Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Playing terratech since the first versions, I still remember the first base we had.. Lot of work since I first played terratech.
This setup can be scaled up quite easily, but i don't have a picture of a huge version right now.
http://steamcommunity.com/sharedfiles/filedetails/?id=1124150955
http://steamcommunity.com/sharedfiles/filedetails/?id=1124150690
Here's a screenie of one capable of handling all recipes you throw at it.
http://steamcommunity.com/sharedfiles/filedetails/?id=1124200574
Admittedly, like half of how i built this and subsequent versions is to combat bugs with the crafting system.
Here's the most recent interation, with a pair of rather big modifications built to combat the problems of Components not being properly pulled from the silos, as well as the raw/refined juggling that seems to be going on with the old version recently.
http://steamcommunity.com/sharedfiles/filedetails/?id=1127464444
This thing can craft anything as long as it has the right base materials and/or components
Whatever you put into this is stored as is. Refining and Component crafting is done on the fly to minimize waste. All 4 Component factories have their outputs further behind the line than their inputs, so that the components produced can feed back into any other factory.4 seems to be the minimum for being able to craft any component in the game right now. Components from scrapping are are drawn off to another set of silos past the section that splits refined and unrefined resources, because components are not being properly requested past component filters right now. All of the silos are built to be "infinitely" (until you reach the 64*64*64 size limit) extendable to the right with minimal modification to the rest of the structure, besides moving some conveyors around.
Also, does each factory need all three dongles attached or do they work the same as batteries (i.e. active whenever they are connected to the same structure)?
generally I go
1
1
1+2
1+2+3
They do not operate like batteries.
take a look at this scheme, it helped me building a good factory. the only thing i made different then the scheme is that my component factorys are strict in row (6 on the leftside of the conveyor) and not counterpart (3 on the right side and 3 on the leftside of the conveyor).
but sometimes there still happens little mistakes that don't destroy the factory order (the product will still be built) but some ressources making conveyorloops because refinery or something else is too busy.
http://steamcommunity.com/sharedfiles/filedetails/?id=1129153536
Raw materials are sorted by material, everything else by type. Factories are smart enough to pull the best chunk available, i.e. component if present, if not, the refined material, if not, the raw material is refined on the fly. Perhaps not so extendable, but that wasn't my priority because I can store refined materials as blocks and unpack as needed using scrappers.
Known bugs: occasionally, a raw chunk winds up in the factory area. Probably an issue with refinery outputs getting blocked by passing chunks from up the line, that's solvable by making them separate output conveyors or some other kind of buffer.
For example, component factories calling for duplicate resource they don't need. Assigned refinery toggling back and forth continuously. Factories mysteriously unable to instigate crafting of items with top tier components in, unless it can see a refinery's output connected to it (even when all resources are pre-refined).
Anyway. My advice would be to keep things as small and simple as possible, for now. Use the (Venture) compact resource blocks to feed just one or 2 large silos the chunks you need, on demand. (Especially if you don't have the R&D pack for the Pacemaker block.) And have your main manufacturing line loop back to it, to return spuriously requested chunks and components. You need 4 component factories, minimum, for making the most complex parts, but the order of the dongles may have to be very specific in that case.
DerNiepe, on the forum, posted up this little snapshot example you can load up directly: https://forum.terratechgame.com/index.php?threads/crafting-problems.12079/#post-75599
Image for reference (only): https://i.imgur.com/XYr6dNx.png