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In-Game metrics are coming!

We did it, team, we are adding in-game metrics for the 0.1.1 QoL update!!!!

This has probably been the #1 most requested feature for Techtonica, and we are really stoked to add ‘em for 0.1.1. Alongside this, we’ve also rebalanced all of the recipes and speeds in Techtonica. So strap in, because we have a lot to cover today. Check out the video below if you want to watch an in-depth breakdown!

[previewyoutube][/previewyoutube]

We're giving you throughput stats for all machines, including the inputs, outputs, and fuel, in addition to the power and energy statuses of all the machines. All upgrades will be reflected in the stats as well. For all recipes, players will also see the ratios of all the ingredients and the output yield rates. Please note, this is not the final UI for in-game metrics!

Note: recipes and math aren't final until 0.1.1 drops!

[h3]Balancing a factory means…?[/h3]

In an ideal world, parts and ingredients never back up on a Conveyor Belt. Instead, items are continuously moving between machines. To achieve this, you will need to balance your factory, paying attention to input and output speeds of each machine, Conveyor Belt, and Inserter.

The easiest way to balance a factory is by using in-game metrics, which is why we added them in 0.1.1! We also rebalanced every recipe to make it easier to calculate. You might want to get out a notepad for this…

[h3]Let’s make Some research cores
[/h3]
To walk you through our in-game metrics design, we’re gonna follow the path of automation for purple research cores. All of these screenshots are taken in the lower left corner of the screen, which is where metrics will live!

Our first stop is the mining drill. It shows the output speed for ore--in this case, 25 Copper Ore per minute--and the consumption speed for the fuel type being used, 1 Biobrick per minute.



Our next machine is the smelter. The input is marked - 2 Copper Ores - along with the output of 1 Copper Ingot, and the fuel type being consumed, which is 1 Biobrick per minute.



Those Copper Ingots are then tossed onto the Conveyor Belt by Inserters. The regular inserter speed is 20 items per minute, and the MKI Conveyor Belt speed is 240 items per minute.





The Copper Ingots ride on the Conveyor Belts to the Assembler, where they’re turned into Copper Wires. Another Assembler is turning Copper Ingots and Iron Ingots into Mechanical Parts. You can see all of the Input and Output speeds for every item on each Assembler, allowing you to balance your Conveyor Belts.

Not only will you see input and outputs, but for every machine using electricity, you’ll see the power! This makes it much easier to see which machines need more juice.



Next, both ingredients are sent to the final Assembler! If we are able to max out this Assembler, we will be able to craft 7.5 Purple Research Cores per minute. As the recipe for Purple Research Cores requires more Mechanical Parts than Copper Wire, you will need more incoming Mechanical Parts to hit the max!



[h3]Balancing water wheels and crank generators [/h3]

Another important set of items that has metrics are the Water Wheels and Crank Generators. Water Wheels show both the torque they generate and the System Torque, AKA the torque created in the same connected set. They’ll also show the torque needs for your current setup... in this screenshot, I have wasted torque!



Crank Generators show the electricity they are generating, the torque they use (shown as a negative number), and the overall System Torque needs as well.



Adding these will make it much easier to squeeze out the maximum amount of power! The needs for torque have also been rebalanced in 0.1.1, so you’ll want to retool your setups.

[h3]What else has in-game metrics? [/h3]

Pretty much every machine, tool, and item that moves has metrics in-game. Accumulators will show their power level, Core Composers will show you their inventory and power level, Containers show you what they… contain, Accumulators show their current charge level, Threshers show their inputs and outputs, and planters show exactly how long each plant needs to grow!



[h3]Rebalanced metrics[/h3]

Like we said above, every metric and stat has been rebalanced in 0.1.1 to make the math easier to calculate. The numbers have changed to make optimization easier to complement in-game metrics. This should make running a factory smoothly much easier to calculate!

[h3]One final caveat - conveyor belt compression [/h3]

One major caveat is that our belts do not yet have a resource compression feature, which means that you might not see perfect throughput rates on their belts that match the actual statistic. There are a few ways to work around this problem until we have added such a feature, and we will fix the problem down the road.



Players can, for example, leverage merger belts to ensure that belts have no gaps between resources. An MK I belt, for example, can fit 12 single inserters on it, but if there are gaps between resources, not all 12 inserters may always be running. You could solve this by splitting the belt into two belts of 6 inserters, and having the two belts merge after the inserters, as the merger will remove the gaps.



We’re actively working on a belt compression fix, but we wanted to note these workarounds for you for now!

Thanks for tuning in to this week’s update! We’re excited to release 0.1.1 and see how you utilize the in-game metrics and rebalanced recipes in your factories.

If you’re not in the Discord already, head on over for some excellent memes, jokes, and riddles. We’re also there to answer any questions you have about Techtonica!
discord.gg/Techtonica

See you next week!