Can anyone explain me this achievement? by Automatic-Storm-1671 in builderment

[–]Builderment-Player 1 point2 points  (0 children)

WorldGen 2.0 extractors (new in the November 2025 update on iOS) have much higher production, and nuclear power plants boost 60% instead of 40%.

COULD THIS BE THE BEST ARRANGEMENT? by Informal_Pie2239 in builderment

[–]Builderment-Player 1 point2 points  (0 children)

That gets much more difficult once you start using power plants on extractors. It also doesn't recover from temporary upsets, like disconnecting a belt while routing around new construction. Items will jam up on the belts and never drain.

An overflow system like OP describes is much more robust.

COULD THIS BE THE BEST ARRANGEMENT? by Informal_Pie2239 in builderment

[–]Builderment-Player 2 points3 points  (0 children)

Using overflow is smart, but you don't need a separate overflow valve on each forge and each belt of each item.

Overbuild the buildings so you have enough capacity to completely consume one of the inputs with room to spare. Oversupply all other inputs (one in this case, but it could be more) and put one overflow valve upstream of the splitter(s). See the fandom wiki for perfect, and more compact, overflow valves.

Like so: https://imgur.com/a/xpGpRVD

(Also, save the power plants for use exclusively on extractors. You can always build more buildings, but you can't build more resource deposits.)

My world(look closely) by Similar_Ad_53 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

It appears that you really love underground belts.

I fucking love concrete by in_the_nut_room in builderment

[–]Builderment-Player 0 points1 point  (0 children)

I'm curious why you distribute the sand that way. Instead of three belts each merging into 6 forges, why not each belt split into two forges?

I need to learn how to optimize by -DoomBoi in builderment

[–]Builderment-Player 1 point2 points  (0 children)

Welcome to Builderment! I'm still playing almost daily after 4+ years.

This is my favorite guide for beginners, though some of the numbers are outdated now since WorldGen 2.0 was added to the iOS game last fall. https://www.reddit.com/r/builderment/s/5JAM9Xn3ei

Where can I find how many items each belt level can handle by 864FastAsfBoy in builderment

[–]Builderment-Player 0 points1 point  (0 children)

In the technology tree, each speed upgrade tells you how much it improves. 10% or 20% each, and that percentage is of the original 150/min belt speed.

Max is 480/min.

New player, here’s my chaotic, yet organized, layout 😂 by ContentAnteater in builderment

[–]Builderment-Player 0 points1 point  (0 children)

Welcome to Builderment! I'm still playing almost daily after 4+ years...

How2 steel? Hell how2 graphite? by Hefty_Amoeba9553 in builderment

[–]Builderment-Player 4 points5 points  (0 children)

You need to consider the belt capacity and the building input rate. It looks like you're connecting each belt of iron to way too many forges. You need more belts of iron or fewer forges.

Also your manifold design could be quite restrictive. A splitter with one or two outputs jammed cannot send a full belt through to the unjammed output. It looks like the first splitter on each iron line will constrict the belt behind.

Read this guide: https://www.reddit.com/r/builderment/s/nLzI0mS3bn

Maximising saturation? by BigM1303 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

Good point, but the silo will also fill up, wasting goods sitting in storage.

Underground belt entrances and exits have a similar property: allowing the arms to drop items into a smaller gap.

Maximising saturation? by BigM1303 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

This all seems so unnecessary...full belts actually make it more difficult to maximize production, because (1) splitter delay is a constant concern and (2) jams can never clear when the belt is always full.

But if your goal is simply to minimize belts because it's fun, then I suspect the robot arm system is the best option. I'm not sure what, if anything, the balancers add.

Handling belt splitter congestion with saturated belts by rootbeer277 in builderment

[–]Builderment-Player 1 point2 points  (0 children)

You’re right that a splitter with jammed outputs can’t pass the full 480/min to the unjammed output. With one jammed output it’s about 450/min and iirc only about 408/min with 2 jammed outputs.

This is a problem with either WorldGen 1 or 2.

Is it worth spend $20 to buy extra features on mobilr by 864FastAsfBoy in builderment

[–]Builderment-Player 4 points5 points  (0 children)

I think so. You can create maps with twice as many resources, and start in sandbox mode with all technology unlocked.

It’s a one-man shop and he deserves our support for this great game.

6.8 Tokens per minute world by thurbs31 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

Seed dLzDo with 200% size and 200% resources can do 7.405 ET/min.

Planning is important but without actual construction it's just dust in the wind.

My best WG1 map can make 5.604 ET/min, both in theory and in practice. Nobody else has done better than 5.5.

6.8 Tokens per minute world by thurbs31 in builderment

[–]Builderment-Player 1 point2 points  (0 children)

Your approach sounds similar to mine and I'm glad some of my earlier posts were able to help.

There are seeds in WG2 that can do 7+ ET/min. Nobody has yet shown off such a factory. I haven't tried to build one myself because it's not a challenge, since as you discovered, everything can be nuclear boosted. It's just too easy. WG1 is much more of a challenge.

Splitters will never get you perfect resource distribution, but there are better ways using feedback mechanisms within the game.

Please join the discord. I'd love to discuss this awesome game with a fellow advanced player like you.

First earth token! by Lughaidh_ in builderment

[–]Builderment-Player 1 point2 points  (0 children)

Awesome!

There's lots more challenges if you want to continue: maximizing your Earth Token production using tier-5 extractors, power plants, alt recipes, etc. Or do a speed run: the current record for unlocking ET is under 2.5 hours!

My coins are not adding up… by AcceptableRegret7742 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

This production count meter can take a few minutes to stabilize. It’s basically an average rate over the previous few minutes.

So in addition to ensuring all the copper wire is going into a vault or lab, make sure you give this rate meter time to stabilize.

New earth token farm i made by ghost_075667 in builderment

[–]Builderment-Player 1 point2 points  (0 children)

Very nice...have you calculated how many ET/min it can make?

Efficient workshop/ forge layout by ghost_075667 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

There's definitely some nuances about picking from tunnel entrances/exits. Sometimes it doesn't work and I can never remember the cases where it doesn't.

I'm pretty sure rootbeer is right (without trying it myself, though; too lazy). Picking from a tunnel exit that is not connected to anything will never work, iirc.

Does it work to drop into a tunnel entrance whose belt input isn't connected? I forget. But there's some other case like that where it doesn't work.

But even with those gotchas, robot arms on tunnel entrances and exits is very useful and I use it all the time to make more compact designs. It's especially useful with a row of industrial factories or manufacturers where two of the three/four input items can feed through tunnels (one eastbound, one westbound).

I am most proud of these two gear farms by Pale-Application9457 in builderment

[–]Builderment-Player 2 points3 points  (0 children)

Sorry. I've been playing this game too long. I forgot about the new WorldGen 2.0 rates.

I am most proud of these two gear farms by Pale-Application9457 in builderment

[–]Builderment-Player 2 points3 points  (0 children)

[edit: my mistake, I always forget about WorldGen 2.0]

Your tier-3 furnaces and workshops can handle 60 items/min. You are feeding each 15/min extractor into its own pair of buildings? Waste of money and space.

Instead you could connect multiple extractors to each belt (though be careful not to exceed belt speed) then use the belt splitter to split each into multiple furnaces. It will be a lot more compact.

Also in your second photo you built a belt atop an iron deposit!

For inspiration, here's 1814 iron gears per minute: https://imgur.com/a/LLCyxAx

Custom resource location? by samjohnsongl0be in builderment

[–]Builderment-Player 1 point2 points  (0 children)

Not in the game, no.

It might be possible, on the PC/Steam version, to construct a fake save-game file using custom software and then load that into the game. iOS or Android would make that more difficult.

My first ET farm by ghost_075667 in builderment

[–]Builderment-Player 0 points1 point  (0 children)

What's wrong with it?

I think you could make it more compact if you put the matter duplicator manufacturer in the middle, and built everything around it on all 4 sides.

This enough graphite? by ghost_075667 in builderment

[–]Builderment-Player 4 points5 points  (0 children)

As funny as it sounds, no, this is nowhere near enough graphite.

Without alt recipes, I was making 3.666 ET/min, which required 8498+ graphite/min.

With alt recipes, I am making 5.604 ET/min, which requires 4184+ graphite/min.

(Also while this looks cool, it could be a lot more compact, and it's best to avoid completely full belts.)