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Early game I sink Quartz Crystals and Silica, as I really don't need much of them at 1st, I also sink Quickwire. Reanimated SAM is good to sink too, and Sam Fluctuators.
Later, with Refineries You will want to sink overflow to keep them running.
But my main source of early/mid game points came from DNA capsules from hunting animals
Late game, Elevator Parts net the most points
Every one of my factories has an overflow smart splitter sending things to the sink if they are not consumed elsewhere.
Step 1 - read the above
Step 2 - understand sink's only consume power when in use.
Step 3 - Sink only when you need too - and when its necessary to ensure non-interruptions in product (IE: situations where a "yellow light" on your factory line would cause massive issues)
As suggested - albeit with slight margin of error for my personal perspective - Sink's are ideal for "trash" - basically anything you consider to be waste (not to be confused with radioactive waste - can't sink that)
So excess product - dismantled materials due to upgrades or tear downs - etc.
Sink's should be a strategic choice - not so much a "Requirement" if that makes sense.
Example of throwing away something you can use? Waste water off a Aluminium plant - there are ways to put it back to work (Itself - or Coal power for example)
Also keep in mind sinks eat as fast as you feed them.
Also sinking early game items - isn't really going to accomplish much unless your hard pressed for awesome shop items - I'd suggest budgeting wisely.
The more complex the item - the more valuable it is. (See list for details)
But then again - its your factory - your choice - just my 2 cents for what it's worth.
PS: Before 1.0 I'd go to the trouble of hunting down an uranium node and sink that for majority of the game - but Lizzard Doggo's are OP so that's not exactly a thing anymore - but it's a nice boost early game wise. (Course avoiding the giant spiders makes it a bit of a hazard >.> - not to mention the radiation zone - so long arm of build gun is key here)
I like to set the belt speed ( to the sink ) as close as possible to the desired throughput, then let is run. This is where you discover errors.
I guess you could make an argument to conserve power by it shutting down when full, but at the same time... just make more power.
How do you use a refinery recipe in a constructor btw?
Fluids can be packaged and sunk. Water can be fed to water thirsty recipes like wet concrete or coal power. Solid products can go directly into a sink. Set up overfllow systems for each recipe, and let the sink handle the rest.
For generating fiscit shop tickets, the highest tier product is always the best. For the vanilla tech tree, each production step doubles the value of the input items. So ore is worth the least, ingots double it, plates double that, frames double that, and so on and so forth until ballistic drives at the very top. Can you maintain stability in all the production lines all the way to the very top? Well. That's a very different question entirely.
Keep the factory running, sink twin output recipes to avoid clogging, and sink your bestest highest tech items, Not much else to worry about.