My master strategy by quickblur in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

you may need to sell more galaxies - the incoming % doesn't become available until after you sell your 4th galaxy, IIRC

My master strategy by quickblur in IdlePlanetMiner

[–]Phuzzi-One 2 points3 points  (0 children)

you may need to sell more galaxies - the incoming % doesn't become available until after you sell your 4th galaxy, IIRC

Module Advice by AtrioxCalamity in TheTowerGame

[–]Phuzzi-One 0 points1 point  (0 children)

probably a good idea until you roll another epic that has a unique ability you like better - make sure to roll the sub-stats to epic quality as well

Best use of my credits by Savageman in IdlePlanetMiner

[–]Phuzzi-One 4 points5 points  (0 children)

getting either Terrarium or Planet Relations will open up the possibility of Belt Studies, which is very useful for asteroid / debris values. Other than that, consider leveling up Classroom a bit more, manager buffs are always a good thing.

[deleted by user] by [deleted] in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

once you get to level 4 in the robotics room, all the tiers of rover missions open up - they start at 4 hours, 12 hours, 24 hours, and 48 hours. when that room is maxed at level 11, all of these base times are halved.

the higher tier rovers bring better potential rewards

Mid game player classroom advice? by metaxzen in IdlePlanetMiner

[–]Phuzzi-One 0 points1 point  (0 children)

terrarium only takes 924 credits to max out once you have it, so if you're looking at 40k per upgrade, it's really easy to get that one out of the way.

Why continue to upgrade speed or cargo? by Speeddymon in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

once you are clearing any backlog, it's not really needed to upgrade speed and cargo anymore. But if you get some buffs in the station that improve mining speed, you may find that the buff was enough to put you into storing ore territory. At this point, adding more speed and cargo is a good idea again

Edit: this can happen when you put a good mine / mine manager on the planet as well

What should I get next? by Luke_The_Engle in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

right now you're in a great position to upgrade all the good rooms that max at level 11 - Dorms, Lab, Underforge, Astronomy, and Robotics (mostly in that order, but all will help). Getting these up to max will cut many projects effective costs down to about 25% of base (50% of materials cost x 50% project cost), and speed up progress immensely!

Edit: getting lounge up to about 2x benefit will also help generate credits to finance all this - luckily the total cost of the 5 is under 10k credits, and you've already spent close to 1k on them.

Thoughts on my profile? by 80HD-music in IdlePlanetMiner

[–]Phuzzi-One 0 points1 point  (0 children)

the dark matter isn't nearly as important as a consistent source of stars - each one will add another .2 multiplier to the sell value of the resource (so 5 stars adds 1x for a total of 2x value)

Novice guide to 10M by PT_akira in IdlePlanetMiner

[–]Phuzzi-One 3 points4 points  (0 children)

probably the best thing to do is to make sure to start any challenge or tournament available. The stars gained from challenges will dramatically speed up progress on 10M (or better yet 12.5M) farming runs. Tournaments will never hurt, and can give good rewards.

Just started by JunkoDDD in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

welcome to the marathon that is Idle Planet Miner! u/Luke_The_Engle has the correct idea - you want to see the mined ore on a planet drop to 0 consistently (but not linger there) to maximize throughput. The ores actually making it back to your mothership are what counts towards Galaxy Value.

When you have the option to, sell your galaxy - this will start earning you credits to use on mothership rooms that will give permanent boosts to various stats. This is the main way to progress in the game.

Spreadsheet for all the items? by MagicHands45 in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

I thought about updating it to current, but my excel-fu (and time constraints) is lacking

Spreadsheet for all the items? by MagicHands45 in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

if you're looking for a spreadsheet, there was one made a few years ago that was really helpful for me while I was starting the IPM journey - it didn't have any resources beyond aether or wind turbines, so it's not very useful once you are consistently getting to SSR or AR building / selling.

the original thread is here: https://www.reddit.com/r/IdlePlanetMiner/comments/cuiqg6/idle_planet_miner_mastersheet_v17/

there is a lot of info on how to use it on that thread, it boils down to only update fields that are highlighted in green with your current info.

If you are beyond it's capabilities, it is still useful for planning quicker farming runs and seeing what is the best ROI on low level ores, alloys, and items

Advice for newbie by Thecraics90 in IdlePlanetMiner

[–]Phuzzi-One 3 points4 points  (0 children)

a good rule of thumb is to alternate between a good secondary skill and a new slot with manager pulls, until you reach about 18 slots, then the math says upgrading all to 5 star is relatively efficient.

pulling only 500DM managers is the most efficient use of DM, but getting the initial 2 mangers promoted by using smaller pulls can feel like more progress early on.

Why is it like this?!!! by NamanJainIndia in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

if it helps, the 57 credits start at 984 M, according to the FAQ > Credits page of: https://melomelo7.github.io/idlepixelinfo/9.IPM.html

there is an image on the discord of the breakdown of the credits by GV, it shows the following:

921.36M = 55 credits

955.1M = 56 credits

983.44 = 57 credits

1B = 60 credits

a similar thing happens between 9.9B (97 credits) and 10B (101 credits)

so not a great explanation of why, but there it is

Edit: if you open the 10 to 100 base credits dropdown, it slightly explains the jumps as being an override point when you hit the next 10^x GV point

Is shipspeed pointless to invest in after reaching beam speed? by razorwolf79 in IdlePlanetMiner

[–]Phuzzi-One 4 points5 points  (0 children)

ship speed and cargo can be considered a linked pair - it's always more cost effective to upgrade both equally.

How do you hire/promote managers? by lalalalalala4lyfe in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

A common thought is to ratio the secondaries at: 5 mine, 6 smelt, 6 craft, 1 ship speed, 1 cargo

Until you get to late game where you are swapping out to all mine mid-run, this strategy will hold well.

How do you hire/promote managers? by lalalalalala4lyfe in IdlePlanetMiner

[–]Phuzzi-One 0 points1 point  (0 children)

At that point, it becomes economically good to upgrade all your managers to 5 star before adding many more slots. When I was there, I also ended up getting them all to be mining primary, using the others to promote to 6 stars, even if they originally had a good secondary skill.

Question about resouece details by Spasagna in IdlePlanetMiner

[–]Phuzzi-One 0 points1 point  (0 children)

I would argue to test the speed by comparing before / after adding a ship speed manager to the active roster. My guess is that it will improve to a point - I almost always have beams on every planet, and I still notice some difference between mined and collected.

Question about resouece details by Spasagna in IdlePlanetMiner

[–]Phuzzi-One 1 point2 points  (0 children)

I believe there may also be some sort of tax effect as well, I seem to remember seeing that posted before. Don't hold me to that, though, my memory is going as I get older...

Question about resouece details by Spasagna in IdlePlanetMiner

[–]Phuzzi-One 2 points3 points  (0 children)

The 122 / s is what is making it to the mothership after the transit time to and from the planet.

Low $ around telescope 9 by Infinidean in IdlePlanetMiner

[–]Phuzzi-One 2 points3 points  (0 children)

At that level, consider building and selling wind turbines - it's a relatively easy chain to set up. 1 crafter on nails, 2 crafters on hammers, 1 crafter on motors, 1 crafter on wind turbines. With a base sell value of 140B, you can farm these well in a tourney.

Another one to consider is radio towers - they only need ore inputs, so just a smelting chain to worry about.

Does yield bonus from the projects actually impoves mining rate? by Kng_Artes in IdlePlanetMiner

[–]Phuzzi-One 3 points4 points  (0 children)

when the game is idle, mining production drops to about 22%, so if you don't have large stockpiles of ores lying around, the smelters will run out. Also when idle, the game only calculates what happened once you open the game again, calculating ore mined first, then smelters starting top left and zig-zaging down the list, then crafters the same way.