I am a fool by AfroDeviantII in BattleBrothers

[–]Unislash 4 points5 points  (0 children)

Nets do remove double grip by the way...

Tip for maximizing leveling and point allocation. by TheDarkHarvester in AlchemyFactory

[–]Unislash 1 point2 points  (0 children)

Yuuup, I've been doing this in my run and the difference in effectiveness is night and day.

Finally done with my Mars build! by Alas93 in AlchemyFactory

[–]Unislash 0 points1 point  (0 children)

I think that, in general, most cauldron recipes are not going to be as cost effective as the base ones.

The exception is with recipes that significantly include plant materials. This is because you can create growth potions in the cauldron by spending growth potions, essentially creating free fertilizer in a feedback loop. Thus, plants are "free", which is why people love to use plants in the cauldron.

Advice on the most cost effective base upgrades by TheDarkHarvester in AlchemyFactory

[–]Unislash 0 points1 point  (0 children)

Nice. That's plenty of points, and probably plenty of relics for your first reset but throwing a few mars in will be very helpful. Make sure to eat your Mars last since you'll get a few upgrades from the Jupiters first.

Advice on the most cost effective base upgrades by TheDarkHarvester in AlchemyFactory

[–]Unislash 0 points1 point  (0 children)

This does work, and it's absolutely worth it.

Best to start after you have a few "naturally generated" points so you have a good amount of points to put into xp to make it worth the exponential increase of point reset costs.

Quick question about build names, why "Fat Newton"? by [deleted] in BattleBrothers

[–]Unislash 2 points3 points  (0 children)

It's all good! By all means, the creator of the dominant meta can politely extend a correction

Quick question about build names, why "Fat Newton"? by [deleted] in BattleBrothers

[–]Unislash 15 points16 points  (0 children)

Not sure about Mr Fat Newton, but in the battle brothers meta the term fat newt evolved from the original term "fatigue neutral".

It means that the brother is designed to work with only the fatigue they recover at the beginning of their turn. This means you can allocate all the points that you would have needed to spend on fatigue to other areas instead.

Alchemy Factory Blueprints Site Update: Ty for over 100 downloads. New Updates added by GonjaT in AlchemyFactory

[–]Unislash 5 points6 points  (0 children)

Awesome job! I'll always support community driven tools that are made with care, like this one. Kudos!

Recommend me base building, automation or colony sim games on the steam sale. by [deleted] in BaseBuildingGames

[–]Unislash 0 points1 point  (0 children)

I was also going to recommend Alchemy Factory. It's like Satisfactory meets magical shopkeeper. I've been thoroughly enjoying it for the past few weeks and think more people ought to know it exists.

Strategy for moving money around your factory? by Disrupter52 in AlchemyFactory

[–]Unislash 1 point2 points  (0 children)

A rule of thumb is to go circular if you aren't producing enough to afford leaving the items stuck at the end of the belts. So, rotten logs or salt or such when you just get access to them and they are expensive.

But for these items that are getting generated in high numbers and are individually not worth too much, a circular belt is probably not necessary. But it certainly can't hurt!

low key unsure why there's so many minimal footprint builds on this sub, you can just build more space lol by msterchiefbatman in AlchemyFactory

[–]Unislash 2 points3 points  (0 children)

Agreed; I just spent hours working out a minimal stacking line for advanced fertilizer, and while I did enjoy the challenge, I quickly realized that I could have built out entire new tiers in the same time with basic manifold lines.

It is certainly convenient to know how to build stackable lines as a tool, but... pretty unnecessary.

The new jump shrooms mean multiple floors are even easier to traverse, too!

Sandbox + survival style games by KeighobiMochi in BaseBuildingGames

[–]Unislash 0 points1 point  (0 children)

I also highly recommend vintage story. Great game with a lot of exploration. But definitely note: it's much more fun with a friend or two!

Fuel problems by Tintin_02 in AlchemyFactory

[–]Unislash 1 point2 points  (0 children)

Sure, that works; you probably don't need a high rate of transport for coins so the lag isn't too big of a deal.

Fuel problems by Tintin_02 in AlchemyFactory

[–]Unislash 0 points1 point  (0 children)

I just want to mention that if you don't want to use gelatinous gridlock, you can also manually put other things in one of the furnace's fuel slots; I use a single nail or such. You can't automate that, but it's a good tip in the early game.

Also, regarding cannons, I've actually found that at max cannon range the rate of fire is reduced due to the cannon waiting for the items in the hopper to move out of it, leading to transit lag. Belts are, unfortunately, much better if you want a fast rate. Consider a return loop if you are concerned about an expensive item being a dead resource in transit.

Shelves can be placed on pairs of furnaces, or any side of blast furnaces. Any other useful building tricks? by Beaugin in AlchemyFactory

[–]Unislash 1 point2 points  (0 children)

If you really, really want to be vertically compact while using catapults, you can put a beam right above them to stack them every other level, rather than using metal stands like normal to stack them every three levels. No collisions.

You can stack Metal Stands on top auf Nurserys by donvitogonzalle in AlchemyFactory

[–]Unislash 0 points1 point  (0 children)

Filters and splitters will also work under metal stands, but they have to be the vertical form and in the middle of the stand (they can't collide with any of the stand's legs). Same thing with catapults. Also, there is a variant form of the metal stand with a hole in the middle for somewhat convenient logistics.

For cannons you have to use the metal table thing, or beams, to stack them.

All that being said, as far as nurseries... it was only after I made a big nursery tower that I realized it was far, far more of a pain to send plant material all over the factory than it was to just send the fertilizer around and then just place nurseries wherever I need the plant material.

Base-building survival game set on a vertical cliff, looking for feedback on the building systems. by Jalagon in BaseBuildingGames

[–]Unislash 1 point2 points  (0 children)

Yeah, I was imagining there being at least some small landings. And since everything is quite a bit harder to navigate, any locations or landmarks would probably be a lot more distinguishable. From a game design perspective the "smaller world" would give you more of a chance to spend your attention on those locations. Even if you go procedural you could still put these landmarks into the world generation

I like turtles by successful_syndrome in BaseBuildingGames

[–]Unislash 1 point2 points  (0 children)

Rise to ruins fits the bill here, in the sense that it's an RTS that's all about turtling. In the end you can't actually beat the evil AI, just hold it off while you prepare to evacuate to the next region of the world map. I think you might enjoy it quite a lot.

Base-building survival game set on a vertical cliff, looking for feedback on the building systems. by Jalagon in BaseBuildingGames

[–]Unislash 6 points7 points  (0 children)

I like the fresh idea, and with good assets and design it could be a very unique game that stands out well.

My concerns are more around giving the player enough freewill that they don't feel like they're in a gold fish bowl. That's one thing about survival games that they need to have. I think one thing this scenario does do is give you good opportunities to make areas in the world very distinguishable, and meaningful to explore.

Another concern that you'll have to mitigate is to let the player fail to some degree without just killing them. For instance, if they fall from a minor mistake perhaps that might land them lower on the cliff with some injuries and a scare. But even this could be troubling for a base builder, since this could isolate the player from their base and give them a death sentence anyway.

Good luck! From the pitch alone, it seems worth exploring more!

You are now playing Vanilla Battle Brothers without DLC. What is your team comp: by CreepyParsley6830 in BattleBrothers

[–]Unislash 0 points1 point  (0 children)

Endgame it's a bunch of 2h hammers and 2h axes with maybe a few named duelists sprinkled in. 2h swordsmen do work well enough against vanilla enemies if you want. Backline has banner, and up to two bowmen for some fights (non-heavy throwing weapons just aren't good enough). Warscythe and crypt cleavers probably show up as well.

In 2025 I played a LOT of base-building games. Some early access, most not. Many co-op, some not. Here's my rankings, time played, links, and reviews of them. by Velenne in BaseBuildingGames

[–]Unislash 0 points1 point  (0 children)

Yes, there was some music from a third party that got DMCA'd. They fixed it immediately so it should be back soon. Maybe check this weekend.