looking back at this and you realize that a plastanium conveyor moves 2400 items/minute at max capacity and each launcher moves 300 items/minute at max capacity so for each maxed plastanium conveyer you need 8 launchers
The true optimal ratio for cryofluid mixer and impact reactor is 5 cryofluid mixers to 4 impact reactor (but u should always go for redundant amount of cryofluid)
Just stumbled upon your channel, really love it. The chill atmosphere, the cool geometry dash style musics for the timelapse (best part of the video ahah) it's really cool👍👍
12:52 please give me your logic selector for recurses How do I control a block remotely without the highest range logic processor? And how do I disable a tower energy using logic?
I always try to ship with max sand and coal because I never know when I'm going to be an idiot and gas out my silicon building units because I forgot to shut off production.
I already made a export hub in 175 (Right next to ground zero) its like, the best sector especially for early game It has: Titanium, Copper, Lead, Oil, pretty sure it has Water, Sand, Coal, and Scrap, meaning you only have to import decently late game resources!
Mass drivers can fill up more than 20 pads if they're connected to 3 unloader. This is how I maximize my export in tar fields since it's core in very cornered space. Maybe I should move to salt flats. Also who needs to produce blast when you can use assign 1 sector to send thousands of blast to keep more space in export hub
Also I have developed smart pads to only start when it holds 100 items with logic. But it's only useful in production sectors rather than the export hub itself
It was a command centre put down in a previous version. As the texture for the command centre has been removed, the block uses the "oh no" picture instead.
When I started building an export hub, I also built pulse reactors, I calculated everything and realized that for 10 pulse reactors you need 12-13 cryogenic liquid mixers, but there is one thing, I forgot to connect BRIDGE PIPELINE. And because of this, my electricity dropped to -11 thousand. I wanted to give up this idea, but I saved up for RTG generators(there were 17 of them) and accelerated it with a super-drive projector with phase fabric, I broke into the wild + and continued to build as if nothing had happened. Don't judge me, I translated using GOOGLE translate. Bye bye😅
DUUUUDE I just had that Idea yesterday! but It was more like a stream not a 2k batch so I had All All sectors pointing at flat salts and whenever I go to new sectors I only have to route flat salts resources point to me and so basically every sector will be sending me resources thus when ever I go to new sectors I only worry about attack and units!!
I'm not too far into the game yet, but I think those are the type of conveyors where the items can go "through" the launch pad to the next conveyor, as long as it is a straight line.
Didn't realize you could export from multiple zones to a single zone, then export from that to your active zone (I thought it was 1 import and 1 export for some reason). Looks good. Power: this may have changed in v7, but I think you can use processors to only power a launcher once it is full (the 'enabled' property I believe). In theory all the power consumed while 'waiting' for it to fill can be saved. Power usage will surge though (add batteries to compensate). Save as a schematic for mass deployment if it works. The logic would be to to disable the launcher if it is not full and enable it once it is full. You may be able to tie these together into something more complex but that is beyond me. You could also use a cpu and toggle switch instead of the power nodes at the top to make a switch (enable/disable the primary power node).
@@thebluehonu I honestly do not know, though it is a good question. Based on the bit about phase fiber from another zone it may not care. As in, if you upload 200 of a resource in your last launch that is what it will do when you are not around. It is possible powering down your launchers may be a bad idea, though the whole power switch thing at the top implies otherwise. SCIENCE!
The launcher only counts down while it is powered, so if you fill an unpowered launcher it will have to warm up first before it can launch. So no, powered down launchers are TERRIBLE for throughput
@@starburst98 Someone once said: "the fastest way to get correct information is to say something totally wrong, and be corrected". Thanks for the info.
i made a disqustingly big Export Hub on Salt Flats, wich has 40 Launch Pads FOR EACH AND EVRY RESOURCE (12k of EVRY resource PER MINUTE) edit: it sucks 147k power
Pro tip: Do not build export station. Just attach launch pads directly to your factory outputs. It'll give you higher through put. And 0 reloading time.
But then you'll have to go sector by sector changing all the launch pads and unless you have a good memory or a lot of organization you won't be able to find everything Launch sectors are better because you concentrate everything you are importing in one place and then send it wherever you want
Not at all. Mines needs about 100k. He has 25 launch pads per item. And 16 items if I'm not mistaken. So 16 items x 25 launch pads x (240 power) plus all his miscellaneous stuff like the cryo mixers and overdrive dome. I wish it was only 1 or impact reactors, that would be so much easier.
Noice, your ideas will now be MINE!
Suprise communism.
@@Mrcat-mf4vk very much
Same
OUR ideas
Gona take hours... But I am takin it too hehe
tip: to find all units of a type, do Shift+G and click on the unit you want in the bottom right then command them to you
also you should've kept that dagger and named him :(
@@overdramaticpan Ur right 😢, I would've build an entire role play base for them with few possessor, switch and displays.
There has not been a single one of your Timelapses that hasn’t had banger music.
looking back at this and you realize that a plastanium conveyor moves 2400 items/minute at max capacity and each launcher moves 300 items/minute at max capacity so for each maxed plastanium conveyer you need 8 launchers
lol thanks for the info
Your videos always cheer me up. In fact I'm not feeling well today but seeing this has made me feel better. Keep up the good work soldier.
The true optimal ratio for cryofluid mixer and impact reactor is 5 cryofluid mixers to 4 impact reactor
(but u should always go for redundant amount of cryofluid)
Just stumbled upon your channel, really love it. The chill atmosphere, the cool geometry dash style musics for the timelapse (best part of the video ahah) it's really cool👍👍
2:26 i think the optimal ratio should be 5 cryo = 60/s and 4 impact = 60/s
Hippity Hoppity your idea is now my property
btw i love ur vids keep up the good work!
your editing always cracks me up. another great video :)
Whoa good mindustry content with commentary. Quality is strong with this one
I am also clueless on logic stuff and would love to see the details on how this system works.
12:52 please give me your logic selector for recurses How do I control a block remotely without the highest range logic processor? And how do I disable a tower energy using logic?
For disable any block: control block and set 'enable' to 0 c:
He finally optimized the factories
I always try to ship with max sand and coal because I never know when I'm going to be an idiot and gas out my silicon building units because I forgot to shut off production.
I already made a export hub in 175 (Right next to ground zero) its like, the best sector especially for early game
It has: Titanium, Copper, Lead, Oil, pretty sure it has Water, Sand, Coal, and Scrap, meaning you only have to import decently late game resources!
Did somebody say oil🛢🇺🇸🦅🦅🦅🦅🦅🦅
Yeah I got thorium here by launching it from some sector near overgrowth
I didn't find scrap here, though it appears in another mobile I've played, idk the reason
Mass drivers can fill up more than 20 pads if they're connected to 3 unloader. This is how I maximize my export in tar fields since it's core in very cornered space. Maybe I should move to salt flats. Also who needs to produce blast when you can use assign 1 sector to send thousands of blast to keep more space in export hub
Also I have developed smart pads to only start when it holds 100 items with logic. But it's only useful in production sectors rather than the export hub itself
You actually cooking with this idea ima also use it for tar fields thanks
I really like the American fandom, you make very cool videos guys
8:50 when the PA levels and JSaB fan levels finally hits
Do you know the name of the music?
@@Kirbo_stars1 peer gint
fellow gd player! i enjoy a lot of mindustry too, great video 👍👍
Finnaly the salt flats hub is here
Can you make a tutorial on this?
God u finnaly made the hubb
It's been years since I played this so maybe I missed something, but what is the "oh no artifact"? I don't remember that at all.
i believe its a logic display set to draw an unavaliable image, causing it to fall back to the "oh no" image
It was a command centre put down in a previous version. As the texture for the command centre has been removed, the block uses the "oh no" picture instead.
sand coal and pyratite for extra silicon is nice to have but not necessary
When I started building an export hub, I also built pulse reactors, I calculated everything and realized that for 10 pulse reactors you need 12-13 cryogenic liquid mixers, but there is one thing, I forgot to connect BRIDGE PIPELINE. And because of this, my electricity dropped to -11 thousand. I wanted to give up this idea, but I saved up for RTG generators(there were 17 of them) and accelerated it with a super-drive projector with phase fabric, I broke into the wild + and continued to build as if nothing had happened. Don't judge me, I translated using GOOGLE translate. Bye bye😅
been there to my friend, but with thorium reactor
Bro I need full detail video
12:52 how to type the commend
DUUUUDE I just had that Idea yesterday! but It was more like a stream not a 2k batch so I had All All sectors pointing at flat salts and whenever I go to new sectors I only have to route flat salts resources point to me and so basically every sector will be sending me resources thus when ever I go to new sectors I only worry about attack and units!!
No point in finding Poly units, they'll see you working anywhere on the map and come help you.
what is the great music u used in this video?
48 seconds agooooo lets goo!!!!!!! And finally salt flats
why use conveyor and not sorter/overflow
I'm not too far into the game yet, but I think those are the type of conveyors where the items can go "through" the launch pad to the next conveyor, as long as it is a straight line.
Ain't it faster to use container/vault chain instead of conveyors?
Yay finally new vid
2:24 pvz music ohhh my god
9:05 PEER GYNT AAAAAAAA
When i invaded saltflats, i just kept supplying myself from other sectors so i didn't have to spread out so much.
Why do we need export hubs again ?
Yehey New Episode
can I have the micro processor part please? still have no idea how to make my export hub work properly :c
Bro how did you make that item pics on logic display
Logic
can you upload the schematic pls?
Didn't realize you could export from multiple zones to a single zone, then export from that to your active zone (I thought it was 1 import and 1 export for some reason). Looks good.
Power: this may have changed in v7, but I think you can use processors to only power a launcher once it is full (the 'enabled' property I believe). In theory all the power consumed while 'waiting' for it to fill can be saved. Power usage will surge though (add batteries to compensate). Save as a schematic for mass deployment if it works. The logic would be to to disable the launcher if it is not full and enable it once it is full. You may be able to tie these together into something more complex but that is beyond me. You could also use a cpu and toggle switch instead of the power nodes at the top to make a switch (enable/disable the primary power node).
Does the launchpad power toggling still work if you're not in the sector? Or does the game just assume they're drawing full power all the time?
@@thebluehonu I honestly do not know, though it is a good question.
Based on the bit about phase fiber from another zone it may not care. As in, if you upload 200 of a resource in your last launch that is what it will do when you are not around. It is possible powering down your launchers may be a bad idea, though the whole power switch thing at the top implies otherwise. SCIENCE!
The launcher only counts down while it is powered, so if you fill an unpowered launcher it will have to warm up first before it can launch. So no, powered down launchers are TERRIBLE for throughput
@@starburst98 Someone once said: "the fastest way to get correct information is to say something totally wrong, and be corrected". Thanks for the info.
Vaults are 1000 storage, Launchpads are 100.
Much less buffer that way.
Wha the song 8:50
peer gynt cysmix
how did you link that vault with blastcompound to the core?
I tried to build this but I don't get enough cryo at all to activate all the impact reactors, please help😭😭😭
Pro tip: TE exlaser is too op to take all tier units
Man what have i been doin on my sectors, my stuff is not optimised to this degree.
Why do your world map sectors show an icon for resource/sorter on them on the map?
Also, fun vid, makes me consider getting back into mindustry hehe
You can set icons yourself
It takes a lot to automate this
You can export and import??
how did u get thorium there?
Does the Export Glitch per minute still works today?
no
how do you even make the launch pads launch at same time
Let them fill up without power, and then start the power all at once.
Why you use liquid routers as fluid transport 😢
logic tutorial pls
i made a disqustingly big Export Hub on Salt Flats, wich has 40 Launch Pads FOR EACH AND EVRY RESOURCE (12k of EVRY resource PER MINUTE)
edit: it sucks 147k power
were could i get your schemetics
How did you get oh no artefact?
It used to be a command center, which was removed in v7
@@firefly11. I've gotta give you a really good impact scheme, but I don't know how...
@@firefly11. thanks
@@LostCauseRT You may be able to just paste the schematic as text.
bXNjaAF4nFVUTW/bRhAdcpdcihQp2c4PCJJrdAuQH9BTkKABGqAFGuRAieuCgSSqFOXYKVCgl5xz7inn/rj2HMcO+2bGjEUL3Lc7++brcWg6oweG7LbceCqeb3blqnv4w2HpH14+pazy+1Vb77q62RJRvC6Xfr2nB2/++/zPk0dvHp+fl8+elW///fzp0dtTmr0vO98u/GXXIkjT0mzVXjXn60NdLTb1pW+pWLZ19ZtfrJptdag7csuyg8sVJYftuikrUNJd8x5Btk3l6Wy3Lvddua0PG3a58FcIGu+bFj6U1Z3fLPbNoV2B2Vz4tmrrC7/Ytc07L+nT1WHd1Rcl77MlhxrK2F21ZQf/u3O+rn/nItvmwJFn91VqymLjt9VR4HnZbprWV0eMWoRbtF47J/qb5C/gJVSwCrFCQgFjSkEImDrlkxFrrtaZEzeOY7DMNcY0QpCAdzPZRdjNE7gS+8AR+YZwYcDWUK3m3hrhaBPY+xsyePg6GjvF6uTGTkmCevpv4hj013C+FufJPc3imEplfJG5vu8/4nklx+mYl3/nFQPvJRQIacYqGVXQqIJGFTSqoFEFDStoAaoKG0Q8i0wIdkMqiVUtjRxjHOdkGE5YFEun7IyAls54F04oUnYkmgKsQszWCEykjWhClAEyvD9AzjEiVG4Y5gqSIJIE7BZJgijMJR2WWPmx8mPlx8IPwIiFH4SGnDbixu/W6bt1x++WrVat0dgaq9WxMn/heR3kOEozjpvBFWXIV+Dn9FWJYijbUZ7E/Tf8IGl/09/2Xynsv2D/pb9FOgcXnpajmZUhv4NQwSrEPOEJ32ZYRL5E5UtUjkTlSFSOROSwIXuwHBbciZY94bJ5mZGMgmiUjjVKOTtbzdhqlRuNrbFyRaM/7zRKOZkDDOKkx+KwV85VpawB90QKoYJVkKYzLTvT0cm094zd8aUcz6jBcc4HlgbdTbnDgolc2B94fkUMjDoZtmprsN4KyQ6kn+V7iDgej1zAl27MTQbuT8KdKDdVbjbmTgfujzLveWJlJL7yWOB3zf9NYC8omKsW+K5RGxw+4PnFsNVyVwXXxJfx9wSGj27gvhZuotyJctMxNxu4r4Q7VW6u3GLMnQ3cF4ZJUPYEC8RjiBQmChDTQGwRf65wonDK8D8CxiF5
Very big project :D
And i thought my export hub was big
Target; destroyed
I feel like this is highly ineffective.
You're math was wrong on the launch pads since one launch pad launches 300 items in 1min since the cool down is only 20 seconds long
Holy heck I didn't even realise! Thanks for this
upload the schematic :D
Pro tip: Do not build export station.
Just attach launch pads directly to your factory outputs. It'll give you higher through put. And 0 reloading time.
But then you'll have to go sector by sector changing all the launch pads and unless you have a good memory or a lot of organization you won't be able to find everything
Launch sectors are better because you concentrate everything you are importing in one place and then send it wherever you want
@@imitan5310 Yes. But it saves hours in reloading time. And, Recent updates allows to mark sectors with resource icon.
@@imitan5310 ya,just gather every sectors resources to this station and then when u need resources u just need to found the station
worry not for I have a setup that produces 10 Mega Watts of energy
"Watts" "energy", watt is the unit of power, joule(or calorie is the unit of power
@@agwanmolgamingworld8102ummm I know, I work on that field but okay
15:20 killed me LMFAO
launch pads don't eat all THAT much power.
1 Impulse would probably have been enough, perhaps 2 at most.
Not at all. Mines needs about 100k. He has 25 launch pads per item. And 16 items if I'm not mistaken. So 16 items x 25 launch pads x (240 power) plus all his miscellaneous stuff like the cryo mixers and overdrive dome. I wish it was only 1 or impact reactors, that would be so much easier.
Yay! New video by my favourite youtuber! By the way, @firefly11 can you please tell me your email I would love to have a conversation with you!
ratio