TerraTech

TerraTech

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ZG Perhonen Mobile [CFS Crafting Core]
   
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19 Aug, 2019 @ 4:20pm
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ZG Perhonen Mobile [CFS Crafting Core]

In 2 collections by ZeroGravitas
Compressed Crafting Guide Example Techs
17 items
ZeroGravitas Crafting Playthrough
34 items
Description
Build your own customised mobile base or all purpose tech starting from this snapshot - "Compressed Fabrication System" that can fabricate anything. (Requires swapping in Geocorp Hawkeye or Better Future fabricators for making blocks of those corps.)

See full video tutorial on building and using this tech (embedded above): https://youtu.be/KG3wFBdXyNQ

Example GSV mobile all-crafter techs:
(1) Bora Horza 2 - https://steamproxy.net/sharedfiles/filedetails/?id=1839889152
(2) Gobuchul - https://steamproxy.net/sharedfiles/filedetails/?id=1839931806
11 Comments
ZeroGravitas  [author] 3 Nov, 2019 @ 6:13pm 
@ZioDona - I'll try to take a look some time, no promises. But nice to hear I've inspired a build.:Khappy:

You just have to build your mobile base to accommodate the blocks stacked in the scrappers when they turn solid again. You see I went to some effort to leave space above and around the scrappers in this design (shown in video).
ZioDona 3 Nov, 2019 @ 5:15pm 
Hello, this design was inspirational for my own crafting core (tested it only in anchor mode), i would like to have your opinion about it when you have the time for it https://steamproxy.net/sharedfiles/filedetails/?id=1905932676
The idea behind this was to make a smaller core, then it turned out more like a general base adding silos and silos to crafting lines.
I have a question: how do i can solve the problem of items in disassemblers being solid entityes when not on static anchor? it keeps popping them around just by disanchoring so right now im emptying them every time i move the wandering base, or i pop it out only when i need and repop it in after im done.
ZeroGravitas  [author] 29 Aug, 2019 @ 9:22pm 
Cool. Yeah, that actually sounds about right. The main problem with flying (even below 100mph) was pitching up and down, boosting, etc. On the flat or R&D you can get unrepresentatively high speeds.

And I totally agree with you on turning of self-collisions for resources on rotating and sky anchored bases too. Not sure about unanchored, but I guess, why not. I'm sure I've said this at least once on the forums. But then I've suggested an aweful *lot* of other stuff too.:sfsmile:
56567878zz 29 Aug, 2019 @ 8:15pm 
I've done some speed test on both systems, it turns out they both can handle 100mph when moving on flat surface, i think 100mph is more then enough for escaping most of the enemies in game, the only problem is that your system can make the center of gravity too high, thus making it easy to flip over when stopping and sharp turning,
I think I'll try to solve the resource collision on my system with out making it too high,
thank for the discussion, I really appreciate it,
btw, i think is better if the game remove resource collision with blocks completely, that cause many problems in game and will slightly improve performance if removed in my opinion(:\)7
ZeroGravitas  [author] 29 Aug, 2019 @ 6:38am 
@56567878zz - Exactly that, yeah. That's why it's important (though time consuming) to always test complex builds in the exact context they are intended.:sfsmile:

The speed limit for GSO silos (including the Node Silo, I think) is just over 80mph. Which is why I was impressed Lathrix managed to make that huge resource transport aeroplane - I'd warned him of this, but he just used so many wings and flew at around 60mph.
56567878zz 29 Aug, 2019 @ 6:12am 
just found out that resource chunks will deactivate collision only when anchored with fixed anchor,
if using rotating anchor, sky anchor and not anchored, resources can be squeeze out from blocks sometimes force out from conveyors, i think that's why you concern about my system being too packed(:/)7
56567878zz 29 Aug, 2019 @ 2:44am 
the intersect between resources rarely if not impossible cause resource to drop in my case, but dropping do happen while loading resurces due to what i think is the collision between resources and certain blocks(in my case BF SCU on the side) not 100% sure on this,
also, i did the speed test in my system, able to handle 72mph, but drops a lot on 147mph, i think the limit is some where between it, need more testing though:steamhappy:
ZeroGravitas  [author] 28 Aug, 2019 @ 7:28am 
@56567878zz - oh right. Have you tried actually stocking your design up and driving it around, yet? I'm wondering if the stacked up conveyors, like that (with resources trying to intersect the ones on top) will cause resources to drop...?

Also, the reason that resources were dropped in the example build in my video was the curved conveyor blocks, when the resources got pushed *onto* them at a certain angle. So that should already be avoided with my build (for forwards/backwards movement).

I'm not sure about venture conveyor holding better, either. Not done a proper speed test on that in a long while (if at all).
56567878zz 27 Aug, 2019 @ 7:14pm 
you can easily swap the venture scraper into other scraper, also I replace almost all of the GSO conveyor blocks into venture ones due to it says that venture's factory block have stronger tractor beam to hold on resources in high speed, just not sure how much better compare to GSO ones
ZeroGravitas  [author] 27 Aug, 2019 @ 8:49am 
@56567878zz - Cool! So you turned the scrappers sideways.:sfsmile: I did mention this possibility in in video, in passing.

I preferred to have them upright in this example core to avoid the stacks sticking out of the sides of a ground vehicle. Also, to make it easier to fill the scrappers from the sides, because you need to click on the edge of the rim, once you already have one compressed block in there.

Those Venture scrappers seem kinda glitchy with placing blocks in them, at the moment, making them harder to use. And their resource blocks intrinsically have only 1/3 the capacity, so you have to refill them more frequently. It's fine, depending upon how (much) you are using it.