Want to see more Island tours ruclips.net/video/-NXz6VXthxk/видео.html Be like Rico and join our Discord Server discord.gg/jdplays Havn't seen what I've done to the Insula Mortis Map? Check the☠here: ruclips.net/video/tWqD8kIMFCw/видео.html Prefer to see How the Crater looks after JD moves in? ruclips.net/video/7t6V07xxq8c/видео.html Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays or Become a RUclips Member ruclips.net/user/jdplaysjoin
Awesome build, congrats Rico! And thanks JD for the tour! Regarding the navigation overlay, it just shows where a vehicle has enough clearance, it does not consider connectivity (it would be cool if it did, but that's computationally expensive). Also, I think we should make the vehicle barriers cheaper...
Connectivity would be a nice to have, even if someone needs to flick a second button for it to show. I think barriers could be cheaper in both unity AND maybe concrete costs. Also maybe click and dragable? or even a longer barrier, i guess it all depends on whats happening in the road department! P.S. Retaining walls should also be cheaper when built with unity, the construction cost is fine the unity cost is what gets you with retaining walls!
That "SR latch for fluids" sounds like it could be really useful for turning intermittent steam into power efficiently, when combined with thermal storage, or maybe even just a really long pipe... I really want to know how that works. That issue affects so much about how steam-related systems can and can't be built.
To clarify, the 3 large modules for producing Diesel from water (using the Diesel=>Naphta=>diesel cycle) are my primary source of enough diesel to run the diesel to gold contract and in adition the gold to uranium contract. I designed it in that way so i essentialy have free uranium as the only thing that is needed for this contract to run is supplement the build with people :D Also the excess diesel runs to my petrochemical build to offset any sudden production issues. I have also routed my hydrogen production there so in an event of crude oil shortage i could restart the whole thing. As i have decided to not use the onsite steam production for the petrochem i also have no means to burn away heavy oil so i relly on cracking it down. As for the Thermal Storages. I have decided to use then not only as a bit of a buffer but also like a heat exchanger. So i have the reactor side that is self contained and then i have the production side . The reactor side is runing in a closed loop setup and is designed in a way that it could not back up and stall the system. So that way i have ensured the safety of the reactor. The production side on the other hand could freely back up and it would not cause any issue.
The man of balancers himself! I would of personally used another balancer to by pass the Thermal storage, and then used it as a overflow this way your not 'paying' the efficiency loss of the storage unless your actually using it because the reactor is shut down
Turning fuel gas into diesel which you strip for sour water to turn back into fuel gas seems kind of like an exploit - do those cracking plants have a philosopher’s stone inside them or something?
see instead of using the gas injection pumps, i would have converted the excess co2 into fuel gas, to make diesel, to make naphtha, to make diesel again and so on, probably would be a hydrogen profit...
yep yep, Its why your first 2 uranium setups are really nice the way they plug into each other, but third being added on doesn't really work for me, you just need so little infrastructure to run the fast breeders. no need for an alert each fission storage can handle 1 fast breeder for 100 years.(i think its maths out to 96 or 92 id have to check). Oh oh I didn't notice they hold 1600 now not 1000, so it's 5 fast breeders, to 2 nuclear reprocessing plants, and 3 storages. with the odd balls being 1.33 enrichment plants, and 2.66 chem plants running off 0.89 settling tank/crusher, which only turn on after you burn off your likely massive amount of depleted uranium. Dammit I always think of extras, the 1-1-1 build, of reactor to reprocessor to storage avoids fission products sitting on a belt, just extra cost in people and maintenance, but neither are likely a deterrent when you are putting in a 5th fast breeder.
The Fast Breeding reactor is OP dont get me wrong, but also its great that end game power is solved, and your new limit is the size of the reactor, the buildings required to keep it running as well as the people
Want to see more Island tours ruclips.net/video/-NXz6VXthxk/видео.html
Be like Rico and join our Discord Server discord.gg/jdplays
Havn't seen what I've done to the Insula Mortis Map? Check the☠here: ruclips.net/video/tWqD8kIMFCw/видео.html
Prefer to see How the Crater looks after JD moves in? ruclips.net/video/7t6V07xxq8c/видео.html
Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays or Become a RUclips Member ruclips.net/user/jdplaysjoin
great overview
No Thank you!
Awesome build, congrats Rico! And thanks JD for the tour! Regarding the navigation overlay, it just shows where a vehicle has enough clearance, it does not consider connectivity (it would be cool if it did, but that's computationally expensive). Also, I think we should make the vehicle barriers cheaper...
Ohhh one of the developers himself :) Greetings from Czech Republic ;) , and yes Please make the barriers cheaper :D
Connectivity would be a nice to have, even if someone needs to flick a second button for it to show. I think barriers could be cheaper in both unity AND maybe concrete costs. Also maybe click and dragable? or even a longer barrier, i guess it all depends on whats happening in the road department!
P.S. Retaining walls should also be cheaper when built with unity, the construction cost is fine the unity cost is what gets you with retaining walls!
Well build @Rico 🤩
Thank you :)
My god we need a separate video on how that Fertilizer balancer works.
i'm impressed by the microchip build
That "SR latch for fluids" sounds like it could be really useful for turning intermittent steam into power efficiently, when combined with thermal storage, or maybe even just a really long pipe... I really want to know how that works. That issue affects so much about how steam-related systems can and can't be built.
It works by having a number of balancers enforce even input, once they all fill up and back up it causes the system to 'flush' and empty the storage
To clarify, the 3 large modules for producing Diesel from water (using the Diesel=>Naphta=>diesel cycle) are my primary source of enough diesel to run the diesel to gold contract and in adition the gold to uranium contract. I designed it in that way so i essentialy have free uranium as the only thing that is needed for this contract to run is supplement the build with people :D Also the excess diesel runs to my petrochemical build to offset any sudden production issues. I have also routed my hydrogen production there so in an event of crude oil shortage i could restart the whole thing. As i have decided to not use the onsite steam production for the petrochem i also have no means to burn away heavy oil so i relly on cracking it down. As for the Thermal Storages. I have decided to use then not only as a bit of a buffer but also like a heat exchanger. So i have the reactor side that is self contained and then i have the production side . The reactor side is runing in a closed loop setup and is designed in a way that it could not back up and stall the system. So that way i have ensured the safety of the reactor. The production side on the other hand could freely back up and it would not cause any issue.
The man of balancers himself! I would of personally used another balancer to by pass the Thermal storage, and then used it as a overflow this way your not 'paying' the efficiency loss of the storage unless your actually using it because the reactor is shut down
This island is living better than some countries.
Massive difference between before and after.
Turning fuel gas into diesel which you strip for sour water to turn back into fuel gas seems kind of like an exploit - do those cracking plants have a philosopher’s stone inside them or something?
see instead of using the gas injection pumps, i would have converted the excess co2 into fuel gas, to make diesel, to make naphtha, to make diesel again and so on, probably would be a hydrogen profit...
But he ALSO has that build and its backed up on Diesel so its just making ammonia and splitting that into Hydrogen
@@JDPlays well there's always overflowing to the large diesel generators...
bro double-timed the entire video xD
yep yep, Its why your first 2 uranium setups are really nice the way they plug into each other, but third being added on doesn't really work for me, you just need so little infrastructure to run the fast breeders. no need for an alert each fission storage can handle 1 fast breeder for 100 years.(i think its maths out to 96 or 92 id have to check). Oh oh I didn't notice they hold 1600 now not 1000, so it's 5 fast breeders, to 2 nuclear reprocessing plants, and 3 storages. with the odd balls being 1.33 enrichment plants, and 2.66 chem plants running off 0.89 settling tank/crusher, which only turn on after you burn off your likely massive amount of depleted uranium.
Dammit I always think of extras, the 1-1-1 build, of reactor to reprocessor to storage avoids fission products sitting on a belt, just extra cost in people and maintenance, but neither are likely a deterrent when you are putting in a 5th fast breeder.
The Fast Breeding reactor is OP dont get me wrong, but also its great that end game power is solved, and your new limit is the size of the reactor, the buildings required to keep it running as well as the people
🚜👷
I'll give you a Like :P
Great island you've got there!
@@JasonAWilliams-ISThank you :)
i didnt get any hot dogs, or popcorn on this tour..... tempting to ask for a refund... but i wont... cos that would depend on effort