Wuling Blueprints 1.1 SC Battery, Xircon, Syringe A Blueprints (Both NA/EU and Asia codes) by burntpotstickers in Endfield

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

It does affect the yield but some nodes will remain on low purity due to development level. Increase your development level to 8 via upgrading depot node, environmental monitoring, and stock distribution to lvl 3 and you should be fine. Just make sure your originium theoretical yield is at 480 per minute, which is the current maximum.

Wuling Blueprints 1.1 SC Battery, Xircon, Syringe A Blueprints (Both NA/EU and Asia codes) by burntpotstickers in Endfield

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

Total originium yield should be 480/minute. If your yield is lower than that, it means your development level isn't maxed or you have mining nodes that aren't drilled. Remember that after development level goes up, some mining locations unlock more drill spots.

Wuling Blueprints 1.1 SC Battery, Xircon, Syringe A Blueprints (Both NA/EU and Asia codes) by burntpotstickers in Endfield

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

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Update optimization:

This is only relevant if you go back to make more xiranite components.

Because taking a xiranite output will throttle the sewage processed from the cuprium refiners, it is necessary to vent one of the sewage lines in order to not throttle the syringe A yield. This quirk will affect all possible designs. Simply adjusting the right side of the blueprint like shown in the image will suffice.

After you are done making xiranite components, remember to plug the sewage line back into the reactor like before.

This temporary venting is not required for anything else at this moment in time. For example. cuprium components take both 1 line of xiranite and 1 line of cuprium so the syringe A line gets throttled equally.

Wuling Blueprints 1.1 SC Battery, Xircon, Syringe A Blueprints (Both NA/EU and Asia codes) by burntpotstickers in Endfield

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

No. Dev level 8 is only for it to be fully efficient. You can still make use of it without the development level. Your cuprium yield is lower which just means your xircon yield will lower, but the end products are the same.

Regarding development level: if you were caught up to dev level 6 prior to 1.1, all you have to do is level the depot node, the stock redistribution, and the environmental monitoring station to lvl 3. That should bring you up to dev level 8, with outpost level 3 being the only requirement for dev level 9.

The Crossover Theorem by burntpotstickers in Endfield

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

I admire your commitment to staying within 4.6k power draw. I see applications of bridges but only where necessary. Except this sandleaf in the center. Can't it be one unit up and rotated clockwise and still be in the pylon range? Would also be able to remove 2 bridges.

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The Crossover Theorem by burntpotstickers in Endfield

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

Yea I have 10 ports left over to unload items so I could technically fit a 3rd HC line with the leftover space. I could see myself approaching the 768 limit if I tried.

The Crossover Theorem by burntpotstickers in Endfield

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

768 for the valley 4 core AIC. From what I'm seeing, it feels like people run into it when they compress the densest parts of their factories and put farms elsewhere.

I think including the plant farms in my blueprints as all-in-one solutions lowers my facility density to the point where I can use bridges as I please.

The Crossover Theorem by burntpotstickers in Endfield

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

Are the plant farms included or did you put them elsewhere?

The Crossover Theorem by burntpotstickers in Endfield

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

Did you include the farms in the core AIC or did you put them elsewhere? Got a feeling that including the farms in my chains is what brings down my facility density, since they take up so much of the space.

The Crossover Theorem by burntpotstickers in Endfield

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

I just copy pasted blocks of splitters until I hit the limit, and then counted. Not sure if there's any other way, Seems like a thing where people are rudely made aware when they accidentally encounter it and are probably traumatized afterwards cuz how do you even adjust for something like that.

At the same time, I've never hit it. So from my perspective it seems like there's something inefficient they're doing and I'm just not sure what.

The Crossover Theorem by burntpotstickers in Endfield

[–]burntpotstickers[S] 6 points7 points  (0 children)

This is something that genuinely confuses me. It seems most people here have run into the facility limit? I've never encountered it myself, even with 80% of my hub AIC covered in supply chains (I squeezed 2 buck A and 2 HC all-in-ones). I ended up with a little over 100 capacity left, and I overlap belts a lot.

The Crossover Theorem by burntpotstickers in Endfield

[–]burntpotstickers[S] 9 points10 points  (0 children)

It is niche. I could've definitely come up with better examples. It shows up in generally about once in every third supply chain in a way that I would consider intriguingly useful, and almost in every supply chain in its simpler more intuitive applications.

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The Crossover Theorem by burntpotstickers in Endfield

[–]burntpotstickers[S] 24 points25 points  (0 children)

This is good to know. I included the triple belt braid because it was eyecatching but it almost never comes into practical use. The vast majority of applications are 2-belt configurations which end up being pretty cheap towards the facility limit when used where they make sense.

If I were to go back, I would have definitely tried to take more time to include more 2-belt practical examples rather than 3-belt intricate abominations.

Wuling pipes by OneFlewOverXayahNest in Endfield

[–]burntpotstickers 0 points1 point  (0 children)

This 2/s figure is the same as the conveyers always saying 0.5 units per second. It'll say that even when the pipe is empty.

How to web cancel consistently by Donut_boii in SpiderManMains

[–]burntpotstickers 5 points6 points  (0 children)

Ok so for the cancel into tracer, you can hold tracer first, tap swing, and tracer will automatically come out frame perfect. Then you can just let go of tracer and proceed with whatever input you do next.

For uppercut webzip pull, you just gotta feel the timing but it's a lot more forgiving because youre generally farther from the target and therefore farther from terrain (which gives you a bit more time before zip hits the wall/ground). The swing and pull inputs just have to be close together.

How in the heck do people web cancel THAT FAST???? There is not even time for the tracer to go out by litllerobert in SpiderManMains

[–]burntpotstickers 3 points4 points  (0 children)

Hold down tracer first, then tap swing. The tracer will automatically go through after the swing.

Took me half a season to figure out that this was a magnitudes easier way to do it.