Complete Crafting Guide - What Crafty Mike doesn't teach! [TT 0.7.8.0]

Sapioit

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Nov 1, 2019
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Fixed the issue with the crafting. Thanks again. Just followed your instructions @ZeroGravitas. Now going to work on making it a shorter run. Any ideas? Do I really need raw materials?Could stack them?
My suggestion would be to have an even number of refineries on the way from the storage silos area to the conveyor belt which splits into going to the selling station to one side and to the component factories and then fabricator on the other side.
 

Sapioit

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Yes, I stopped trying to update the material here on the forum around 0.7.8, as it became too difficult to edit each of the posts. The vast majority should still be informative, but as per the link at the top of the thread I strongly advise people to go check out the Steam version. That is updated, so if there's outdated info there, please leave me a comment! :): https://steamcommunity.com/sharedfiles/filedetails/?id=1191458767


Anyway, I've been meaning to drop the numbered list of crafting bugs from my signature for some time (as there's been no chance of imminent fixes and the Steam guide is a more searchable index). So I'll archive them here while I'm at it:

Crafting bugs: 1, 2, 3a, 3b, 3c, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16-25, 26, etc
I prefer this guide here, because it has images I can see. The Steam version does not have as many images. :(

I even made an account here just so I can write in this topic to help callen0942 fix his base and understand why it was not working well.
 

ZeroGravitas

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Hey @Sapioit.

to help callen0942 fix his base and understand why it was not working well
Erm, you realise that discussion was over a year ago, now...?

My suggestion would be to have an even number of refineries on the way from the storage silos area to the conveyor belt which splits into going to the selling station to one side and to the component factories and then fabricator on the other side.
Errm, it's always virtually impossible to be sure what exactly is being described from words alone. But it's important to note that it's almost always a bad idea for a Fabricator to be able to see the output of more than 1 refinery (on its conveyor line). Allocation dithering, resource skipping, etc.

I prefer this guide here, because it has images I can see.
Err... Literally all the images here went over to the Steam guide. Some have been updated there and a bunch more example techs added, etc. Could you quote one here that doesn't show for you on the Steam site?
 

Sapioit

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Hey @Sapioit
Erm, you realise that discussion was over a year ago, now...?
Actually, no, I didn't notice. I don't look at the date of when something is posted, usually.

Errm, it's always virtually impossible to be sure what exactly is being described from words alone. But it's important to note that it's almost always a bad idea for a Fabricator to be able to see the output of more than 1 refinery (on its conveyor line). Allocation dithering, resource skipping, etc.
I bypass that issue by having the refineries in a loop, so if any needed components go by, they run back to the point before they got to the refinery. I also tend to have the Component Factories in a loop, as well, to reduce the waiting time. Well, I did not have any issues with this setup while I was using it, so I might be biased in that way.


Err... Literally all the images here went over to the Steam guide. Some have been updated there and a bunch more example techs added, etc. Could you quote one here that doesn't show for you on the Steam site?
Section 4: Animated Gif examples - Rodite payout and Ignite eruption.
 

ZeroGravitas

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Rodite payout and Ignite eruption.
Ok, well those are outdated now, since the catch up rate of Auto-miners was made a *lot* slower.

I bypass that issue by having the refineries in a loop
There's still no garuntee that a resource chunk that missed once will be caught next time around (or ever). Better using the suggested single refinery adaptation.

With component factories in a loop, it has always made crafting slower than my recommended linear setups, in testing (because components tend to get scheduled to go around the loop a couple of times, if you enable that posibility). With more than 6 CFs in a loop, it will also cause a 1-2 second game hang when you start fabricating (or edit the tech during fabricating). And more significantly shortens the maximum conveyor length that will work. Hence I advise against them.
 

Sapioit

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It depends on how you set up the loops. I first build the loops, and only after that I connect them. Would be nice if right clicking on a conveyor with multiple outgoing connections would let us choose between them, but that is not the case. I meant one loop for refineries, one for component factories, one for fabricators, and a filter one block left on none, which I rarely use to send the overflow back to the silos, when needed.