TerraTech
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compact station
   
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2017年12月31日 4時14分
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compact station

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ZeroGravitas 2018年10月20日 3時34分 
This tech has been reposted by another user, here (with minor modifications): https://steamproxy.net/sharedfiles/filedetails/?id=1536843133
Isfun 2018年3月14日 21時47分 
Very good crafting base build
ZeroGravitas 2018年1月1日 9時24分 
Very cool crafting base build.:steamhappy: :bigups:

Did you see the stacked silo design being used by ReaperX1, or DerNieper, on the forums, etc (or come up with it independantly)? I'm just curious about etymology of ideas.

I did a tear down, removing the non-crafting parts, to see how well this functions, and found a few things to note:

(1) Filter blocks missing from tech - for raw chunks (Titanite to Rodite).

(2) There's no point storing raw Rodite, Ignite, Celestite or Erudite, if you can't refine them for crafting, because no recipies use them raw.
ZeroGravitas 2018年1月1日 9時24分 
(3) You can use Alternator Conveyors instead of Filters to pull from the Lotsa Silo stack to the Node silo indicators. Thus reducing UI overlay clutter a little.

(4) There were superfluous resources being ordered and looping past the Component Factories and Fabricators. This bug can be avoided by ensuring the Fabricators are (re)added to the tech last.

(5) Vertically stacking Component Factories (CF) is cool. But the main crafting loop could be a lot faster and more efficient. Have you tried hanging all the CF either side of a single central (vertical) loop?

(6) Similarly, you could cut several seconds off the resource fetch times by joining the silo arrays to the crafting loop at mid-height, half way along each.

(7) Cool having a setup to auto-brick the overflow resources.:steamhappy: (Shame snapshots can't store Fabricator settings, eh?)
ZeroGravitas 2018年1月1日 9時24分 
(8) Probably be an idea to have component storage arrays for a future build (instead of raw resources, perhaps). 2 stacks of 12 silos.

(9) Resource input is a bit of a bottle-neck, if mass fabricating. But then I'm trying to push the Compressed Fabrication System idea, with Scrapper arrays in place of big Silos. See section 11 of my guide (if you haven't already): http://steamproxy.net/sharedfiles/filedetails/?id=1191458767


Sorry for flopping out this unsolicited critique. Hope you're enjoying the game.:steamhappy:

Oh, (10) Those megaton cannons are going to over-shoot any (heavy) enemies that get in close, to enemy's preferred attack range.