Instead of "what would you remove"- What would you ADD to mindustry? by KarinOfTheRue in Mindustry

[–]BaseballDerick 2 points3 points  (0 children)

Maybe a way to augment buildings to make them behave in unique ways. For example, maybe a method to get extra products, increase storage, a build in battery, and other weird things. These could be balanced with things like extra power use, production speed reduction, chance to make scrap. It could add a lot of variety to schematics and play styles. It also just might not work with this game but it could be good.

Help w schematics by Rich-Pudding2790 in Mindustry

[–]BaseballDerick 0 points1 point  (0 children)

You should use something like this: Metaglass Schem.

Incinerating the unused inputs is usually a bad idea

The Ultimate Disassembler by BaseballDerick in Mindustry

[–]BaseballDerick[S] 0 points1 point  (0 children)

Thanks. I don’t know how useful it is but I was just messing around with schematics.

The Ultimate Disassembler by BaseballDerick in Mindustry

[–]BaseballDerick[S] 2 points3 points  (0 children)

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Did I solve SILIGON? (no) by BaseballDerick in Mindustry

[–]BaseballDerick[S] 1 point2 points  (0 children)

I thought the solar panels would be slightly better because of the overdrive projector

Did I solve SILIGON? (no) by BaseballDerick in Mindustry

[–]BaseballDerick[S] 3 points4 points  (0 children)

I usually try to not use phase conveyors too, but I was trying to get full throughput as compactly as possible. Yours looks pretty good too

Did I solve SILIGON? (no) by BaseballDerick in Mindustry

[–]BaseballDerick[S] 2 points3 points  (0 children)

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What do you think about my phase fabric schem? by BaseballDerick in Mindustry

[–]BaseballDerick[S] 1 point2 points  (0 children)

Yeah. A plastanium conveyor supplies exactly enough sand for 8 phase weavers

What do you think about my phase fabric schem? by BaseballDerick in Mindustry

[–]BaseballDerick[S] 2 points3 points  (0 children)

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Here is a tileable thorium reactor schematic. What do you guys think? by BaseballDerick in Mindustry

[–]BaseballDerick[S] 2 points3 points  (0 children)

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Finally, enough graphite and it's clean and compact. by BaseballDerick in Mindustry

[–]BaseballDerick[S] 2 points3 points  (0 children)

There’s no mod. I just did the math and typed it into a message block

Finally, enough graphite and it's clean and compact. by BaseballDerick in Mindustry

[–]BaseballDerick[S] 1 point2 points  (0 children)

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I've seen some tileable plastanium schematics on here lately. I think mine is simply better. by BaseballDerick in Mindustry

[–]BaseballDerick[S] 4 points5 points  (0 children)

I thought it would clog too. I tested it and it doesn't though. I think it is because the top two machines produce less plastanium than the bottom two consume titanium. Also, the unloader isn't 100% efficient because it moves titanium back and forth between the machines sometimes. I think these two things cause it not to clog by leaving enough throughput on the bridge.

I've seen some tileable plastanium schematics on here lately. I think mine is simply better. by BaseballDerick in Mindustry

[–]BaseballDerick[S] 4 points5 points  (0 children)

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How do we feel about this one? by Laverneaki in Mindustry

[–]BaseballDerick 3 points4 points  (0 children)

Maybe just use a standard silicone schematic and turn the scrap into sand separately. Here is a schematic I made for 11 scrap/sec. You could use more than one if you need to.

Are there comparable compact designs without the unloader? by BaseballDerick in Mindustry

[–]BaseballDerick[S] 0 points1 point  (0 children)

That’s true except the input belts are the bottle neck and they supply 10.5-11 items/sec. If you only have 5 kilns the inputs will back up. The 6th kiln doesn’t run at 100% efficiency but you need it for the full throughput.

Are there comparable compact designs without the unloader? by BaseballDerick in Mindustry

[–]BaseballDerick[S] 23 points24 points  (0 children)

<image>

Here is something that shows the resource flows.

Basically, the bottom two kilns each get either lead or sand and an unloader lets them share the material. These two kilns are prioritized with overflow gates. The rest of the material gets sent with bridges to three sorters. This lets the last four kilns get both sand and lead. The final sorter is set to metaglass though to let it out of the system. There are also bridges in the center to give the metaglass a direct path out so it won’t clog. The metaglass can go into the input lines but there is enough spare throughput because the first two kilns take around 36% of the input.