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The further I progress, the more I find myself wishing for some sort of disposal tool would be incredibly useful -- possibly even moreso than belt or inserter improvements.
It seems like there are a lot of things that get produced considerably faster than they're consumed (like kindlevine extract). It creates a choke point, and belts lock up.
Though I do wonder if thats an efficiency issue. I have a biobrick generator that serves my current factory, but it's production crawls because I think I just don't use the fuel quickly enough. I wonder if an item mall would mitigate that at all -- fund more places to use resources so the rhings generating them have less down time.
The problem I keep facing here, though, is the excess byproducts.
Creating plantmatter frames, for example, generates a ton of kindlevine extract runoff that I can't seem to consume fast enough, so the machines get backed up before they're able to produce anything efficiently.
Like, I kind of agree with the "not yet" approach, because certain planned features completely negate some of the belt/inserter magic folks are using currently (like vertical lifts).
I've kind of found myself shuffling my "mall" around -- building production for the things I need to unlock tiers, and then just repurposing machines for the next tier.
From an early access standpoint, that's given me a good sense of "it would be cool if...", and its really exciting to see the devs in here basically saying "yep. That's on the list"
This appears to be intended with the plant recipes which is one aspect where Techtonica departs from your standard factory games. Creates a challenge with a bigger scope than normal, so I like it in that sense.
Once you get to the point where you really want to scale up, I suspect you'll want to dedicate a factory area to kindle/shiver extract, plant frames, and a limestone/plant matter sink into biobricks for smelter fuel all in the same area. Make mining chargers and shiverthorn coolant there too. Then ship out the coolant, plant frames and kindlevine extract to other production areas as needed, likely via monorail.
Hopefully it auto-balances itself in the large scale to a better degree, or if it doesn't, you can manually fix all your production lines in one place. We'll hopefully get the extra factory parts needed to fully auto-balance this kindlevine & shiverthorn production area at some point.
Yeah, i would agree with that. When I say "problem" in that regard, it's definitely more of a fun challenge than an issue. It's a puzzle I want to solve, which is a point for the devs for sure.
Looking at the various recipes and such, it definitely feels like some code I haven't cra ked yet, and every step I take closer to that goal has been really satisfying.
In so many games, if I needed to delete a base and start over, I would be really irritated, but something about how Techtonica does it makes the "fresh start" really satisfying. Ive cleared all the belts and machines from my floor like 4 or 5 times because its genuinely fun to try something new.
Not sure where you're at with tech, but a piece of it might be that you're making a new factory to solve an evolving challenge as opposed to just upscaling or rebuilding to incorporate a new doodad that gives 10% more speed or something.
Grappling with the byproducts on the plant recipes forces you to expand your concept of production chains or factory management, which changes how you make your factory.
Then you unlock limestone ore enrichment and the whole smelting logic and limestone sink part of your factory evolves on you again.
I've done ore enrichment in Krastorio 2.0, and the limestone enrichment split with smelter fuel management split with plant byproduct sinks in Techtonica is a different beast, at least conceptually at the moment.
Haven't directly tackled it yet and I don't plan on tackling it until monorails are fixed. Ideally, I'd want Priority Splitters before then too, but I sort of doubt that's showing up soon. Might take a break for a patch or two before I do ore enrichment in the end.