MAIN BUS In Desynced? How To Make It Work! | DESYNCED Early Access | Tutorial/Guide

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Nilaus

Nilaus

Күн бұрын

Пікірлер: 47
@Nilaus
@Nilaus Жыл бұрын
Thanks to Cazineer for providing the base for this video. Check out Cazineer on twitch.tv/cazineer
@Cazineer
@Cazineer Жыл бұрын
Fantastic video, Nilaus! Consistently stellar work. A few points to note: I'm gearing up to refine the design by integrating newer technology, though I deliberately kept the current design simple and early-stage, especially in anticipation of this video. I've formulated an efficient method to facilitate the bots' traversal within the base, as well as easy access. However, given that bots are generally static unless I'm in the midst of construction, this wasn't an immediate concern. Instead of a centralized logistics hub (everything already built), my approach is more dynamic. I produce bots/components as and when needed. Given that all the essential components are strategically placed at the end of the bus, the assembly process is practically instantaneous. To shed light on an aspect not covered in the video: my strategy regarding the integration of Blight, Human, and Virus doesn't involve adding them to the Robot tree. While the Robot tech tree is already fully integrated and descends from the top, Virus, on the other hand, will originate from the bottom. In tandem, Blight has already been introduced from the left and Human from the right. This results in a unique cross-shaped layout converging at a central core. This logistical "heart" boasts the capability to teleport materials from any lane, to any lane, instantaneously, ensuring quick access to resources. Items such as blue cubes might occasionally be directed from the Robot to, for instance, the Human lanes, depending on the need using behaviour controllers. For those curious about the throughput: a transporter processes all slots in each cycle. So, if building A is filled with 32 slots and building B is empty with 32 slots ready to receive, the transfer happens at an impressive rate of 32 slots every second. This equates to roughly 1,200 items per minute for each slot.
@equitime77
@equitime77 Жыл бұрын
Do you have a link to that stream? I tried to find desynced stand of yours but couldn't find one.
@TheseAreWeirdTimes
@TheseAreWeirdTimes Жыл бұрын
@@equitime77 Exactly that. This channel has only Farming Sim content. I'd love to see the original stream/video of this main bus covered. Great job btw.
@gresss
@gresss Жыл бұрын
Would love to see you make a youtube vid on your setup. Finding stuff on twitch is such a pain in the ass.
@AylorAivo
@AylorAivo Жыл бұрын
As a suggestion for how to make it possible to path through the bus: if you put buildings corner to corner then they can still pass items with the internal transporter but it's also possible for bots to move across that diagonal. It would probably make it much larger to have that along the whole bus but it wouldn't be too bad if it was just occasional. It would still be a restriction on traffic but not a total block
@Tapecutter59
@Tapecutter59 Жыл бұрын
You could leave a 2 lane gap, park a bot in one lane and make it behave like a link in the bus.
@fast1nakus
@fast1nakus Жыл бұрын
you mean bots. drones can fly and dont care.
@mortenrudjensen
@mortenrudjensen Жыл бұрын
@@Tapecutter59 Either that, or, when technology allows it, put a bigger Transporter Module on the gap. I believe it has 3 in range :-)
@JoseOrdinasLewis
@JoseOrdinasLewis Жыл бұрын
Another suggestion could be having 'Transporter' drones partway through the bus. Especially if you leave space between the return and next line, which would make the bus even larger having some sort of cut-through becomes even more important.
@xjake88x
@xjake88x Жыл бұрын
With your behavior at 7:08, instead of "hardcoding" metal bar and plate, you can add parameters at the top (plus icon), and drag them in those slots. Then those parameter slots become part of your hud, where you can select the ingredients without opening that screen. This has the added benefit of being reusable on other bots.
@mortenrudjensen
@mortenrudjensen Жыл бұрын
And the added bonus, of making it a more generic blueprint
@CyrilNeko
@CyrilNeko Жыл бұрын
if you have locked inventory slots you can use "pick up item" instruction with no 2nd arguments, it take everything that can fill the slots
@The_Landfill
@The_Landfill Жыл бұрын
Awesome guide to help me get started in this game. Most of the branches can be made with only one chain, you don't need a return if you use behavior to pick up items with a parameter set to the production building rather than the store feature. Just use store on the closed piece of the branch onto the hub
@FreeFalestineYaAllah-ARMW
@FreeFalestineYaAllah-ARMW Жыл бұрын
A few things to consider, firstly the bus doesn't need to be straight, leading to second, you could have an arm every so often for the mall, set to prioritise the mall arm over the continuation of the main bus, could either leave a 2nd arm out to allow space for a storage off the mall or push all produced items to the outside edge
@Cazineer
@Cazineer Жыл бұрын
My main comment on this video expands on this exact point.
@CyrilNeko
@CyrilNeko Жыл бұрын
if you have locked inventory slots you can use "pick up item" instruction with no 2nd arguments
@lynxs1981
@lynxs1981 Жыл бұрын
A piece of coding I have found useful, which would be great to pull from the bus is the “get ingredients” then you can link each of the 3 variables to a “request item” and it will pull everything needed.
@Derzull2468
@Derzull2468 Жыл бұрын
8:32 The factories have the transport module so you can drag and drop transfer items between them just fine, even without bot access.
@helleye311
@helleye311 Жыл бұрын
Really feels like factorio inserters only playthrough. Concept is pretty good. In general it seems like the name of the game in desynced is minimizing robot involvement in logistics, this definitely accomplishes that. I personally enjoy drones much more though. Later tech and range limited, and fairly finnicky with what they can and can't do, but it's real fun to have them flying around. Just wish you could deliver drones to the drone ports directly.
@MirageGSM
@MirageGSM Жыл бұрын
I like the easy scalability. The restricted pickup capacity could be solved by adding some storage at the end of each branch, though that would probably need some behaviours to make sure stuff is only passed back to the bus once the storage is full. That way you could also phase out stuff you don't need on the bus any longer. Once you have everything that uses silica just branch any leftovers to the side for pickup. That way there are always eight stacks to be picked up simultaneously. And before it gets TOO big one could always cut it in two and build the second one in parallel. It would take some haulers, but overall a lot less than with no bus at all. Damn, I do want to start this game, but with BG3 and Shadow Gambit on my list it will take a while for me to get to it...
@konowl959
@konowl959 Жыл бұрын
Desynced: the game with no belts but we will make em anyways
@hound8382
@hound8382 Жыл бұрын
Just little tip, It could be much more condensed, like twice as narrow - there is no need for empty branching 'belts' .. They could be filled with fabricators .. It just need two storage slots for each input as first slot gets 'locked' by fabrictor and wont get moved by store command to next building, but second slot is free to move .. It can be solved simply by replacing those belt buildings by those 2M 8 storage like the ones that hold raw ore at start... To prevent circular move of all input materials back to main bus, just break it by setting last building to have only one slot per input
@hound8382
@hound8382 Жыл бұрын
Also i would just make two rows for each production line, not three, rotated sideways.. All can stay accessible, if you space out next production line like you suggested.
@Cazineer
@Cazineer Жыл бұрын
While this approach might seem viable in theory, in practice, it's riddled with complications. You sacrifice productivity slots for teleporters and behavior controllers, resulting in a 40% loss in efficiency. Furthermore, you lose the streamlined function of outputting to the store registrar due to a now-mixed inventory. Instead of having a single output, using the store in this context risks inadvertently returning everything back to the bus. Though there might be potential workarounds, it raises the question: Is it worth navigating these complexities and enduring potential headaches for the sole benefit of a reduced footprint, especially when operating in an infinite world?
@hound8382
@hound8382 Жыл бұрын
@@Cazineer I know its infinite world and footprint could be irelevant. But i spawned quite boxed in by blight and highland biomes so space is relevant for my base (and i hate moving :D) and also, i just like to use as less space and objects as possible, its my favorite part of optimization process in these kind of games. Im not sure what you mean by sacrificing productivity slots? I didnt finished game and dont know all the tech there is, is there some internal component to speed up production? In video, production buildings were bare bones, just fabrictors, no internal slots used, so i really dont know how it would sacrifice 40% efficiency.
@TheOrigin79
@TheOrigin79 Жыл бұрын
You can add stuff in between - just put it in on the outside and move it manually towards the inner buildings.
@albertbrowne8997
@albertbrowne8997 Жыл бұрын
Trying to set up the wire move. I am ok setting up the behaviour. But How do I set the pickup and setdown points? Thanks
@micheljolicoeur6094
@micheljolicoeur6094 Жыл бұрын
That looks awesome, is there terraforming in the game so you can level land / remove the cliff areas?
@MirageGSM
@MirageGSM Жыл бұрын
I think there is a tech called terraforming, but I don't know what it does excatly...
@RussellNeave-Houghting
@RussellNeave-Houghting Жыл бұрын
It's nice, I started a new playthrough running this - I'm now currently research super-computing - but I seem to be hitting a throughput bottleneck on Silica - I guess I'll see what I've had unlocked since I started this build, I expect there's better ways now, or will be soon :)
@RussellNeave-Houghting
@RussellNeave-Houghting Жыл бұрын
Ah, yup, now that the stuff lower down the bus has maxed out and isn't pulling resources the silica is flowing fast again and the machines using it are now all lit up, rather than just a few of them :)
@specialedd350
@specialedd350 Жыл бұрын
I love the ingenuity here. Although, it seems like this is a way to make a complicated conveyor belt system in a game that was designed not to have them. I love this game so far but in truth, I believe it could benefit from the inclusion of multi-lane conveyor belts (similar to Factorio but maybe 3 or 4 lanes) for short-range transport within a block of manufacturing facilities.
@Pugilation
@Pugilation Жыл бұрын
So, using buildings and transporters as conveyors :)
@adamveenendaal4159
@adamveenendaal4159 Жыл бұрын
I'm surprised medium storage are not used on the main bus. that is like another 10 more slots., plus why not a few more I storages for another 3.
@heavenonearthmemes830
@heavenonearthmemes830 Жыл бұрын
Question: have you ever thought of trying Mindustry?
@ekeers
@ekeers Жыл бұрын
Aw yess plesee
@matteocdt5214
@matteocdt5214 Жыл бұрын
this is a genius move. i wonder how much stuff can the main bus move
@Cazineer
@Cazineer Жыл бұрын
Thanks. I just posted the throughput in my main video comment.
@CostelloDamian
@CostelloDamian Жыл бұрын
From the developer: Desynced is unique in a factory genre as it replaces belts and inserters with programs and logic. Players: Hold my beer.😂
@laml545
@laml545 Жыл бұрын
Very interesting to see this concept applied to this game! But TBH I think it kind of defeats the purpose and takes away what makes this game unique, which is the lack of belts
@Siluriiformes
@Siluriiformes Жыл бұрын
but it leverages what makes this game unique which is programing and custom buildings.
@Cazineer
@Cazineer Жыл бұрын
@@Siluriiformes Exactly. It also leverages teleporters and this is a low tech level design. Wait until you see the high tech version!
@soul8bounce
@soul8bounce Жыл бұрын
Almost seems like: How to improve a bot game? Remove the bots.
@Alcatraz_Wraith
@Alcatraz_Wraith Жыл бұрын
Could probably just add a storage block with a behaviour controller to pull items in on the end of the bus for any items that need more throughput so more drones can grab the item at the same time
@Cazineer
@Cazineer Жыл бұрын
The drones predominantly access the bus when I'm actively constructing, ensuring that throughput is rarely a challenge. While there may appear to be only 20 items (1 stack of each) available at any given moment, these items replenish with impressive speed - at a rate of 20 per second. So, in practice, supply has never posed an issue despite the seeming limitation.
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