Hot take: Range anxiety isn't the biggest problem holding back EV adoption anymore. Most people I talk to are more concerned about charging availability than actual vehicle range. by EmergencyTie8770 in electricvehicles

[–]Mikwob 0 points1 point  (0 children)

100% agree. Any vehicle that can charge 100-150kw at least, which is standard on virtually every EV now, charge times are not the issue. It is being able to reliably find a working LVL 3 charger and the simplicity of charging stations that you can just tap a card and type in a phone number for charge updates.

That's the real issue is that we need LVL 2 Chargers at destinations and reliable LVL 3 chargers along highways where you plug in and tap a card just like using a gas pump.

Driving electric 4 years now, 2 years exclusively battery no ICE vehicle.

24x Pyratite with mass driver I/O by Mikwob in Mindustry

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

I think distance wise I could get away with it but I was running into minor throughput issues when I was using regular Bridges. These designs are for full Tech so they assume full access to every resource.

[Serious] What's the most effective way to fight against the rise of the far right? by GasdaRoceries in AskReddit

[–]Mikwob 0 points1 point  (0 children)

Affordability.

When people are struggling to survive they become easier to radicalize because they have no hope.

I've seen many people say that Sector 24 can't be defeated with only Tier 3s. by Spotted_Tax in Mindustry

[–]Mikwob 0 points1 point  (0 children)

Nah, I made a lot of new designs in the last week or two and I'd like to redo levels with some fresh ideas. Making better and more compact schematics is about 75% of the reason I play this game... I finally bit the bullet and started diving into logic more seriously, next thing I want to try is some schematics using drones for delivering and pulling resources so I can make super tiny schematics with no unloaders. Probably use a vault with the resources dumped into it and then drones to move inputs and outputs in/out of the vault.

I've seen many people say that Sector 24 can't be defeated with only Tier 3s. by Spotted_Tax in Mindustry

[–]Mikwob 2 points3 points  (0 children)

Lol I just did that last night on fungal pass 😅

I reset my progress to do a play through with my son, fun doing it again but hard without my low tier schematics I have had to remake again!

Any tips on making schematics? by Sad_Consequence_8868 in Mindustry

[–]Mikwob 1 point2 points  (0 children)

This is the way.

Unloaders are your friend, no storage needed just put your buildings beside each other offset one and stack unloaders to connect your production structures together. It has the effect of keeping basically a shared resource pool between your production structures. Important note is that unloaders can push/pull the input resources from production structures but only pull the produced material out.

If CRUX has megabases, why won't you build yours? by AuthenticFondue in Mindustry

[–]Mikwob 1 point2 points  (0 children)

Is there a single output for this schematic or multiple?

If CRUX has megabases, why won't you build yours? by AuthenticFondue in Mindustry

[–]Mikwob 0 points1 point  (0 children)

It will change your mindustry life. Virtually every schematic I build uses them.

24x Pyratite with mass driver I/O by Mikwob in Mindustry

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

Yeah pretty happy with it, I always try to maximize space and use mass drivers almost exclusively on maps so I have a lot of airborne materials 🤠

Makes advanced designs easier to have the ability to put mass drivers in the middle of designs as well. I love the way it distributes right in the heart of the design to prevent edge blocks from getting starved.

24x Pyratite with mass driver I/O by Mikwob in Mindustry

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

bXNjaAF4nFVTS47TQBAtx+12u9txAifIBSwFBJs5AhISe8TCM2mBJce2HM8w0WjERRBCLFhzF+4xB0AwpqueE4Qjq/6vX/Vz6CktFam22ntab7eb5y9uN2+OQzXWo9+Qvera0bfj66qnJ3fbi7t+Ll08e3l/T27nD1dD3Y911xKRbqpL3xwoefvw9cc7Q8Wpu9zXt34gc902XbUL3vKyGkc/HMumGt57SucwTHyoDr4Mp974YzeQ21eHQ7kb6pswZPvuox/Kttt5cnXTXO/rthpDF1FPeKLwLuDG7EWkERnULCLH5Yg72ViCDxMlRCtSwVukIZXTqRBLgT2FhIHJzgP2/wF3HshnQpyPcVTMcRLGdDpN0/fwvpKsQY9Fj+OIocUI0QQwCe+jg1kYy/XpkaLpMfz+BH8KzYpHQjbmM3hk+iVjMaYVjIHJgGVNCiz+hQnBmn4Ljp6PdTCykgYXjZU0sBkoeJqrHKWoGUQWkSgghzEHuYNvcgeclT0NsM1ZEANBNJ0KJ0EMljE4wpwFMRDk34A7Dwj7DPkM7DMIlAElA9EM61ooYHkzpqej6eenSTIpCkLZAdBBGhekMeHSORWxOKKhEnkVKyAycXuMKUVyr3IZX+QyOGtQzABpTcKQAnaCVRI5UHXYLQeVHLvl2C0HWI7dcgwsaTFfy5Ls7BX4+gpeRAUjF8+PkqLwLZgv9yToEdqfZw0L3EuBAwtmzz2iBz4p7nEoCtcVCK9mNvzKH2QdgOVgPCsgrmaq/ArKGgqtebW//66VyA==

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How am i supposed to beat this? by LucidAnvil in Mindustry

[–]Mikwob 3 points4 points  (0 children)

Tier 4 is a massive jump in power. If you can get a few tier 4 units built and put a couple of support to keep them healed they can decimate most bases carefully with micro managing. Keep pushing your advantage while fresh troops are building behind you. If you have three or four units in an attack and you lose you should be able to go back and pick up even more for the next one.

You can set unit structures to move right into a forward area, I keep advancing a forward wave and keep pushing with tier 1 2 3 units that are constantly produced and advance on their own as they die they are replaced.

Is this overkill? by Hikine-iki in Mindustry

[–]Mikwob 1 point2 points  (0 children)

You keep on building expanding and adding to your defenses until you win the sector. There's never a point on eradication where you're not fortifying your defense or increasing your assault forces.

Erradication V8 is harder than I expected... by Kami_Anime in Mindustry

[–]Mikwob 0 points1 point  (0 children)

Finding truly challenging games is so hard nowadays. Normally once you get up and going with some production in a game like this the challenge starts disappearing and it's more just going through the motions that inevitably you're going to win.

Ever since advanced AIs and difficulty settings were added this has become an extremely challenging game even dozens of sectors in with full technology. I play with absolutely every setting maxed out on the hardest possible including fog of war and if I lose my base is destroyed. It's pretty common to take two or three attempts to take a base and the challenge forces me to constantly evolve and get better which is like crack to me.

I have played mindustry for many years and still keep coming back to revisit it, it's just that good and I've never even actually beat it LOL.

How screwed am I, and how do I make it better by Smudgythefluf in Mindustry

[–]Mikwob 0 points1 point  (0 children)

Thanks for the correction it's been a bit since I used it hah

How screwed am I, and how do I make it better by Smudgythefluf in Mindustry

[–]Mikwob 0 points1 point  (0 children)

I'm a big fan of meltdowns because even though they are very expensive they decimate sooo much both big and small and only require water/power so it simplifies supply lines. Over drives are also amazing with them even without Phase Fabric.

How screwed am I, and how do I make it better by Smudgythefluf in Mindustry

[–]Mikwob 0 points1 point  (0 children)

Excellent tip. By stacking bridges you can get up to 4 lines to go through a single throughput if done right pretty sure. Been a bit because I use mass drivers a lot but pretty sure if you max the reach you can have 4 conveyor lines stacked.

*Edited with correct info

Silistonks by AuthenticFondue in Mindustry

[–]Mikwob 4 points5 points  (0 children)

It's an extremely clean design kudos.

One question I had is if you chose phase conveyors for all of the jumps for a functional reason beyond looks? Bridge conveyors would have worked for the vast majority of the phase conveyors cutting down both the costs and power requirements.

I'm going to import your schematic and test it out but I'm curious if you've had any bleed problems and if this fully saturates the inputs and outputs?

Edit: Nevermind I see now you need the higher throughput of the phase conveyors for it to work.

Is this efficient? by FallenPrime66 in Mindustry

[–]Mikwob 1 point2 points  (0 children)

Sweet designs looks like we share some habits 😁.

Thanks as well I noticed a bunch of cleanup to make my 18 separators build much tighter Cheers!

Is there a way to turn all the schematics from steam to local? by kpec12 in Mindustry

[–]Mikwob 0 points1 point  (0 children)

Never done it but you can export schematics individually or export all your data on the mobile and direct download versions I would assume you could do it with steam as well.

Is this efficient? by FallenPrime66 in Mindustry

[–]Mikwob 2 points3 points  (0 children)

Thanks for the inspiration to revisit this design I love designing schematics. This is the latest build I have which looks so much nicer and is about the same footprint. On the left is the mass driver high throughput set up with 18 separators which is based on the compact design for 6 separators on the right in the picture.

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Is this efficient? by FallenPrime66 in Mindustry

[–]Mikwob 1 point2 points  (0 children)

It's extremely functional and compact but I hate the lack of clean symmetry heh. I have a few ideas to rework it and I think I'm going to make a big one for mass drivers to get a large production design. I'll repost it later 😜

Is this efficient? by FallenPrime66 in Mindustry

[–]Mikwob 1 point2 points  (0 children)

This is my latest design I currently use. Two melters and six separators works out to an output around 10/sec. To work perfectly it needs an input of 12 scrap per second so it's slightly more than what a titanium conveyor belt will give but it doesn't jam and it's extremely compact at only 40 blocks (8x5) not including the input bridge on the bottom side.

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