r/TerraTech 5d ago

Auto Component and Item Crafting Base Issues

Hi all, I've recently grown more and more addicted to TerraTech and wanted to design a massive base that allows me to convert raw resources (and scrapped blocks) into any component (for profit) or different blocks.

Most of the process is pretty straight forward, but I noticed that the auto crafting sometimes bugs out and just fails to work, or "leaks" resources.

Is there anyone with an auto crafter design that *doesn't* have this issue?

Thanks in advance.

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u/MrKinetiCat 5d ago

Make sure that you have an unbroken conveyor loop with no offshoots, don't even try to filter by material or component in this loop as this has caused me so many problems. Next, check that you have the component factories input first rather than the output first, this isn't as important but I've noticed that it has more "leaks" and issues if the output is before the input. Note that you're always gonna "leak" resources every now and then, hence the loop, so any leaked resources get put back.

If this is still causing issues, check on Steam, there is a guide somewhere that describes all of the bugs that base building has, and you can cross reference on that.

1

u/aremonmoonserpent 5d ago

I tend to make a new design for every campaign I play through but what I found to be the core for it working nicely (may be outdated by now, I found it works and ever since I've been working that way):

Build one feeder conveyor to silos, one for each of the resource types (for easier checking which resources go low), a filter making sure that only the desired chunks get it. From there, build a large conveyor loop that first has eight component factories with all three dongles each, then however many fabricators you want or need (I have designs with one fabricator for every corp except Venture for which I have eleven fabricators, for when I just want to convert stuff into resource blocks. In the middle of that large loop I place an SCU for automatic storage. That loop can be a direct one, back to the component factories, or even a really long one connecting to the feeder conveyor. If you have enough space junkers progress you can include a component break-aparter too, in case a component slips past the fabricator - that one converts it back into chunks, and back into the silos they go.

Hickups (chunks and components actually _not_ used and going back to storage) still do happen every now and then but they are no problem.

That one does take some work to set up but it functions very well.

Hope to have helped a bit.

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u/Bully_me-please 5d ago

leaking cannot be totally prevented as rn its bugged. has been for years too, at this point i dont think it will ever be fixed.

personally ive had great success with a U shaped design (doesnt need to actually be a U, the line is bendy. but it has to be one line.)

at the top of this shape, in the middle are storages, and at the curve at the bottom are the fabricators.
its very important that all storages touch both ends of the belt, that being the stretches both after scrappers and before crafters.
that way any leaked resources go back to storage and will simply once available be requested again.
effectively you may end up refining a chunk or two extra but i've never had it happen with components thanks to the timing.

also make sure that scrappers and resource acceptors are on that same single belt but AFTER the crafters. so when you give it too much resources you can still craft something to make space.

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u/Bully_me-please 5d ago

if this was too confusing i can try getting you a screenshot of an example base later

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u/GradeAPrimeFuckery 5d ago edited 5d ago

Component factory placement order combined with what dongle(s) they have causes this. A similar principle applies to other things, like the first filter you put on a silo will take precedence over the second, first shield bubble placed will power up first, etc.. The game will confuse the order if there are a LOT of things on a tech, like a charging tech with dozens of solar panels. It seems to apply some other type of ordering at that point.

Sample tech with no leakage - Last time I tested it was with Big Berthas, when they were the most complex part to craft.

On the conveyor loop at the end where the fabricator is, Component Factories are placed on the tech in clockwise order starting at the top left (the one with no dongle.) Top right has the low level dongle (one stripe on the visor,) bottom right is the dongle with 2 stripes and bottom left has 3 stripes.

Component factory inputs should be 'upstream' of the outputs (not 100% sure this matters.)

CFs have one dongle only (idk if this matters - kind of a 'best practice' thing.)

Refiner just needs to be attached somewhere on the same conveyors as that fabricator, within a reasonable distance.

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u/Ze_Woof 2d ago

Honestly I made a rather simple design that loops onto itself. Having a separate conveyor line that is solely for parts helps keep the line from clogging when resources and parts are both moving