- If a turret need energy, you should give all the energy it needs, otherwise, it won't work (It might shoot, but will take a lot of time)
3- Before moving to other area, you should really try to extract as many resources as you could from the region, no need to make each map a factory, but you should try to have productions everywhere
4- You can join two electric nodes to transport energy from one point to another
5- All the buildings that need electricity share it with the adjacent buildings, like in timberborner
6- flying enemy units might try to attack your energy production buildings first
7- the fire shooting unit can pierce a little bit through walls and other buildings
8- always try to produce basic resources the moment you enter a map, you will need it
9- remember the junctions, they will allow combeyor crossing other combeyors, no need to bridges only (not sure how to write combeyor, sorry)
10- without tutorials or help, logic is pretty hard, avoid it. Aalso try to research and understand all technologies you can bejore going to a new sector
I have lots of tips to share, but feel like this are the best now. Hope you or any other new player find them helpful
Leave atleast a 1 block wide path for ground enemies to cross in your defenses too
Conveyor
@@JamesTDG thx
A mindustry video every 2 weeks, hell yeah! Loving the video
I think Matt forgot to read my comments, so I'm going to reiterate what I said, plus some new stuff:
1. The minimap tells you where you're going to be attacked from, so long as you click on it
2. The 'B' key is a shortcut that can be used to rebuild structures faster
3. Titanium (the blue stuff) is mined with t2 drills, which needs graphite
4. Graphite is made with coal via the graphite press, it also is good ammo for mid-tier structures (though silicon is better just for the lower spread)
5. Salvos are better at AA than what you'll expect
6. Some sectors, exclusively send in air units, so it's best to focus your AA near your base until you learn how to bait units
7. Do NOT chain routers
8. It is best to use a staggered drill pattern that transfers resources via bridges, it's more efficient!
9. 6:49 nope. That sector I think only has scrap and I don't think you have the pulverizer unlocked
10. Research schematics on the steam workshop! They'll help teach you more stuff!
11. 7:40 I still see that you didn't notice that you can have intersecting belts, you'll thank me later when you drag a belt over another and see what will happen (spoiler alert, it places a junction!)
12. 9:02 e can disable building so you can do other actions
13 12:38 trust me when I say that you'll want to have weather effects disabled, it'll make gameplay harder, especially if you play on a spore map
14. 13:57 later on, you'll be risking getting invaded again, so build a lot of good defenses, otherwise you'll lose the sector
15 16:11 1 t1 drill can only support 1 tower directly!
16. 18:57 junctions really can help a lot there!
17. 22:03 THEY DON'T NEED LIQUID!
18. 22:28 PER CORE!
@@JamesTDGmucho texto
He should be able to find out himself too
I have bought a lot of games because of Matt and now I'm adding this to the list. Thanks!
I'm playing on mobile. It's free without ads or IAP or anything.
@@stevena105its honestly amazing for that. Big tip is to always read block info it saves struggle
@@Unknown_Genius and workshop and steam mp
Even though it is free on Itch. It was $10 on Steam... well worth the $10 to support the dev!
A very very helpful tip: You can make a wall that has a one block opening and block the other ways to your core completely. The ground enemies will always go through that wall. This way, You can just concentrate your defenses behind that said wall, And you dont have to spread your turrets in different areas.
would be cool to see him try the other planet as well at some point. Would love to see how he adapts to the changes in mechanics
He won't adapt well. I kinda didn't and I'm more advanced than matt
@@JamesTDGi don't expect matt too but it wasn't too bad for me but then again the tutorial for the other world is a bit better than this one
I think Mindustry should be a long term series
I think he should play it with fans. Just do an entire run where we blitz the campaign with a bunch of people.
I'm so glad you are showing people this masterpiece of a hidden gem, I think I'll start a new save
press "e" to stop building, space to pause the game, junctions to make conveyors cross, build more duo but like MORE, ctrl + click on a allied unit/turret to control it
The peer presure shall never end
6:40 "We then just need some sand, now sand is easy to get cause i can literally just grab a miner" Me not realizing what he said: MINOR??😂
It's still a long grind till u made it into mid tier resource but yeah the fun start from there (pyratite and blast compound ammo was sick)
Eh, you can get into mid tier resources pretty quick...at least if you already know what youre doing. Which, admittedly, rce is still working on.
I have so many tips
- Press space to pause time so you can look around and design without getting attacked, although you will have to unpause to actually build.
- There are quality of life mods (automatic ore mine placer, advanced time control, etc) that make the game better
- Avoid attacking sectors bordering unknown sectors
- When you switch levels, you're still on the same planet- Serpulo- just on a different location.
feel free to add more ITT
Oh, and you can also press E to pause building and Q to clear all your unplaced designs.
Love you RCE
Gameplay Tip:
Enemies always take the easiest path while avoiding walls as much as possible - so basically make a tunnel they can walk trough, with turrets on the other side
Do not remove your defenses. I made that mistake but every now and again a sector will become vulnerable and another wave will start. Just a word of warning 👍
That only applies to sectors with an enemy base next to them, and only until you capture the enemy base
Matt, with this game you can control which way the enemy units go by leaving a small opening in the walls for the enemy to path-find though. You then can have a huge line of defenses that their AI then forces them to walk though
I literally came to see if you had addressed the Discord server Admin getting hacked last night 😅
advice about sector capture : if sector is captured and there is no red sectors (enemy bases) nearby then it will remain safe forever
Day 1 of asking mat to play midustry *again.*
You are in rare position.
You are playing a game we've played since version 1.
We are a very supportive community. You could be a master at this game.
Tip for you, Matt, in a tower defense where you control the path to your base, you want the path to be as long as possible. Don't place turrets across the path, place them _along_ the path. That way the baddies are more focused on walking forward than they are on breaking your stuff.
Save the moment the map starts, and let a wave pass through before you build, and just see which wall they prefer to walk near, and put your turrets on the opposite wall.
Back to efficient inefficiency. Nice job Matt. Fun as always.
9:56 you see, you have this thing called "menu" at the bottom of your screen, and as you can see there is text "[E] To pause building", which isn't there for no reason
Air enemies prioritise targetting your power generation / storage so if you build a bunch of batteries next to eachover it will bait all of the enemy air units so you can easily kill them with scatters
10:25: bridges: exist, matt: lets lose some turrets
"We can now mine water" Yes, we can indeed.
Did anyone notice how for the kiln he said “smelts glass and lead into metaglass”😂
Him not relizeing he can just pause to plan makes this so frustrating 😂😂😂
Definitely should be playing this a lot more. Like every day
Matt not building a miner to annoy all the OCD people and then getting himself confused thinking he got attacked by air enemies, to then proceed to try and kill his own drones had me both laughing and facepalming myself 😂... Every video he keeps on proving that he's just as bad if not worst than the architects he makes fun of.
I enjoy these videos because I just downloaded the game myself and the comments are letting me know what not to do and Matt is doing a great job of being the go to example of what I should never do.
The lack of walls and powered items he is using obliterates my soul lmfao
As soon as this man learns about the overflow gate, it's going to be a whole different ball game
Wait is there a repair button? Is that why stuff ghost after it's being destroyed. That would save me so much time. Or it would have before I discovered blueprints but still. But still maintain not using overflow. Gates is a bigger misstep but I'm impressed. I did not know that was a repair option. That makes everything easier.
Edit: I think I must be playing an old version because I don't have a repair button and B just brings up my research menu. I also can't drag around corners to draw conveyors like I've seen in some more recent videos. It makes sense I haven't played in like a year until I saw this and while yes I'm addicted again... I might look at upgrading... maybe.
The way my heart dropped when he began the video by destroying defenses
If you leave an engineered gap with walls between the turrets and enemies they will go the route with no walls. As soon as there is no gap they go in a random direction. But you can route them through a maze if you want.
YES! This is my highest played game! it makes me so happy to see one of my favriote creators playing it!
Thank you so much :) Please play more of this!!!
little tipp you dont need belts between Routers
and try the overflow gate you can put one at your copper miners that feed your turrets and if the turrets are full and the copoer is building up it can bring the overproduction to your core
Just to let ya know, the air enemies spawn at the corner of the map nearest to the spawn circle. And it’ll head straight to your core, it’ll only stop if it gets attacked. They might also head towards power production but not entire sure. I just notice that power get destroyed once in a while because of them.
Love seeing people play this game. I've enjoyed it so much on my phone i downloaded it to my computer. Modders... Youre work is beautiful
when looking at the buildings, most say boosters followed by liquids, they then also say what they boost, some require liquid but thats later on in the game, also, if buildings that require power are connected, they share power via contact therefore does not require to be connected to nodes, if a building that is connecting power is destroyed however, then the power will no longer be shared, and you can click on the nodes (to see if youre generating power or if youre loosing power and how much, how many connections there are connected to said node, and how much backup power there is stored in the system via batteries) and click on the node again to to remove all connections, then you can click on the node yet again for the game to automatically made the connections (new buildings built within the range on the node will automatically be added to said node unless the connections are maxed out, if so you can place another node touching the last node and power will be shared without using a link) also, if you grad a conveyor over obstacles (such as buildings, other conveyors, or mountains) the game will automatically place bridges and junctions, same with nodes, drag them and the game will place all nodes needed to reach the final destination
A tip: go into your settings and then you can enable a piont where you can easily see if your turrets and machines need something or not (theres gonna be a green or red pinot in the corner of the turrets)
Hey Matt, quick tip, use junctions when you have a conveyor next to a drill when you dont want the resource from the drill on that conveyor
Across the Pond did a nice little video on the pronunciation of "router" that's worth a watch, Matt.
Keep up the Mindustry content! Love it :))
hey some tips:
1. press and hold B to rebuild destroyed buildings
2. unless attacking an enemy base, there is always 1 (or more) drop zone, you just have to look hard enough :)
3. press E to disable building to shoot