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Generally you will never run out of any material even at 1 multiplier.
I use about 4.500 warpers per minute with 0,01% vein usage and the mining system I set up about halfway towards the endgame is not even close emptying. It had about 100 million of each resource.
So there's a lot of resources.
The only concern is not to use up all the unipolar magnets before you get vein utilization up
If you're still playing around on the subject, I've also wondered how many vessel speed upgrades one would need to research to get their vessel speed equal to warp speed, as another alternative to using warpers.
Sure I understand that either alternative isn't as efficient or necessary, but that's not the point of trying these things out for curiosity's sake. So thanks for your first post.
I am at level 29 in the Logistics carrier engine but the amount of white cubres required are getting really high increasing exponentially. The next level is 1.2 million cubes which even at 14.700 per minute will take quite a while. My vessels currently fly at 8700 m/s and 0,73 ly/s. I wanted to get them to 1 ly/s just for the sake of it but well. Just dont want to leave my computer running and I can't be bothered to build more research at this scale without blueprints.
I'm sure someone has the numbers of how many km/s would be equal to 1 au/s
Ideally you wouldn't want your logistics vessels to fly less than 5-6 au/s. Not sure what the starting point is but it's less than your mecha at 12 au/s.
yeh that sounds right...I remember the vessel speed research getting super expensive really fast. I'll probably wait like you for the blueprints before trying to go down the rabbit hole.
I've consumed up to 5.400 warpers per minute when launching all of my rockets and keeping the research going at the same time.
It's a rather incredible sight to see.
I would assume at that point you're already fairly deep into VU and making 30/60 green/white cubes a second.
But generally you'll be able to finish the tech tree and get a dyson sphere built using green cubes for warpers with little trouble and with plenty of resources to spare.
40000m = 1 AU
1 ly = 60 AU
So your setup has vessels travelling at 0.22 AU/s (8700 m/s) without warpers. Which is lower than starting vessel warping speed (0.15 ly/s = 9 AU/s). You can probably make it work without warpers but it will be significantly slower.
I've just sent out a set of 10 vessels to collect critical photons and it will take a really long time for them to go the 10 LY to the star and forever to get back. It isn't really viable.
The next level of logistics vessel speed is 1.2 million cubes so can't really increase that fast either.
The other issue, is that higher tiers of Transport Speed tech cost scales exponentially - as opposed to the cost of Vein Utilization itself scales linearly - but the speed increase is only marginal and also linear on top of that; such that, by the time you reach even low tiers 10+ in the tech, you could literally spend more green cubes research for the next tier than you would an entire game's worth of warpers and not much extra speed gained from it.
I personally avoid using non-renewable resources on items that decay or are consumed in-game, hence my avoidance of Solar Sail swarm and not using coal for Graphite, so I definitely understand wanting to avoid wasting materials on something like warpers. As long as I'm using the Green Cube -> x8 Warper conversion, as opposed to just the Gravity Lense -> x1 Warper, I easily keep my material usage down.
On the flip side of that, Vein Utilization research pretty much solves most material cost issues since it does only increase in cost linearly - and if you're using so many warpers that you're concerned about material usage, then chances are, your infrastructure is quite large enough to be reaching quite advanced levels of Vein Utilization anyways.
i do think it'd be neat if they had like a coal cracking oil production that made coal into more refined oil and less or equal hydrogen from a refinery. worst case you reverse it with X ray to get the energetic graphite back.
unless they changed something and i missed the note.
I would be interested in seeing that math, given that before 0.7.18 it was exactly even, but you lost a minuscule amount because you had to use sorters to move materials in and out of the smelter.
Post 0.7.18, fuels were tweaked, so now you net a small positive in the Graphite conversion.
There's actually a guide here on Steam™ for DSP that delves pretty deep into burnable fuels (for the TPS) - it's math'd out pretty well there.