TerraTech

TerraTech

View Stats:
Building a factory is driving my insane
You can make a perfect circle with tons of component factories and the required modules, but for reasons I can't figure out, it's just not functioning. Now I wanted to build a weapon, but for whatever reason, none of my component factories are requested to craft the required parts.
If manually order a component factory to craft one of the required parts, it works fine.

Is there any up to date video or written explanation on how the devs want us to build it, as im unable to figure out their thoughtprocess on this matter.
Last edited by _Patrick Swayze; Aug 14, 2018 @ 8:58am
< >
Showing 1-15 of 54 comments
Cookie Heavy Aug 14, 2018 @ 8:59am 
unfortunately if you want to craft high tier components you need to use multiple component factories
Cookie Heavy Aug 14, 2018 @ 9:00am 
Originally posted by Cookie Heavy:
unfortunately if you want to craft high tier components you need to use multiple component factories
also:
https://steamcommunity.com/sharedfiles/filedetails/?id=1191458767
_Patrick Swayze Aug 14, 2018 @ 9:13am 
I had 16 component factories, all I did is remove 7, leaving 9 and now it works. What kind of bug is that?!? I changed absolutely nothing else.
Cookie Heavy Aug 14, 2018 @ 10:19am 
Originally posted by _Patrick Swayze:
I had 16 component factories, all I did is remove 7, leaving 9 and now it works. What kind of bug is that?!? I changed absolutely nothing else.
i dunno but i always craft components manually
Antiga Aug 14, 2018 @ 12:33pm 
Struggling with setting up an effective base myself. In no small part due to the strange behavior of refineries when trying to craft something along that same belt line. Refineries won't always take the required item off the belt to craft the required item, this one is real strange as it's just the most basic function. Sometimes only a single refinery will request items, others doing nothing. Plenty more awkward mechanics at play there. The fact the "repeat" button isn't considered in a longer production line makes no sense. It either slows the process down considerably, or in my current "all-in-1" base it just ends up wasting a lot of resources.

Really, you wouldn't expect such behavior in a fully released game. Even in a 4 year old early access, it's a core mechanic. How can you ignore a core mechanic so much. One or multiple devs consistently make the wrong decisions, which has lead to the state the game is in now. A shell of a game. More than 4 years, and if you look at what TT was 4 years ago, you wouldn't even notice that much difference. Just tons more blocks, and some general functionality the game couldn't have done without (such as trading stations) is pretty much it. Nothing outside the core concept the game already was 4 years ago. So how can it still be in such basic state? Even for early access it's in no great state. It's disgusting to think about the 1.0 tag slapped on it.
ZeroGravitas Aug 14, 2018 @ 2:31pm 
Originally posted by Cookie Heavy:
also:
Thanks (saves me linking it every time myself. ;-)


Originally posted by _Patrick Swayze:
I had 16 component factories, all I did is remove 7, leaving 9 and now it works. What kind of bug is that?!? I changed absolutely nothing else.
The game struggles to analyse the crafting network if there are too many option for how it could allocate component construction. I'd recommend staying under about 7 Component Factories (CFs) on a loop system. Maybe a dozen or so on an linear conveyor setup. (It's like CFs count multiple times on a loop.)

Initially too many crafting blocks along a conveyor causes those 2 second game hangs, when starting crafting. But apparently it breaks it all together past a point...

Beware that you'll want to remove and re-add all your Fabricators after moving your CFs around, otherwise you'll get spurious resources requested jamming things up, etc.

It's a shame, but crafting bugs have been a low priority to fix for the last year or so...
ZeroGravitas Aug 14, 2018 @ 2:39pm 
Originally posted by Antiga:
Refineries won't always take the required item off the belt to craft the required item, this one is real strange as it's just the most basic function.
Refiineries can only take 5 consecutive chunks before missing a beat, unless you set one up as I show in my guide (linked above).

Also, multiple refineries can cause allocation dither between them, letting resource bypass. As can multiple routes to the same refinery (set up by filtering chunk types down different routes).

It's mostly possible to circumvent all the bugs, if you have the patience and motivation to read up on it and experiment a little. But yeah, far from ideal.

Essentially the devs were forced to push 1.0 in order to release on Consoles, in order to secure funding to grow their team a little and continue development.

There were many iterations of crafting system tried, during EA. Taking a lot of time. Then it's taken a back seat while multiplayer was developed, which is a very widely requested feature, etc. It's just a shame. But I think it'll get there. I'm hoping for sooner, rather than later, but I'm not holding my breath for it to be this year...
klee310 Aug 14, 2018 @ 9:17pm 
I've been working on a crafting layout/design which uses 6 parallel conveyers (6 separate fabs, 24 CF's total). I find this is the fastest way to craft some high-end weapons due to shear number of level 1, 2, 3 - sub-components needed for them. This is my work-around for the (current) unoptimized crafting-logic in [1.0]

As opposed to the design concept described in this thread (which I have already tried and given up)... trying to place more than 4 CF's on the same line simply makes the crafting process slower.

I would/could share this design if requested - but haven't because I'm too busy to do the proper writeup and credits. Design based on ZG's Perhonen - if anyone interested drop me a message
ZeroGravitas Aug 14, 2018 @ 9:34pm 
Originally posted by klee310:
6 parallel conveyers (6 separate fabs, 24 CF's total)
Nice.:steamhappy: How many sets of silos? You manage to feed them all off a stack of Lotsa's? (3x3)?

That's almost certainly going to be the highest throughput per Component Factory, but i'd have thought that upping it to 8 per line would increase the speed per missile (for example), from each Fabricator...?

I'd be happy to see a Workshop Work in Progress [WIP], but take your time (personally, I've got plenty of other TT stuff on at the moment).
klee310 Aug 15, 2018 @ 3:17am 
Yes, 4 stacks of 4 Lotsa's... so 16 in total running in series. Each stack is comprised of 2 and 2 (2 facing east, and 2 facing west - stacked) with conveyors running in perpendicular (as opposed to regular designs, where conveyors run on the same plane as the silo - ex. silo facing up, and conveyor-belt facing up)

1 line for the inputs, 6 lines for the outputs

I'll share in a bit, after I get off work. And many thanks to ZeroGravitas' for original design and inspirations.

EDIT:
here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=1480372682
Last edited by klee310; Aug 15, 2018 @ 8:39am
Antiga Aug 15, 2018 @ 9:55am 
Originally posted by ZeroGravitas:
Originally posted by Antiga:
Refineries won't always take the required item off the belt to craft the required item, this one is real strange as it's just the most basic function.
Refiineries can only take 5 consecutive chunks before missing a beat, unless you set one up as I show in my guide (linked above).

Also, multiple refineries can cause allocation dither between them, letting resource bypass. As can multiple routes to the same refinery (set up by filtering chunk types down different routes).

It's mostly possible to circumvent all the bugs, if you have the patience and motivation to read up on it and experiment a little. But yeah, far from ideal.

Essentially the devs were forced to push 1.0 in order to release on Consoles, in order to secure funding to grow their team a little and continue development.

There were many iterations of crafting system tried, during EA. Taking a lot of time. Then it's taken a back seat while multiplayer was developed, which is a very widely requested feature, etc. It's just a shame. But I think it'll get there. I'm hoping for sooner, rather than later, but I'm not holding my breath for it to be this year...

I'm sick and tired of having to go through hoops to make basic core mechanics work.

This is ♥♥♥♥♥♥♥ ridiculous. I am officially pissed off, and done with these devs. I used to have faith, but no more. As my faith was based on nothing but hope, and my current feelings are based on what I've seen and experienced. This has been building up since the supposed "1.0" release, encountering disappointment after disappointment.

The incompetence is becoming more obvious by the day. These devs had a great concept, and they did their best - their best just wasn't good enough, but it's not them who are paying the price for this. As they are happily continuing as they were. It's the players who are paying the price by being given some half-working barebones shell of a game missing the most basic of functionality.

Ridiculous to release this as 1.0. It's in no way, shape or form ready, and doesn't feel like it could be within a decent amount of time.

I don't give a ♥♥♥♥ about their work ethics at this point. They messed up. There should not have been a full console release/pc release. The game should have stayed in early access. There's only one reason they decided to release at this point - money. As there is no publisher. No pressure. They self-published on console, so they were in FULL control of this release. THEY decided the game was ready.

How is this ready? Tell me, how is a game that is bug ridden in the most basic core functions ready for a full release?

I'm removing my 3 year old positive recommendation and they can go on without my support in the future as well. I paid around €35 for this like 4 years ago, got the R&D pack back then to show my support as I never made use of it. I still remember my feelings for these devs back then, and about a year later. How wrong I was. How ♥♥♥♥♥♥♥ wrong. Would've kept praising them if only the 1.0 tag wasn't attached to this sorry state of a game.
Last edited by Antiga; Aug 15, 2018 @ 9:56am
Zed Aug 15, 2018 @ 12:13pm 
Originally posted by Antiga:
Originally posted by ZeroGravitas:
Refiineries can only take 5 consecutive chunks before missing a beat, unless you set one up as I show in my guide (linked above).

Also, multiple refineries can cause allocation dither between them, letting resource bypass. As can multiple routes to the same refinery (set up by filtering chunk types down different routes).

It's mostly possible to circumvent all the bugs, if you have the patience and motivation to read up on it and experiment a little. But yeah, far from ideal.

Essentially the devs were forced to push 1.0 in order to release on Consoles, in order to secure funding to grow their team a little and continue development.

There were many iterations of crafting system tried, during EA. Taking a lot of time. Then it's taken a back seat while multiplayer was developed, which is a very widely requested feature, etc. It's just a shame. But I think it'll get there. I'm hoping for sooner, rather than later, but I'm not holding my breath for it to be this year...

I'm sick and tired of having to go through hoops to make basic core mechanics work.

This is ♥♥♥♥♥♥♥ ridiculous. I am officially pissed off, and done with these devs. I used to have faith, but no more. As my faith was based on nothing but hope, and my current feelings are based on what I've seen and experienced. This has been building up since the supposed "1.0" release, encountering disappointment after disappointment.

The incompetence is becoming more obvious by the day. These devs had a great concept, and they did their best - their best just wasn't good enough, but it's not them who are paying the price for this. As they are happily continuing as they were. It's the players who are paying the price by being given some half-working barebones shell of a game missing the most basic of functionality.

Ridiculous to release this as 1.0. It's in no way, shape or form ready, and doesn't feel like it could be within a decent amount of time.

I don't give a ♥♥♥♥ about their work ethics at this point. They messed up. There should not have been a full console release/pc release. The game should have stayed in early access. There's only one reason they decided to release at this point - money. As there is no publisher. No pressure. They self-published on console, so they were in FULL control of this release. THEY decided the game was ready.

How is this ready? Tell me, how is a game that is bug ridden in the most basic core functions ready for a full release?

I'm removing my 3 year old positive recommendation and they can go on without my support in the future as well. I paid around €35 for this like 4 years ago, got the R&D pack back then to show my support as I never made use of it. I still remember my feelings for these devs back then, and about a year later. How wrong I was. How ♥♥♥♥♥♥♥ wrong. Would've kept praising them if only the 1.0 tag wasn't attached to this sorry state of a game.

Many Valid points @Antiga; Regarding crafting in general the comment I would make is that bases are expected to be built in a semi-specific manner in order for the crafting UI to properly keep track of the various elements in play. For the sake of simiplicity there are a couple bases in my workshop whcih work well if you once again become interested in Terratech.

Regarding the other points, mostly revolving around 1.0 being released "too early" this is a milestone for Payload to release anything officially as it is their first game. The general hope throughout the community is that the procedes from 1.0 launch will be rolled back into the game adding much needed things such as :

An Anchor HotKey
Various Difficulty Levels
Transparent Blocks (glass / windshields, etc)
Better AI
Better Crafting
Water.
Etc.

Only time will tell, perhaps checking back sometime in late 2019 / 2020 would make sense...
_Patrick Swayze Aug 15, 2018 @ 2:05pm 
I gave up on the factory part, where you construct parts yourself. Everytime my factory got stuck, I decreased the setup with one component factory or a furnace and things would work again. It's so broken that you end up buying the terminal, to just buy parts, skipping a big part of the game that could be very enjoyable. Probably also the devs solution to put this terminal in, as they don't have a clue on how to fix the factory AI.

It's not a solution for me, to get someone elses factory on the workshop that bipasses all the bugs. A game like this gives me satisfaction, only by figuring things out myself.
Antiga Aug 15, 2018 @ 3:03pm 
Originally posted by _Patrick Swayze:
I gave up on the factory part, where you construct parts yourself. Everytime my factory got stuck, I decreased the setup with one component factory or a furnace and things would work again. It's so broken that you end up buying the terminal, to just buy parts, skipping a big part of the game that could be very enjoyable. Probably also the devs solution to put this terminal in, as they don't have a clue on how to fix the factory AI.

It's not a solution for me, to get someone elses factory on the workshop that bipasses all the bugs. A game like this gives me satisfaction, only by figuring things out myself.

Exactly. Some of the workshop stuff is good to learn from and such, but using pre-made techs + payload terminal = why play the game? Apart from my utter disappointment with the general state of things, this is the main issue I face as well. At least if there was some real end-game content, something tangible to achieve or defeat or aspire to. But there's nothing.
ZeroGravitas Aug 15, 2018 @ 7:04pm 
Originally posted by klee310:
here's the link:
Nice, I'll try to take a proper look some time and leave comments on the item.:bigups:
< >
Showing 1-15 of 54 comments
Per page: 1530 50

Date Posted: Aug 14, 2018 @ 8:48am
Posts: 54