Summary of "LIVE | Relaxed Factory Building - Optimization & Good Vibes - Alchemy Factory & Trader Sim Gameplay"
Video focus
The streamer spent the session optimizing an existing Alchemy Factory base after unlocking and building an advanced fertilizer blueprint. The stream was relaxed and focused on:
- Reworking layouts and fixing transport (cannons / hoppers / conveyors).
- Removing redundant production made obsolete by upgrades.
- Iterating on stacked/vertical blueprints for compactness and accessibility.
Game / story context
- Alchemy Factory is a factory-building / shop game where you produce goods in a workshop and sell to customers (early game: manual selling; later: auto-sell via cash registers).
- The save is late-game (Ashlands area). The streamer discussed relic progression and boss content:
- Relics: Jupiter (low XP), Saturn (higher XP), Mars (highest XP).
- Saturn/Mars require more advanced materials (glass, bricks, salts, copper/bronze parts, etc.). The streamer hasn’t fought those bosses yet.
Gameplay highlights, optimization results & performance numbers
- The advanced fertilizer blueprint dramatically reduces farm footprint and resource needs.
- Example: a redcurrant nursery that required 24 nurseries previously can be reduced to 2 using the advanced fertilizer blueprint.
- Many other factories could be halved or quartered due to device speed upgrades + advanced fertilizer.
- Observed throughput and device numbers:
- Conveyors in this build: ~120 items/minute.
- Cannons / projectile shooters: up to ~240 items/minute (useful for high-throughput long-distance transfers).
- Hoppers (practical output): ~60 items/min per output — often required splitting to multiple outputs.
- Specific measured examples:
- One nursery using advanced fertilizer uses ~24 advanced fertilizers per minute (stream calculations).
- Device timings varied (e.g., some devices consume 1 fertilizer every 2.5 s; others 1 every 15 s depending on upgrades).
- Example blueprint produced ~120 advanced fertilizer/min.
The big win: replacing basic fertilizer systems with the advanced fertilizer blueprint cascades through your factory, allowing large reductions in space and production complexity.
Key strategies, tips and practical lessons
- Replace legacy fertilizer setups with the advanced fertilizer blueprint to massively shrink farms and fertilizer factories.
- Recalculate supply vs. demand after upgrades — speed upgrades cascade across device speed, fertilizer usage, and farm outputs. Many older structures will become overproduction.
- Watch throughput limits:
- Conveyors: ~120/min (in this save).
- Cannons: higher (up to ~240/min).
- Hoppers: ~60/min per output — split or parallelize when needed.
- A bottleneck on one input can stop a multi-input assembler (it may stop producing both products).
- Transport hardware placement rules:
- Catapults/cannons have restrictive placement and stacking rules.
- Projectile paths can be blocked by intermediate structures — keep line-of-sight clear.
- Vertical stacking and multi-layer blueprints:
- Stack and copy blueprints vertically to save space; use lifts where helpful.
- Bulk clone/copy mode is very useful for moving or duplicating setups.
- Handling excess by-products:
- Temporarily trash excess planks, or convert them into charcoal / charcoal powder → coke, or make extra Jupiters to sell.
- Blueprint & build hygiene:
- Save improved blueprints and delete outdated ones.
- Deleting or moving large sections drops “trash bags” that clutter the floor — a mass-delete QOL was requested.
- Be careful deleting blocks/equipment — floors/roof supports and automatic rebuilds can create unintended gaps.
- Practical workflow tips:
- Use cannons/catapults for longer throws and to cross floors/walls.
- Use lifts to move items vertically when projectile placement is awkward.
- Split hopper outputs to multiple conveyors/cannons if throughput exceeds a single output.
- Temporarily supply a few advanced fertilizers/materials to restart rebuilt farms while lines refill.
- Keep portal/hopper accessibility in mind for buying/selling.
Step-by-step: converting a fertilizer area (condensed)
- Build and save the advanced fertilizer blueprint; iterate until it fits and stacks well.
- Place the new blueprint near inputs (mushrooms, wood/planks).
- Route mushroom inputs onto a single conveyor/belt and planks for fuel to cannons / purchase portal — monitor throughput.
- If conveyors/hoppers can’t handle throughput, split hopper outputs into multiple conveyors or use cannons so combined throughput meets demand.
- Temporarily trash or convert excess planks; optionally route planks into charcoal/fuel/Jupiter production.
- Remove redundant old fertilizer factories and farms once the new system is stable.
- Recalculate per-minute fertilizer and farm needs; shrink or remove nurseries/farms accordingly.
- Repeat similar optimizations across other lines (oil, transformation potions, etc.).
Common pitfalls & things to watch for
- Hoppers’ conveyor-output limits — require splitting or parallel outputs at high item rates.
- Backups on one input can stall multi-input assemblers and stop paired production.
- Projectile placement restrictions affect stacking and design.
- Blueprints slightly larger than floor tiles may block walls/roof placement — plan tile occupancy and support beams.
- Bulk-moving builds may drop inventory into trash bags if inventory space is insufficient.
- Deleting parts of the factory yields many trash bags; cleanup is tedious without a mass-delete tool.
Long-term ideas mentioned
- Instead of trashing excess planks, convert them into fuel (charcoal → charcoal powder → coke) or make Jupiters for money/XP.
- Prepare production lines for Saturn/Mars relics (glass, bricks, salts, copper/bronze parts, steel).
- Further compact designs by stacking farms vertically and designing multi-layer blueprints.
Games and other titles referenced
- Alchemy Factory (main game)
- Adapter (another recent play)
- Satisfactory (genre comparison)
- Oxygen Not Included (similar complex sim)
- Belright (brief mention)
People / chat / sources mentioned
- Bill (chat)
- Verisha (chat)
- Stormy Cat (chat)
- Brand (chat)
- Solar (chat)
- Crimson Riot (raid)
- Willow (chat)
Want more?
I can produce: - A concise checklist to convert a basic fertilizer farm to the advanced blueprint (materials list + exact conveyor/hopper/cannon layout). - A short “throughput reference” table summarizing conveyors / hoppers / cannons per-minute limits (based on the streamer’s observed numbers).
Which would you like?
Category
Gaming
Share this summary
Is the summary off?
If you think the summary is inaccurate, you can reprocess it with the latest model.