Manufacturing focused corporation - SmartBuild

Legionite

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Seems like a excellent way to keep crafting smaller for the endgame components!
Just swap the dongles for the block you are crafting- less laggy component fabricators and more crafting!
(I don't know if the add-on dongles of the current Component Fabricators could be causing the lag as well...)

Instead of four Component Fabricators, it can could be two with this system in combination with the right management to reduce lag spikes.

Still, when I think of the word smart, I think of smart-homes and smart-cars, which Better Future looks like (they must be pricy though).
 
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Lord Zarnox

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I will now be adding links to my later additions in this thread on post #2, linked HERE. That same post has also been updated to include how the SmartBuild Grade 1 License would be received.
 

Lord Zarnox

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These new blocks are here to help you with resource collection. Why should you have to travel several kilometers in the late game just to get a few dozen resource chunks, when you can just "grow" them right next door.*
* Disclaimer: This still takes time, and must be the correct biome.

New blocks:
  • SmartBuild Source Replenisher (likely Grade 3) (You could use the punny name of "SmartBuild Re-Source")
    • This large block (at least 5x5x4, length-width-height) would revolutionise the resource collecting industry. When anchored, this block will be able to transport resources buried deep beneath the surface up to the surface (READ: makes new resource seams/outcrops, here on known as sources), when supplied with enough electric charge. The resources it creates depend on which SmartBuild Resource Samples (details below) are attached, how many of each, and if they are compatible with the biome. A Resource Sample will not be used if it is in the wrong biome. Up to three Resource Samples can be attached.
      The block will have a GUI when right-clicked, which lists which Resource Samples are attached, whether each of them are compatible with the biome in which it is anchored, how long it will take to fully produce the sources, and finally, a button to confirm activation of the device. The time it takes to fully produce the sources is 3 in-game days for one Resource Sample, 5.5 days for two, and 7.5 days for three (only counts used Resource Samples; incompatible ones don't add time). Resources are only harvestable at the end of this time, to balance the fact that you could easily grow heaps of of resources via this method. The number of sources produced is proportional to the number of used Resource Samples, with a ratio of 1:1.75:2.5 sources for 1:2:3 Resource Samples, respectively. The ratio of the resource types of the sources is related to the number of each Resource Samples attached, and the rarity of the resource. i.e. On salt flats, 2 Celestite Samples and 1 Carbite Sample will produce a ratio of ~ 4 Celestite Outcrops to 3 Carbite Seams. Removal of the device during production results in sources being destroyed, leaving no resources or rubble on the ground, unlike natural sources. This is to help prevent lag from excessive rubble. Once production is complete, fully harvested sources (destruction of rock or full excavation via auto miner, depending on resource) leave no rubble behind, for the same reason as above.
      If the Source Replenisher loses power while producing sources, growth pauses until sufficient power is available, at which point it resumes. On the side of the the block are three indicators:
      • A light which is blue when idle/not activated, yellow when active with sufficient power, red when active without sufficient power, and flashing green when complete.
      • A horizontal strip with 7 segments to indicate whole days remaining. Eg. 3.3 days remaining shows 3 lit segments; less than one day left shows no lit segments.
      • A dial/clock which represents fractions of days. Rotates counter clockwise. Top means full day remaining, left means 3/4 days remaining, etc.
    • Example of indicators: Yellow light, 4 segments, dial at 3 o'clock. This means that the device is active with sufficient power, and will be finished in 4.25 days.
  • SmartBuild Resource Samples (likely Grade 3)
    • These blocks are used by the Source Replenisher, as described above. They are named as "SmartBuild [Raw resource name] Sample". They are 1 block wide, 1 block long, and 2 blocks tall, with only one attachment point on the bottom. They are fabricated using an RCU of the corresponding resource, and several components. They are single use, and once the Source Replenisher it is in is activated, they are consumed, unless they aren't compatible with the biome.
      EDIT: NOTE: There are no luxite or wood/rubber Resource Samples, as those are already renewable.
Feel free to add any of your own ideas to this, as I would be glad to have others contribute to this corporation. I would also like to know what the devs think of these concepts, because I will gladly come up with more information for this corporation.
 
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Pink Kitty

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I like most if not all of these ideas.

I'm just not convinced that they need a new corp to justify them.
Is there any reason they could not be added to an existing corp?

Or all corps if they are particularly valuable?
 

Lord Zarnox

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I like most if not all of these ideas.

I'm just not convinced that they need a new corp to justify them.
Is there any reason they could not be added to an existing corp?

Or all corps if they are particularly valuable?
How would they be added to all corps? It would just be simpler to have it separate to the current corporations. As for existing corporations, their principles don't quite fit in with any of the current corps. SmartBuild is focused on efficiency and somewhat civilian usage, whereas the current corps are as follows:
  • GSO: all round starter equipment, not perfect, not specialised
  • GeoCorp: mining and effectiveness, rather than efficiency
  • Venture: cool looking fast things that do cool and fast things (pretty accurate, to be honest)
  • Hawkeye: military focus, only powerful weapons, strong armored parts, no collection/harvesting
If you include the planned corps, it works best as a subsection of Better Future, as they line up pretty well with SmartBuild's principles. The outcome will really depend on if/when Better Future is implemented, and how.
 
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Pink Kitty

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How would they be added to all corps? It would just be simpler to have it separate to the current corporations.
Uh, i'm confused.

How would they not?

You add them, and match the art and colours.
Like for example your mass refinery. Sounds like a good device for GeoCorp.
Or the resource reverter could be given to all corps, with different colours, and maybe tweaked models.

Like i said, i like almost all of these ideas, and think that most of them should be added, or at least modded in after 1.0.

I just don't see a need for a new corp.

Yes, i get your point about a specialist corp for each thing.
but at worst, the other corps have gear to at least do the basics.
Unless you start adding smart build wheels blocks and guns, all you really have is cool upgraded manufacturing blocks.

And is there some reason you can't just add them to some existing corp?

What do you get out of it for having a separate corp for these cool things?
 
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Pink Kitty

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Additional: Reticule Research are the mad science types blanned, with basic vehicles, and awesome fancy guns.

It wouldn't be much of a stretch to add these blocks in with them, for example.

More science-y manufacturing blocks.
 
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Lord Zarnox

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Uh, i'm confused.

How would they not?

You add them, and match the art and colours.
Like for example your mass refinery. Sounds like a good device for GeoCorp.
Or the resource reverter could be given to all corps, with different colours, and maybe tweaked models.
Oh, so that's what you meant by all corps. I thought you meant something like no corp, somehow...
Your explanation make more sense, and it would likely work, but as most of these blocks are meant to function together, in a complex system, it would also make sense to have them all grouped together, rather than spread out among the existing corps.
Additional: Reticule Research are the mad science types blanned, with basic vehicles, and awesome fancy guns.

It wouldn't be much of a stretch to add these blocks in with them, for example.

More science-y manufacturing blocks.
But, as you said, their focus is crazy, over-the-top weapons, which, needless to say, sounds more like overkill than efficiency. Better Future fits it much better.
 

Lord Zarnox

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Chances are, experiments with resources could have lead to the creation of compact resources. (An idea for some lore)
Using compressed resources as weapons/ammunition... Sounds like it has potential. You lore is quite interesting, but how about Reticule Research stealing the idea from them... Which one fits them better?
 
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Pink Kitty

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Using compressed resources as weapons/ammunition... Sounds like it has potential. You lore is quite interesting, but how about Reticule Research stealing the idea from them... Which one fits them better?
Well, one of the planned weapons planned for Space Junkers was the Block Cannon, which fires actual blocks at the enemy, damage based on what you actually fire.

Dunno if it's still on the list.

My point about the other corps is this: it's not set in stone.
And even the corps we have now don't represent the full scope of those corps. They are not finished yet, not even GSO.
so there's nothing stopping one or more corps getting fleshed out a bit with new stuff.
Not just wheels.
 

streak1

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Honestly, I think it would be better if there was just a single manufacturing corp, and then none of the other corps made crafting parts.

I mean, when I make a base, I want to use the most efficient parts. Anything that is less efficient is wasting time, because then you have to spend more time looking for resources. So, I am always gonna use the most efficient parts, no matter how slow they are, because you save time in the long run. If I am always gonna use the most efficient parts, than the other parts will never be used. So, it's a waste of time to make the less efficient parts.

The meat of the game isn't making a fancy crafting set up, as there is only so much you can do with it. And any differences between the corps would only be slight, as opposed to the variety you get with building techs. So, I don't see the point in having all of the corps have their own systems. I would rather see one corp for crafting, and then the rest of the development can be spent making other parts for the corps. It might not be the way it is planned, but it makes more sense, at least to me.
 

Zed

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Honestly, I think it would be better if there was just a single manufacturing corp, and then none of the other corps made crafting parts.

I mean, when I make a base, I want to use the most efficient parts. Anything that is less efficient is wasting time, because then you have to spend more time looking for resources. So, I am always gonna use the most efficient parts, no matter how slow they are, because you save time in the long run. If I am always gonna use the most efficient parts, than the other parts will never be used. So, it's a waste of time to make the less efficient parts.

The meat of the game isn't making a fancy crafting set up, as there is only so much you can do with it. And any differences between the corps would only be slight, as opposed to the variety you get with building techs. So, I don't see the point in having all of the corps have their own systems. I would rather see one corp for crafting, and then the rest of the development can be spent making other parts for the corps. It might not be the way it is planned, but it makes more sense, at least to me.
+1

With the new Terrain in combination with no longer respawning resources this idea has more merit than may be initially presumed as many early bases must be on the spot to collect the nearby resources and then packed up to move on. Let's Presume the single corporation for manufacturing is GSO for the purposes of this discussion as they are the primary Corporation representing the protagonist.

Before Delving deeper let us address the "what about scrappers and fabricators" question; A new slightly larger (perhaps 4x by 3y by 4z) universal scrapper would be needed to ensure compatibility with even the largest blocks (Titan Wheels, for which even the universal (gso styled) trade stations will also require a redesign (perhaps resurrect the GeoCorp Trade Stations but painted GSO Grey) could be scrapped / sold consistently.

Regarding Fabricators under the proposed universal crafting corp / GSO revamp the component factory's dongle system could be implemented where GSO would be available by default and a separate dongle for each of the remaining corporations (GeoCorp / Venture / Hawkeye) could be discovered and merely attached as the new universal fabricator which should probably be a larger version of the Hawkeye Fabricator (again, sufficiently large to make it plausible that they Titan wheel could be forged with the fabricator) perhaps 4x by 6y by 6z in size.

Why GSO and not GeoCorp as the basis? Simple, GSO already has the most extensive selection of Crafting blocks available therefore only the Venture Conveyor would be the single presumed casualty seeing as silos / receivers are part of the new "nomadic" experience promoted by the new terrain characteristics including resources which no longer respawn.

While I too in some ways would prefer to see a brand new corporation named "Universal Crafting Corporation" with all white blocks it is simply impractical to expect that at this stage of Terratech's development seeing as how there is significant concern regarding the 4 already-proposed additional corporations (better future, reticle, etc) will be incorporated into TerraTech pre 1.0 release Modifying GSO to solidify their preeminent role as proposed above seems to be an effective solution to the concerns raised within this thread.
 
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Lord Zarnox

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+1

With the new Terrain in combination with no longer respawning resources this idea has more merit than may be initially presumed as many early bases must be on the spot to collect the nearby resources and then packed up to move on. Let's Presume the single corporation for manufacturing is GSO for the purposes of this discussion as they are the primary Corporation representing the protagonist.

Before Delving deeper let us address the "what about scrappers and fabricators" question; A new slightly larger (perhaps 4x by 3y by 4z) universal scrapper would be needed to ensure compatibility with even the largest blocks (Titan Wheels, for which even the universal (gso styled) trade stations will also require a redesign (perhaps resurrect the GeoCorp Trade Stations but painted GSO Grey) could be scrapped / sold consistently.

Regarding Fabricators under the proposed universal crafting corp / GSO revamp the component factory's dongle system could be implemented where GSO would be available by default and a separate dongle for each of the remaining corporations (GeoCorp / Venture / Hawkeye) could be discovered and merely attached as the new universal fabricator which should probably be a larger version of the Hawkeye Fabricator (again, sufficiently large to make it plausible that they Titan wheel could be forged with the fabricator) perhaps 4x by 6y by 6z in size.

Why GSO and not GeoCorp as the basis? Simple, GSO already has the most extensive selection of Crafting blocks available therefore only the Venture Conveyor would be the single presumed casualty seeing as silos / receivers are part of the new "nomadic" experience promoted by the new terrain characteristics including resources which no longer respawn.

While I too in some ways would prefer to see a brand new corporation named "Universal Crafting Corporation" with all white blocks it is simply impractical to expect that at this stage of Terratech's development seeing as how there is significant concern regarding the 4 already-proposed additional corporations (better future, reticle, etc) will be incorporated into TerraTech pre 1.0 release Modifying GSO to solidify their preeminent role as proposed above seems to be an effective solution to the concerns raised within this thread.
Sounds like a good idea. If I were to modify this to work with the proposed SmartBuild corp, I would say that SmartBuild would get the universal manufacturing parts, but the other corps would also keep their scrappers and fabricators, so that they can be used at least until you unlock the universal variants. As for the example of Titan wheels for size, there is also the Hawkeye Large Rotor, which always looks a little odd when it pops out of a crate or fabricator, because that thing is huge. How do they even fit that in there in the first place?
 
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Legionite

taking a break from TAC Pack
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also the Hawkeye Large Rotor, which always looks a little odd when it pops out of a crate or fabricator, because that thing is huge. How do they even fit that in there in the first place?
You just gave me an idea for a modular fabricator!

The modular fabricator for SmartBuild would be able to craft large blocks depending on it's size very quickly, as it can have multiple intake ports, and is faster time-wise depending on the number of printing heads. The old fabricators will still exist, but they won't be as effective as this one.
It can craft all of the blocks in the game (except EXP for now) depending on how large the setup is.

The components that make up the system:
Modular Fabricator Core: The central control panel of the whole assembly. There can only be one on a Tech.

Modular Fabricator Intake: Resources come in here. There can be more than one intake, allowing for quick resource consumption.
Modular Fabricator Intake Pipe: The resources travel through these to the Core instantly.

Modular Fabricator Frame: This is used to determine the size of the crafting area.
Modular Fabricator Base: The filler for the bottommost face.

Modular Fabricator Printer Head: This glides over the top of the machine, the more that is lined up, the faster it can fabricate. A single one makes one whole line sweep in one base in one conveyor shift.

When set on repeat, it will call the resources it needs while crafting in advance, so it has little to no downtime between crafting if the resources are by its intakes.
It it mostly intended for the mass production of blocks, but it could also be set up as a very fast crafting base with "insta-craft on demand".
The final product would be launched lightly out of the fabricator.

It would require a great deal of coding however...

(An alternate branch for the SmartBuild corporation could be also Mega Manufacturing (MM) as it fits better with the mass-production printer)
(Concept Art coming soon...)
 
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Lord Zarnox

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You just gave me an idea for a modular fabricator!

The modular fabricator for SmartBuild would be able to craft large blocks depending on it's size very quickly, as it can have multiple intake ports, and is faster time-wise depending on the number of printing heads. The old fabricators will still exist, but they won't be as effective as this one.
It can craft all of the blocks in the game (except EXP for now) depending on how large the setup is.

The components that make up the system:
Modular Fabricator Core: The central control panel of the whole assembly. There can only be one on a Tech.

Modular Fabricator Intake: Resources come in here. There can be more than one intake, allowing for quick resource consumption.
Modular Fabricator Intake Pipe: The resources travel through these to the Core instantly.

Modular Fabricator Frame: This is used to determine the size of the crafting area.
Modular Fabricator Base: The filler for the bottommost face.

Modular Fabricator Printer Head: This glides over the top of the machine, the more that is lined up, the faster it can fabricate. A single one makes one whole line sweep in one base in one conveyor shift.

When set on repeat, it will call the resources it needs while crafting in advance, so it has little to no downtime between crafting if the resources are by its intakes.
It it mostly intended for the mass production of blocks, but it could also be set up as a very fast crafting base with "insta-craft on demand".
The final product would be launched lightly out of the fabricator.

It would require a great deal of coding however...

(An alternate branch for the SmartBuild corporation could be also Mega Manufacturing (MM) as it fits better with the mass-production printer)
(Concept Art coming soon...)
Sounds like a 3d printer. Not sure how well something like that will work, but it is definitely an interesting idea.
 
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streak1

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Before Delving deeper let us address the "what about scrappers and fabricators" question...

Regarding Fabricators...
No need to change the fabricators and scrappers, or at least not the fabricators. Those make sense to be put in separate corps. It's just the rest of it that is unneeded: conveyors, refineries, component factories, etc.

Concept art and layout of the Modular Fabricator.
View attachment 14107
There might be more, depends if I have the time or motivation to do so.
Reminds me a lot of the Quarries from Buildcraft, except this does the opposite function. Might be cool if we had something like this for building techs too, but that might not be very useful when we can just spawn techs in.

But for crafting blocks... IDK. It makes sense for it to be so big, but at the same time it feels too big for a crafting block. I feel like it would take up too much room in a base.

Maybe when making a rotor, the blades fold out when it pops out of the fabricator? That way, it would actually fit through the hole.
 
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Lord Zarnox

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On the topic of constructing techs, how about industrial robot arm blocks to build, repair, recharge, disassemble, store, scrap, etc. They are used in the production of many vehicles in the real world, the best example being cars. They are autonomous, multi-functional, accurate, effective, and most importantly, efficient. I might add more later, but for now you can look at this image for a simple example.