Hey there, welcome to this post, This post will provide you with information regarding the Desynced – Tier 1 – Gameplay Basics & Blueprints Guide, and we hope you will find this material helpful.
Tier 1 – Gameplay Basics & Blueprints
Everything here can be made from the beginning of the game, with any research-based technology requirements (if any) all being included under the “Basic” technology tree.
MK 1 Solo Fab Unit
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Tech Requirement: None
We all know what this means If not, you should. This will be one of the first buildings you build (ignoring the Command Centre), and will be the one responsible for refining the base resources into useful items for the rest of your factory. I suggest building at least four fabricators to supply your initial factory, one of which should be based on metal plates, while the other three are set to smelt metal bars.
The two mining scouts are able to focus on mining Metal Ore while the third scout is responsible for another fabricator, managing logistics, and picking up any crystal fragments that may have fallen to the ground. The Command Centre can house your fourth fabricator, as well as your first assembler.
MK 1 Miner Bot
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Tech Requirement: None
It’s time to build our first mining bot. This will help us get more metal ore and crystal chunks, which are something we’ve been ignoring up until now. The game also comes with this blueprint, but I decided to stick with the naming scheme I’ll be using throughout my entire playthrough.
You’ll need to create a dedicated storage block for each resource you are mining (both crystal and metal chunks) so that your miners can set them as their Store locations. This will let you keep your mining bots out of the logistics network since they will only store their inventory in Store locations when their own inventory is filled, reducing the congestion.
MK 1 Trash Bot
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Tech Requirement: None
I love that logistics bots can be used in many ways. This one allows you to erase everything you’ve built with just a right-click after selecting the trashbot. Be aware that since there is only one inventory slot, the majority of the things you demolish will end up on the ground unless you pick it up manually at this time however later versions of this program will solve this issue. This is a build that can be used in any way, so only build this bot if you’re in need of something removed.
MK 1 Defense Bot
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Tech Requirement:
This is an optional build but it is the cheapest bot that can be used in combat. Consider using a team of these bots to tackle any light threats in your base.
MK 1 Assembler Mall Unit
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Tech Requirement: – Basic Structures
This will be the main method of developing your factory. In other games, you would require an intricate logistics network to transfer resources to their factories “malls” However, with Desynced, your bots can manage the complex tasks. This lets you create it very quickly. You can copy the layout I use below. The 3 wide spacing between the buildings is something I like to do for my entire factory since it gives a good amount of space for the bots in logistics to be able to move around with minimal congestion.
When setting up each recipe in the assembler, set the amount of crafting to infinity. This will allow you to set it up once, and never look at it again (but we’ll definitely revisit it with better versions of this unit).
MK 1 Power Pole
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Tech Requirement: – Basic – Basic Power & Structures
You may have noticed that this was clearly visible on the diagram above. This is the basis of every “block” in my factory. Each “block” is a combination of buildings that are 5×5 area, surrounded by a 3-wide pathway for bots to travel. Each additional power pole can be placed on the very edge of a power pole within the factory “block”. This enables an easy expansion of the factory. Oh, and feel free to alter the light, either by using a different colour or even a different component completely.
MK 2 Fabricator Unit
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Tech Requirement: Basic-Basic Structures
We can now compress the smelting set-up by holding two components.
(WIP)
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