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Ein Übersetzungsproblem melden
You can load your save there and edit your or some container's inventory to give yourself anything you'd like.
Toss a handful of computers and heavy modular frames into the sink, and a couple dozen coupons pop right out. Of course, the more coupons you make, the more each one costs...
(Assuming you're starting at zero.)
Advance down the Caterium line to AI Limiter.
Sink 3 coupons worth of stuff.
Purchase a stack of AI Limiters with your coupons. Sink them all.
Purchase another stack of AI Limiters & Sink 52 of them.
Enjoy your free tickets and AI Limiters.
you maybe want this one https://ficsit.app/mod/EasyCheat
i do not recommend using 3rd party programs which alter memory content for any game supporting mods officially or unofficially, or for any game at all if you don't know what you are doing or those programs doing.
No dancing with cfg files.
!give [ItemName] (Amount) - gives items (the item name is exactly as you see it in your game in the language your game is; it can be a substring of the full item name)
Trainers themselves are not a problem. Its more often people using them wrong that is the problem. Just because you had a bad experience with one doesn't make them bad.
Another legitimate way to get points early on is to look for a quartz vein and do a little M.A.M. research. Depending on where you start though these can be very far away if you're on foot without blade runners.
If you turn quartz into silica and sink it, you get 2000 points per minute for every 60 quartz. This is a good rate in the early game.
This is a low effort way to automate a steady stream of points as the "production" line is only constructors with 1 step. Quartz is not needed until much later in the game unless you want to build signs and windows. In that case, send some to storage and overflow to the sink with a smart splitter.
Yes, quartz crystals are worth more points, but you make less and get 1800 points per minute per 60 quartz.
The only other thing that is comparable in the early game is making 5 modular frames per minute for 120 iron ore and a considerable production line (for tier 2 anyway) and sending the excess to a sink, but that also needs a smart splitter unless you use just a regular splitter and let the container fill at 2.5 per minute until full. Or put one on after you've built up a small stash. There are a lot of ways to go about this.
A little crystal math (sorry, couldn't resist the pun):
Quartz Crystal is worth 50 points each.
5 raw quartz makes 3 quartz crystals, at a rate of 22.5 per minute.
At 60 raw quartz input per minute, that's 12 operations per minute, requiring 2 constructors at 4MW each and resulting in 36 crystals worth 50 points each, for a total of 1,800 points per minute. 36 crystals easily fits on a single Mk 1 belt, with room to spare, so we only need one sink drawing 30MW to process the crystals.
Total point gain: 1,800 per minute
- 1x Miner Mk 1 on normal node: 5 MW
- 2x Constructor: 8 MW
- 1x AWESOME Sink: 30 MW
Total power draw: 43 MWPoints per minute per MW: 41.860465116279069767441_
Silica is worth 20 points each.
3 raw quartz makes 5 silica, at a rate of 37.5 per minute.
At 60 raw quartz input per minute, that's 20 operations per minute, requiring 3 constructors at 4MW each and resulting in 100 silica worth 20 points each, for a total of 2,000 points per minute. Assuming Mk 1 belts, you would need an additional line (and therefore sink, which means an additional 30MW) to process the silica, as compared to the crystal.
Total point gain: 2,000 per minute
- 1x Miner Mk 1 on normal node: 5 MW
- 3x Constructor: 12 MW
- 2x AWESOME Sink: 60 MW
Total power draw: 77 MWPoints per minute per MW: 25.974025_
I had some pretty ridiculous numbers in an earlier version of this post, because I flubbed the inputs pretty hard (thanks Mister Fabulous for pointing out the absurdity of my results) ... but oddly enough, the conclusion is the same, at least in the early game. It costs almost twice as much power to produce 10% more points per minute.
Once you have Mk2 or higher belts, the numbers get closer to parity... but multiply the quartz input (because quartz nodes tend to occur in pairs or triplets, and pure nodes also exist), and the scale issue creeps back into the calculations (even ignoring the extra constructors required).
It's simple; Fewer objects per minute needing to be sunk = fewer belts = fewer sinks.
Imagine sinking the 6 normal nodes in Titan Forest, for example; that's either 216 crystal (4 Mk1 belts/sinks = 120 MW), or 600 silica (10 Mk1 belts/sinks = 300 MW). Alternatively, the pair of pure quartz nodes just to the west of "that spot" in Northern Forest: 144 crystals (3 lines, 90 MW) vs 400 silica (7 lines, 210 MW). As a matter of fact, I'm only aware of one single-node quartz spawn on the entire map (to the north of Rocky Desert), so it's extremely likely that a multiplier will be in play.
I'll still stick with crystals instead of silica, and sacrifice 10% of the coupon points for 40% of the power consumption.
I'm not talking about mass farming points on biomass burners, just something small scale for modest early game point farming. I wouldn't utilize it before coal power.
60 quartz would go to 1.6_ constructors for crystals or 2.6_ constructors for silica. That's 36 crystals per minute or 100 silica.
You're absolutely right, I fumbled that and multiplied the outputs instead of the inputs, or something similarly dumb. I think I'll blame it on "too many factory games in my brain at the moment".
I've redone the math (hopefully correctly, this time) and edited the post.
Interestingly, my comparative results remained at the same scale as regards power consumption vs point production.
no need for crystal math
If you don't need it yet for nuclear power:
https://steamcommunity.com/sharedfiles/filedetails/?id=2773938216