Quick 🟪Purple &🟩Green For Advanced Miners | MAX DIFFICULTY | #13 | Dyson Sphere Program | Lets Play

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  • Опубликовано: 12 янв 2025

Комментарии • 83

  • @TheseAreWeirdTimes
    @TheseAreWeirdTimes Год назад +21

    The advanced miners are awesome. Please remember to put some planetary shields before the main attack.
    And thank you for the blueprints!

  • @CoFloCipher
    @CoFloCipher Год назад +13

    This video was a perfect balance of showing intermediate steps but not taking too long with it. You've really found your stride and I hope to see lots more of these! Great job @Nilaus!

  • @avi7214
    @avi7214 Год назад +32

    Nilaus, could you do a masterclass on the dark fog? Covering the difficulty settings, farming them, clearing bases and stopping bases from being made? Would be so good!

    • @doctort2853
      @doctort2853 Год назад +3

      This series already covers most of these topics. But I agree things could be condensed

    • @rekrn12345
      @rekrn12345 Год назад +1

      The dutch actuary goes into more detail about combat if you want that.

    • @Dream1Verse
      @Dream1Verse Год назад

      I many want to know more about the growth of the space gives and seeds

    • @DarkEnzanArikado
      @DarkEnzanArikado Год назад

      Check out JD Plays, he has 2 videos dedicated on the Dark Fog. Very in-depth with each enemy, building, etc.

  • @wakirk
    @wakirk Год назад

    "Listen to the Sooound, of silence..."♫ ♪ ♬♫ ♪ ♬ 0:08

  • @sNsReal
    @sNsReal Год назад +2

    You can also put normal miners below to maximize throughput if needed

  • @Silent_whisperer
    @Silent_whisperer Год назад +3

    Sure you did somthing like that, bur for me it was true discovery that i can put a lot of solar panel on a distant planet then charge accumulaters on energy transmitters then import it to main planet and discharge it on another transmitters. It solved my energy issue completely 😃

  • @deanlawson6880
    @deanlawson6880 Год назад +1

    Good Episode Nilaus. I sure do like the new photon miners, they're great!

  • @M3dicayne
    @M3dicayne 11 месяцев назад

    Currently, I am reverse engineering White Matrix production of 30/s or 108.000/hour. That is very easy with Blue Matrixes, very hard with purple and insane with the amount of resources required. And everything is proliferated. Still, just 82x MK.III fabricators just for the fiberoptic cables needed for 192x matrix labs producing Purple Matrixes is crazy.
    Insane is also the framerate. I have a very beefy PC with 64GB of RAM, a 7950X and a Rx 6900 XT - and am now at 34 fps on my home planet, producing stuff.

  • @khuldrek6198
    @khuldrek6198 Год назад +1

    Thanks

  • @skilz8098
    @skilz8098 10 месяцев назад +1

    I noticed with some of your builds where you are proliferating your materials is that you may be missing out on a vital component. I'm seeing you using proliferators, but I don't think I've seen where you are utilizing the pilers (stackers)... Correct me if I'm wrong on this because it's hard to tell if you're using them or not... However, when it comes to proliferating materials perhaps you should at the least incorporate the pilers into your builds. If so, you should place the piler before your proliferators, and then again after your production to recombine them... This gives the true benefits of proliferation by not just saving on material but by also increasing your maximum throughput by extending beyond your belts default throughput limitations.
    Why do I suggest this? When the piler stacks the items on the belt two things occur. First, you can double your throughput on your belts and second, when a stack goes through the proliferator, the one spray coat works on the entire stack instead of a single item. So if you are using MK3 proliferator materials you can minimize their cost and maximize their utility by spraying a single stack instead of each item individually. Just some advice where I think you could improve on your builds. If twelve items came across the belt individually then the proliferator has to spray 12 times. This costs a use of the spray material and the power draw to run the sprayer. Now over time the power consumption of the proliferator will tend to be constant so it's cost won't be a direct factor however, if you have the piler down before it and they can stack 3 or 4 high. Let's say 3 at mid game with only yellow science completed then the proliferator will only need to spray 4 times instead of 12. This is the savings in both material use and power consumption if you're trying or planning for max efficiency.
    However, this does come at a cost, and that's the cost of building and using the piler and their matching sorters as they do cost a little bit more to run, but it does save you on the cost of the material needed for the proliferation in the long run and it can double your throughput or decrease your production time, and in some cases with proliferated materials, gain the added increase of power for fuel types and weapon damages with ammo. So yeah stacking the items first then proliferating after before sending them to the manufacturing stage is a good benefit. Also, you should restack them after the production line as well otherwise using the proliferators won't gain you the added bonus of maximizing the throughput based on the capacity of your used belt. In other words, using the proliferation material gives the items the benefit to give more production or to reduce production time, but without using the pilers (stackers) the limitation of your belts default throughput bottlenecks those potential gains and you sprayed them but then never utilized their bonus attributes. In other words, I think proliferating materials just to proliferate them without stacking them is a waste.
    Here's an example. Let's say you have a MK3 belt that moves 30 pieces / second. The material coming in is compressed. You then feed it through a proliferator and use the power and materials to spray and mark them as being proliferated. Let's say you have them marked to give you a production increase. So that 1 ingredient will end up giving you more production for less material okay fine. However, you will fail to see any gains if your belt is still only pushing 30 pieces per second. If you're able to produce 38 per second with the same amount of machines but are only able to move 30 / second... Then you just lost out on the benefit of the cost of proliferation. You are still limited by your throughput. Also if you are using MK3 proliferated materials for faster production time, it is a 150% increase in power consumption as well as the cost of the proliferation material. To see the full benefit of using proliferation isn't just to save you on the cost of materials to gain more yields, but it's also to improve your maximum throughput. Sure it'll cost you a little bit less to build the product, but your throughput is still limited by the belts limitations. Without using a piler you are still only moving 30 / second.
    By adding a piler (stacker) before your proliferation and stacking them will also cost less proliferation material as the entire stack is marked from a single spray and by having them stack using the piler sorters especially when they are maxed upgraded in late game is where the true benefits of proliferation comes into play. These high end sorters when maxed out will grab, stack and transfer simultaneously. Now you are able to exceed the belts basic limitations gaining the bonus of the extra production without having to add more machines to give you those yields.
    This is just something that I've noticed with the mechanics of the game based on how proliferation works.
    I think it ought to be a rule of thumb that if you're going to spend the materials to make the proliferation materials you should make your MK3 proliferation materials out of all previous components that were proliferated with MK3 spray. This will also improve the proliferation material. Yes you can proliferate the proliferation spray. Now if you have two incoming items to be used to craft something and one is MK1 proliferated and the other is MK3 I think the game tends to use the least used one. Let's say you are making circuit boards and the iron is mk1 proliferated and the copper is mk3 proliferated then the final product of the circuit boards I think only takes on the effects or benefits of the MK1 so the MK3 was a waste. If you're going to use MK3 make sure that every component through every stage right down to the raw ore or base material was previously sprayed with MK3 proliferator spray that was make with materials sprayed by MK3 proliferated material. It sounds redundant but this will maximize the proliferation. And the other part of the rule of thumb if you're going to proliferate things is to make sure you stack the items on and off of your belts, otherwise the cost of making and running the proliferators and their results would be negligent or ignore within the context of maximum throughput at the cheapest cost. In other words, if you don't stack your materials in the process, then the cost of proliferation becomes a wasteful instead of beneficial .
    Just some observations. Other than that, great builds, great blueprints. Love the series...

  • @AlexDavidson-y3b
    @AlexDavidson-y3b Год назад

    Before combat update I just used ILS for damn near everything. 'Little' standalone modules, stamped out with an ILS on the equator with factories north and south, or more complex setups with input/output ILSes.
    Combat mode sort of applies some stresses there...
    Really need to try a neinneinneinneinnein run and see if the old blueprints are usable before lategame, because they definitely work for default settings.
    Wondering what the advantages are to running things through PLSes instead of ILSes, besides power? My forge world(s) end up with tons of 48-planar-smelter modules with their own ILSes, which I know isn't really efficient but is really REALLY simple. I find that an ILS has ship throughput problems with more than ~50 planar smelters, but maybe I've not pushed the lategame research far enough yet.

  • @davidrausch2535
    @davidrausch2535 Год назад

    On your blueprint build, you can manually change mk level building you need.

  • @sirdeakia
    @sirdeakia Год назад +2

    I'm dying to see nilaus wipe those robots off the galaxy

    • @doctort2853
      @doctort2853 Год назад

      I don’t think that is possible in the current version. You can eliminate all hives from every system and they still pop up from nowhere

    • @skilz8098
      @skilz8098 10 месяцев назад

      @@doctort2853 I haven't gotten that far yet, but you definitely have to meet and beat them at the black hole...

    • @doctort2853
      @doctort2853 10 месяцев назад +1

      @@skilz8098 yeah done that. Once you have those white techs at enough levels, beating any hive is just a piece of cake if you know how.

    • @skilz8098
      @skilz8098 10 месяцев назад

      @@doctort2853 Nice!

  • @hidiattila
    @hidiattila Год назад +2

    How do you look on the other side of the planet and get materials from there? For me it's not an option, altough in my first run it was possible! What am i missing? Thanks

  • @MikelNaUsaCom
    @MikelNaUsaCom Год назад +1

    winning the Green science!

  • @JarPlace
    @JarPlace Год назад +1

    legendary

  • @Archernut91
    @Archernut91 Год назад +4

    Nilaus might want to get some planetary shields for his weapon platforms

  • @steynkahrel5462
    @steynkahrel5462 Год назад +1

    Where did you get the grating crystals before going to a different system?

    • @MrLancar
      @MrLancar 11 месяцев назад +1

      Dark fog drops

  • @mtvbaseplayer
    @mtvbaseplayer Год назад +2

    the starwars referance dident go un-noticed :)

  • @sugarpacket7251
    @sugarpacket7251 Год назад +1

    Don’t you have access to Deterium? Why not use it for that

  • @koomber777
    @koomber777 Год назад +2

    Where did he get the opticsl grating xrystals?

    • @alterranlongbow5067
      @alterranlongbow5067 Год назад +3

      grating crystals drop from dark fog ground units after they reach a certain level. i dont remember what level actually drops it though

    • @doctort2853
      @doctort2853 Год назад +4

      Once dark fog hit level 15 they start to drop them. Not too hard to reach if they start with level 10.

  • @plastictouch6796
    @plastictouch6796 11 месяцев назад

    I can't get to this point because my game keeps crashing as I am trying to clear the hives on the planet :( maybe I just need to keep trying and hopefully I will be able to defeat the hives, seems like every time I load it up I clear a few more hives before it crashes. It is just a nuisance to keep starting the game up again.

  • @travisglass7098
    @travisglass7098 11 месяцев назад

    I find its better to convert the hydrogen excess on all processes into hydrogen fuel cells, now that the generators can burn them.

  • @Amethyst_js
    @Amethyst_js Год назад

    If you have all the ILS' centralized, wouldn't that create a huge throughput issue if you scale up?

    • @Kiaulen
      @Kiaulen Год назад

      I suspect not as bad as you're thinking because one receiving planet can only use so much raw material. But I haven't reached the late game to be sure.

    • @jonathan_60503
      @jonathan_60503 Год назад

      Eventually. There are two ILS bottleneck points I've hit in some of my games. The first is when the logistics vessels are too slow to keep up with demand, so you need additional ILS moving that same item so more vessels can be simultaneously en route. The second is once you've got the tech to improve their flight speed and that's when charging becomes too slow to keep up with demand, and you need additional ILS recharging and launching vessels to keep up.
      But that's a long way off from where he is now, and most planets won't get industrialized to that extent. And, for the ones that do, he could just add extra rings of polar ILS to handle the throughput.

  • @TheBenlueks
    @TheBenlueks 9 месяцев назад

    its an older code but it checks out.... from starwars right? lol

  • @mvinyesalumiluxcat
    @mvinyesalumiluxcat Год назад +3

    I thought you didn't like those miners cause they need too much power, but i see you still use them, i always use them.. too easy to set up minning drill

    • @snowis4010
      @snowis4010 Год назад +2

      I Love the Miners MK2

    • @mvinyesalumiluxcat
      @mvinyesalumiluxcat Год назад

      me too!!! place and go!@@snowis4010

    • @12463trf
      @12463trf Год назад

      I've never got them, how do they work? Tooltip says it's like twice the speed iirc, but only 1 miner per node?
      I must be missing the benefit.
      I'll get there eventually, just curious 😅

    • @AbsoluteHuman
      @AbsoluteHuman Год назад +3

      ​@@12463trf you can use regular miners with them if you really want. But they themselves can be overclocked to 3x the speed if you have the power for that.

    • @alterranlongbow5067
      @alterranlongbow5067 Год назад

      @@12463trf per vein, they mine twice as fast as a basic miner, and can usually cover the entire field. guy above mentions the overclocking, and it also has a built in port for planetary logistics drones to retrieve the ore, though the usefulness of this is also dependent on how much spare energy you have.
      when you combine its speed and area with veins utilization (repeatable mining speed/productivity), a single drill is usually fast enough for whatever you need, easily producing more than enough to fill a blue belt

  • @Caninoization
    @Caninoization Год назад

    hello i'm new on this and I want to ask did you use any mod?🤔

    • @Dream1Verse
      @Dream1Verse Год назад +1

      Think it’s plain vanilla, I play with mods, vienity and lazyoutposting are overpowered, and dark fog info can show were the seeds are. The last I play with is autopilot. Once I clear all the dark fog in my cluster I’m going to play with galactic scale,

  • @BMO_Creative
    @BMO_Creative Год назад +5

    Space biters! LOL

  • @DrZaius3141
    @DrZaius3141 Год назад

    Green science is where I usually can't be bothered anymore and stop playing. Mostly because the majority of starting systems don't have enough silicone veins to get a decent amount.
    I also hate frames.

    • @danilooliveira6580
      @danilooliveira6580 Год назад

      its only a problem until you leave the planet and can start mining organic crystals and sulfuric acid. after that they become as simple as any other material.

    • @doctort2853
      @doctort2853 Год назад +2

      There is usually one planet in the starting system that is rich in silicon

    • @exalosm
      @exalosm Год назад

      ​​@@doctort2853rich is about 2 mln of silicon? It's not so many

    • @doctort2853
      @doctort2853 Год назад

      @@exalosm depending on the resource multiplier. On 0.5x there is usually ~4M iirc?

    • @DrZaius3141
      @DrZaius3141 Год назад

      @@doctort2853 Last attempt had one planet with 7 veins, the other with 13. That's not even rich when playing on infinite resources, because the production per second will be horrible.

  • @GeorgeMonet
    @GeorgeMonet Год назад

    When the game asks for quantum chips is always when I stop playing the game.
    The excessively bullshit amount of inputs to make quantum chips makes the game the antithesis of fun to play.
    The devs need to go back and redo all the recipies to be ONE TO ONE AND NOT SEVENTY TWO TO ONE. And stop making old buildings be inputs for making new buildings. Stop making old ammo be the inputs for new ammo.
    According to the devs, if you want to make a smart phone you first have to make an abacus.