I deleted my entire factory to optimize it | Final Factory

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The Dutch Actuary

The Dutch Actuary

Ай бұрын

Let’s dive into Final Factory, a new automation game coming out on April 9, 2024!
Design space stations, build fleets of attack drones to help you defend your factory, and automate everything!
This is the beta version so there might be changed in the actual release version - but I did not encounter any significant bugs while playing.
Find more on the game here:
store.steampowered.com/app/13...
#FinalFactory #FirstLook #LetsPlay

Пікірлер: 22
@Firebuck
@Firebuck Ай бұрын
Nice series, TDA. I've been playing quite a bit of Final Factory, it's a fun game. I have some basic tips for you based on some of your comments in the video... I don't think they are spoilers really, just nuances in the way the game works. Feel free to ignore if you'd prefer to work these out for yourself. - ALT toggles an icon on top of manufacturing building and drones. I keep it off most of the time, but it's great for finding stuff from the mall. - Inserters _can_ deliver items directly to a building. The building must be powered before items are transferred, however. - In a bus design you can substitute *junctions* for the cargo boxes. Junctions (and Logistics Bays) allow you to set a priority direction for the output. Also, the cargo boxes will store up a lot of items -- especially in the bus part -- when the mall is idle. Which option is best depends on your goals of course but I prefer junctions for a mall. - Logistics bays can serve two cargo drones carrying different items types. That's why there's only one slot being used when a single drones is used. Running two item types through a single logistics bay can be more space efficient. Lastly there's a mechanic that's not obvious in the early game: layers. The order from the base layer moving upwards is 0) buildings, 1) inserters, 2) asteroids, 3) cargo bots, 4) mobile bases. As you noticed, inserters can collide with each other, and same for cargo drones. Because of layers, inserters and cargo drones operate on different layers. Cargo bots can fly over buildings, inserters and asteroids. Mobile bases and ships, which you haven't gotten to yet, can fly over everything. Two examples where layers are useful in factory design - Both inserters/cargo bots can fly over solar panels, which are a special case in the layers scheme. Putting solar panels in the flight paths of your bots is a handy way to save space - Since cargo bots can path over factory buildings and inserters you have a lot of flexibility on where to plug a logistics bay into your build. Sorry for the wall o text.
@Yardiff
@Yardiff Ай бұрын
Interesting regarding solar allowing bots to pass over. Can solars also overlap?
@Firebuck
@Firebuck Ай бұрын
@@Yardiff The solar panels can't overlap each other.
@Hust91
@Hust91 Ай бұрын
The flow in factory games where you start with stumbling steps as you figure out the bones of the game and how to do things, only to then come up with a way better way of doing things is just so damn satisfying and one of the things I think Final Factory does really well. There are so many ways to rope together the structures and methods of moving materials around (Should I use a connector here? An inserter? Maybe even a cargo bot?) to optimize for power, heat, stability, or Duplicator Artifacts. I'm currently experimenting with using the mobile stations/ships to transport materials around in something akin to a "train base" while at the same time trying to use the duplicators well.
@Firebuck
@Firebuck Ай бұрын
The "train" / "ship" base is a really interesting idea. Having done a couple "bus" bases, but once as the bus grows supply is intermittent unless you dedicate channels to specific product. Gets complicated pretty fast. So why not supply the build directly? Since the ships upgrades a few weeks back, shipping is pretty robust.
@Hust91
@Hust91 Ай бұрын
@@Firebuck Yep! You do kind of need to keep the direction and form of your loading and unloading stations though. I do love trying to make as minimalistic designs as possible - though right now how small you can make them is largely limited by the command block which is huge and needs to be attached to 3 connection points of the same structure simultaneously. I think the smallest structure that offers 3 connection points is a mining station - and those can't necessarily land anywhere. I try to build small and stable enough to manage without a stability station in general. So instead my minimalistic transports use defense platforms so that they can also mop up enemies that manage to slip into my base or who try to accost my poor transports. I posted it on the subreddit for the game if you are curious: "The Hauler Mini". As far as I understand the developer is considering adding some smaller command blocks, so maybe tinier and tighter designs will be possible in the future.
@Firebuck
@Firebuck Ай бұрын
@@Hust91 Nice summary. My vision is also a tiny supply ship, but you're right about the tradeoffs. A smaller command block would be amazing. I'll check out your Hauler Mini, thanks! EDIT: wow that mini hauler is super compact, well done!
@Hust91
@Hust91 Ай бұрын
@@Firebuck Thank you, glad you enjoyed! We'll see what can be done with a smaller command block. In the meantime we can also go faster around our base by making ourself a speedy ship of 4 rocket structures and a heat exchanger to zoom around at high speed. Weeeee!
@Hust91
@Hust91 Ай бұрын
I'm greatly enjoying your printer line DA - I usually chain them into each other which necessitates transferring both input and output through each printer which takes 4 inserters or connectors. Your solution allows for only one input on one side and one output on the other side, leaving space for the heater and power on the longer sides. My sides are usually wasted (or used for struts in later builds but I shan't spoil why that might be interesting). Tip for the mall output: Press alt to enable symbols for filters, production, and carrying stuff and set the filter for each connector to the final product going into the cargo bay. And of course now it's time to find out what's down the tree and to tighten up our designs once we understand the basic principles better.
@nevergamesdev
@nevergamesdev Ай бұрын
Loving this series! Like the other commenter said, ALT toggles showing icons on top of buildings to see what is being produced. I should probably add a UI button for this 🤔
@TheDutchActuary
@TheDutchActuary Ай бұрын
Oh you're right! I actually didn't notice that at all - thanks for point it out!
@katnyao9618
@katnyao9618 Ай бұрын
really like seeing this series from you, TDA. the devs are very passionate and awesome about supporting this game, so I hope that they - and you - get some good recognition
@Marprata
@Marprata Ай бұрын
I really enjoy your series, seams like you are having fun with this title. After work i will buy the game so i can follow up! ;)
@elskirvo
@elskirvo Ай бұрын
I had a lot of fun with this game when the demo first came out, but building a mall can backfire as it ends up provoking the vek to attack non-stop since it requires so much stability. They may have re-tuned some of that by now, so it'll be interesting to see how this lp goes. Cheers!
@TheDutchActuary
@TheDutchActuary Ай бұрын
After having played a lot more over the last few days, I have to say I agree with you. NOT building a mall is not just a lot faster to progress, you also don't really need one. I'd kill for a ' craft 10' button though when it comes to certain buildings to queue them up :P
@chillgaming3819
@chillgaming3819 Ай бұрын
That would be great 😊 you inspired me as well as you play similar games.. keep going matey
@amirkouretchian4954
@amirkouretchian4954 Ай бұрын
first, love your videos on FF. second: any thoughts on what you're gonna do when that bauxite rock runs out of resources (which happens surprisingly fast in my experience.)
@TheDutchActuary
@TheDutchActuary Ай бұрын
Relocate! The nice thing about having the mobile base tech is you can just move to a new asteroid, and there are plenty around!
@Lugzan0
@Lugzan0 Ай бұрын
i know is off topic but have you played rift breaker?
@TheDutchActuary
@TheDutchActuary Ай бұрын
I did actually! That was a long while ago though! Fun game, but I don't think I got the science part of it right as that was taking me FOREVER
@chillgaming3819
@chillgaming3819 Ай бұрын
Great series buddy, I am about to optimize my factory, all be it re-started many times lol. Keep up the great work, maybe also checkout my series if ye get some spare time ;)
@TheDutchActuary
@TheDutchActuary Ай бұрын
I might drop by to steal some more inspiration! I've actually restarted a few times myself over the past few days to figure out a better starting sequence that what i'm showing here. Reboot coming up soon ;)
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