Before We Leave
56 Achievements
GOG
Grand Tinker
Make 1000 Gadgets across all games Details for this achievement will be revealed once unlocked
2.4%
How to unlock the Grand Tinker achievement in Before We Leave - Definitive Guide
You make gadgets using electronics. You must research Tinkering in the tech tree first.
Electronics are not found on your starting planet, but can be found as soon as your second planet. Electronics must be mined from an Electronics Pile. An Electronics Pile is a gray cylinder looking building with light blue lighting found atop stone highlands. An Electronics Mine must be built next to one of the structures, and the mine must have a source of power.
You must construct a Gadgeteer in order to make gadgets from the mined electronics. The building will need to be supplied with power, tools, and electronics to produce a gadget.
You can build warehouses in order to store gadgets as there is not much demand for them early game. A single warehouse (not upgraded) set to store only gadgets can hold 120 of them. Upgraded warehouse will store 240. Later in the game there is more demand for gadgets as they are needed for building more advanced structures as well as being used for upgrading buildings, food plots, roads, etc. You will need 300 gadgets just to build the end game structure, Whale Charmer, alone.
This achievement should come through regular game play or you could specifically build 9 regular warehouses or 5 upgraded warehouses set to store only gadgets if you want a way to somewhat track this achievement in a single game save. The achievement description says across all games so it is cumulative according to the description. I can't confirm or deny this as I was not tracking my gadget production in the two game files I played on.
Electronics are not found on your starting planet, but can be found as soon as your second planet. Electronics must be mined from an Electronics Pile. An Electronics Pile is a gray cylinder looking building with light blue lighting found atop stone highlands. An Electronics Mine must be built next to one of the structures, and the mine must have a source of power.
You must construct a Gadgeteer in order to make gadgets from the mined electronics. The building will need to be supplied with power, tools, and electronics to produce a gadget.
You can build warehouses in order to store gadgets as there is not much demand for them early game. A single warehouse (not upgraded) set to store only gadgets can hold 120 of them. Upgraded warehouse will store 240. Later in the game there is more demand for gadgets as they are needed for building more advanced structures as well as being used for upgrading buildings, food plots, roads, etc. You will need 300 gadgets just to build the end game structure, Whale Charmer, alone.
This achievement should come through regular game play or you could specifically build 9 regular warehouses or 5 upgraded warehouses set to store only gadgets if you want a way to somewhat track this achievement in a single game save. The achievement description says across all games so it is cumulative according to the description. I can't confirm or deny this as I was not tracking my gadget production in the two game files I played on.
This can be done is the Apocalypse Soon scenario. While you will have to create gadgets to complete the campaign this is a quick way to boost the rest or create 1,000 straight away if you wish. This scenario starts you with all the resources you need and all the techs unlocked. There is no need to focus on food or drink either as you have sufficient resources.
Once you start build a couple of apartments to house about 50 peeps, in this scenario they automatically spawn. Next start building warehouses. You are going to need 13 and then upgrade them all. Each warehouse when upgraded holds 240 resources, you start with 2,000 gadgets so you will need enough capacity for all of them in order to stimulate production then sufficient capacity to hold the 1,000 you need to create for the achievement.
Next you are going to need power, battery generator is best as you start with 500 batteries and the output means you will not have to build many duplicates. You do not start with any electronics so you will now have to build a PCB maker to build them and then the Gadgeteer to create the gadgets. I continued to build both gadgeteers and PCB makers at a ratio of 1:1. I also upgraded them to automated.
Once I had 10 of each I sped the game up and left it to run largely by itself. You just need to keep an eye that you have sufficient apartments (I ended up with capacity for about 100) and sufficient power. Just keep building as required. Achievement will pop once the warehouses fill to 3,000.
Once you start build a couple of apartments to house about 50 peeps, in this scenario they automatically spawn. Next start building warehouses. You are going to need 13 and then upgrade them all. Each warehouse when upgraded holds 240 resources, you start with 2,000 gadgets so you will need enough capacity for all of them in order to stimulate production then sufficient capacity to hold the 1,000 you need to create for the achievement.
Next you are going to need power, battery generator is best as you start with 500 batteries and the output means you will not have to build many duplicates. You do not start with any electronics so you will now have to build a PCB maker to build them and then the Gadgeteer to create the gadgets. I continued to build both gadgeteers and PCB makers at a ratio of 1:1. I also upgraded them to automated.
Once I had 10 of each I sped the game up and left it to run largely by itself. You just need to keep an eye that you have sufficient apartments (I ended up with capacity for about 100) and sufficient power. Just keep building as required. Achievement will pop once the warehouses fill to 3,000.
Possibly broken on Xbox, I had to start the game on PC to get the achievement