Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Once you get spinform stalagmite crystals, they are easy to make. Before that 1 titanium and 3 graphene. (energized graphite and sulfuric acid)
You could make the graphene from fire ice but then you would have to be at orbital collectors.
Bottom line is you have to have researched either warpers or orbital collectors (if your giant has fire ice, otherwise you would have to warp for it.) for Mk3 to be worth the effort in materials and energy.
After purple cubes I think its worth it to make Mk3 profilerators.
JMO
Mk1 is 12.5%
Mk2 is 20%
Mk3 is 25%
Mk1 and Mk2 are huge jumps in production for what they cost, in terms of both resources and power. Going from Mk2 to Mk3 uses a fair amount of resources/space on top of existing Mk2 infrastructure but only gives a 5% boost once implemented. For many, I imagine, that extra 5% on top of an already 20% boost is not enough to justify the hassle of expanding existing builds/blueprints to accommodate that extra 5%.
And for some, another big reason, the build ratios tend to behave better as 20% (1:5 with factors of 1, 2, 4, 5, 10, and 20) is a more 'round' or 'divisible' number in many cases than 25% (1:4 with factors of 1, 5, and 25, so nearly prime), causing less clogging/starving of blueprint builds because of more variety of allowable build ratios.
I set my sprays on the output of towers, its very compact and the sprayer doesn't make the build any larger.
It's a lot messier to incorporate sprayers if you did went for "all-in-one" factories where you go from basic smelted materials to finished production within a single factory. (Say importing iron ingots, magnets, and copper ingots; and exporting electric motors or electromagnetic turbines). In those layouts I found it messier to incorporate sprayers for all the intermediate products produced within the factory.
(Especially in cases, like in this example, where it had been so elegant and at ratio to use direct insertion, with say one assembler making gears sitting between two making electric motors and simply having a sorter running directly from the gear building into each motor building)
I'm melting my brain thinking about these things
on one hand if you have one product per tower that's a lot of towers or belts, if you're doing a main bus on equator thing.
but on the other hand if you have a build like for example I had one that goes straight from ingots to the top tire motor, then those lower tier factories are wasted whenever you aren't producing that top tier motor, and the coil factories could instead be supplying something else.