
If, after buying the game, you find yourself asking questions like: What should I do? How can I reduce the amount of running back and forth to the store? How do I grow this flax automatically? Then check out this guide, written after 20 hours of gameplay :) The Basics, Or What you need to know First of all, before asking any questions, you should read the in-game guide; it's quite informative, animated, and can be extremely useful. It opens with the hotkey "O" and updates when additional mechanics are unlocked. (It also highlights if there is an article that hasn't been read yet) Short answers to "beginner" questions This section contains the simplest questions that beginners might have, it contains a few spoilers, but all for the best. - "Is that all? Such a small shop?" Of course not, among the first tasks in the game are goals to buy a new plot of land where you can place your cars, and later, after saving up some money (not recommended immediately), you can buy additional plots. - "I meant the shop itself, why is it so small and inconvenient?" Later in the game, you'll unlock upgrades for your equipment: backpack, construction tools, gloves, and belt. Upgrading your construction tools will allow you to demolish/build floors/walls, and you can build your dream shop. - "I'm so tired of putting everything on the shelves!" Almost immediately, a catapult is unlocked that allows you to fill the shop shelves automatically; more details about it are in the in-game guide. - "Yay, the shelves fill themselves, but I'm tired of running every minute to the cars and then to the customers." Be patient, at the 4th "tier" you can buy an automatic cash register that will do this for you. - "What about buying logs?" Around the same time, construction of trading portals begins. When you supply them with coins, they will buy resources for you. At this point, part of the production process can be fully automated: you sell at the automated kiosk - the coins are delivered to the portal - it buys logs/stones - the machines process them - the catapults load them onto the shelves - and they are sold again. - "I'm so tired of running around with seeds!" For full automation, at tier 4, fertilizers and a nursery are unlocked. However, in my opinion, the basic fertilizers are extremely unproductive (even with the recent update). Therefore, I personally choose to run around with seeds and regular garden beds until tier 5, where advanced fertilizers are unlocked, which allow for proper optimization. Non-obvious features The most valuable thing I would put here is that most machines, furniture, etc. have additional options, switchable with the hotkey "T" - "Change shape" Interesting things: - inclined conveyors change direction - platforms have different heights - non-symmetrical machines (for example, the assembler) can be mirrored - chests can change their configuration, for example, the initial chest can be turned into a "pass-through buffer" or placed vertically - dividers and filters can be placed on their side and so on, check the "shapes" for everything that exists, maybe you'll discover something else interesting About the main thing, about money First of all, money in the game is not an abstract account on a card, it's a very real physical object (the amount in the left corner is the amount you have in your pocket). Initially, you can ignore this, but later you will have to work with it, and here are a couple of tips. But first, about how to earn money, I found only 3 options: - Direct sales in the store - Completing tasks, both story-related and "daily" ones - Selling through the portal Selling in the store is simple, although a couple of things are worth mentioning separately: 1 - Customers don't buy everything indiscriminately, as far as I can tell, they always have their own "shopping list" (which may seem crazy, but the customer pays). 2 - Reputation, there is more detailed information about it in the in-game guide, but in short, the higher it is, the more customers come, and the more customers come, the more they buy from you. 3 - Limited shelf space: depending on the product, a different number of items fit on a shelf. Also, each product is bought differently, and this should be taken into account. Here are a couple of examples: - Mortars only fit 6 pieces per shelf, while customers may buy more, so it's worth having at least 2 shelves with mortars in the store. - Small wooden gears, on the other hand... A lot of these items fit on the shelf, but they are also bought in large quantities, and one catapult often can't keep up. There's no point in having two shelves of gears, but having two catapults to fill one shelf is perfect. The next source of income is quests. We won't consider linear/story quests, you can't skip them. But there's something to discuss regarding additional quests. First of all, selling goods through quests is more profitable than selling them in the store. Depending on the order, you receive 130, 160, or 200% of the market price of the goods. Therefore, if you want to develop more dynamically, you shouldn't neglect them. It makes sense to keep some goods in reserve in case of orders. In my shop, I do it like this: 1 - a chest from which I can take goods for orders 2 - a buffer for the catapult so that it can quickly replenish the shelves Also, regarding orders, it's important not to unlock new items if you are not ready to immediately set up their production. Any unlocked item can be in an order, which means that if you don't produce it, you might miss out on a profitable order with 200% profit, and it only lasts for a day, which might not be enough time to set up production and accumulate the goods for the order. And the last option for earning money is the trading portal. Some goods can be sold through the portal, receiving less than their market value. At first glance, this seems unprofitable, but considering that even with maximum reputation leveling, the flow of customers to the store is still limited, you won't be able to sell more goods to customers than they want to buy. But you can send large batches of goods through the portal (though not just any goods), which can nicely finance your development. p.s. Yes, there are also loans, I haven't even taken them out and I don't know exactly how they work, but you'll clearly have to pay back more than you can borrow, so the benefit is questionable. With a leisurely pace of the game, while you're building your "factory," currency will continue to accumulate, so a shortage shouldn't be a big problem. Now, some tips on distributing money as a physical object: - Bank portals They can exchange currency for the denomination you need. This is roughly the scheme I'm using now: 1 - A buffer of coins after the cash register. The cash register's capacity is limited, so it's best to unload it as quickly as possible, otherwise customers won't be able to buy anything and will leave. 2 - Exchangers for 1 silver coin. There are two of them because the cash register has two exits (and buffers). 3 - Then the silver (and later the scheme can be changed to gold) accumulates in the next buffer. If there's a surplus, you can take it from there to buy research, portal stones, etc., in general, for personal needs. 4 - Another exchanger for 1 silver coin. The point is that coins on the conveyor belt can stack up to 50 pieces. And on a long conveyor belt, a lot of money can accumulate idly, so it makes sense to put stacks of the size you need on the conveyor belt (in my case, 1 silver coin). 5 - Exchangers for 50 copper coins. For the early game, moving silver coins on the conveyor belt is quite wasteful, therefore, we exchange the previously accumulated silver coins for copper and send them to be distributed throughout the factory. In my case, there are currently three flows: one with silver coins of 1 coin each, and two with copper coins of 50 each. They all distribute the coins to the places in the "factory" where and in what denomination they are needed. Fuel or a greeting from the league of crazy calculations In the game, many things can act as fuel, and each of them has its own efficiency, profitability, and expediency. A few calculations and examples: T - calorific value, M - copper coins, T/M heat per coin 1 log - 200 M - 2000 T - 10 T/M boards - 200 from one log for 200 M - 20 T per piece - 4000 T per stack from 1 log - 20 T/M charcoal - 1:1 from boards - 40T per piece, but the production of 1 charcoal also consumes heat for 4 seconds in the crucible, which is 20T spent, it turns out that the heat profit is 20T (even a little less, the furnace also consumes heat when heating) we get again ~ 20 T/M charcoal powder - 1:1 from charcoal, 48T per piece - 20T for charcoal production - total 28 T/M It seems that charcoal powder is the best fuel, but the difference is not that big, and the production of powder takes up space, which is often more important. In total, until you get charcoal, it's better to burn just boards. Next, coal 1 coal ore - 4800M - 30000T - 6.25 T/M coal - 120 from one coal ore - 540T per piece - 64800 per stack from 1 ore - 13.5 T/M Further, there is also soot and soot powder, but their T is not much higher than coal, and their production again consumes heat and space, which makes their use as fuel impractical. And it turns out that boards are still the most profitable fuel based on T/M calculations but then the blast furnace will open The furnace, what a beauty - a blast furnace! You can install 4 hearths or a bunch of crucibles on it, and accordingly, its heat consumption is much higher, so it's more profitable to burn coal, because the planks simply won't have time to get into the furnace even with a full conveyor belt. Then there's the explosive potion, but I haven't tried it yet. I think it should be the best in terms of fuel efficiency, but you need to produce it somewhere in sufficient quantities, right? So each fuel has its own appropriate application. Blueprints Blueprints are very convenient, although not perfect. You can create a blueprint by selecting objects (hotkey "B") and then either confirm the selection for copying ("F") or "cut" the selected area ("T"), after which you will have a blueprint ghost selected, which you can save ("H"). Yes, there's not much point in saving something small, and something large is usually difficult to insert into a new place due to limited space. But something in between is quite suitable for saving as a blueprint, for example, a blueprint of soap. It is used in various further production chains and can itself fit into a compact blueprint. Multi-story construction Even after buying neighboring plots, space will still become scarce over time. Yes, there are plots further away, but they are much more expensive, and even those won't be enough for all your desires. And then you realize that it's time to build a second floor, fortunately it's quite simple, there are both stairs and vertical conveyors. I currently have 3 floors and it's time to move to the fourth. Relics or obtaining new upgrade points The upgrade tree is large, the upgrades are very useful, but there are so few points! Fortunately, there's an option to earn extra money. At level 5, the relic generator unlocks, and the first relic is Jupiter. There's also the Altar of Knowledge for converting relics into points. Each relic has its own "experience" points, which are converted into upgrade points at the altar, but each new point requires more and more experience. However, the process of creating relics is long and expensive; they require large amounts of resources, and therein lies a crucial catch. Before this, you always bought, made, and sold things, always getting even more money in return (of course, unless you just threw away resources). In the case of relics, you spend resources (i.e., money), but you don't get the money back! And relics, I repeat, are expensive! But relics are also a commodity that can and should be sold. Otherwise, after deducting the cost of the resources spent on the relic, you may be left without enough working capital, which can significantly slow down your progress. Therefore, it is necessary to maintain a balance between selling and studying relics. Currently, I have it set up so that every fourth relic is studied, not sold. In extreme cases, you can initially manually move them where needed, for sale or for study. They take a long time to make, so it won't be too tedious. Conclusion Of course, this is not everything that can be said about the game, but it's everything that came to mind immediately. I remind you that as new interesting things are discovered or questions arise in the comments, the guide may be supplemented. Thank you all for reading! :) This guide was originally created by Grey and this is only an English translation. For images and credit please visit the original guide. Grey's Guide
2026-02-20 13:00:14 发布在
炼金工厂
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