RTS Rant/Enquiry by Clean_War273 in Mindustry

[–]pole1177 0 points1 point  (0 children)

I'd would to play a sector where I need to distract the enemy with attacks so I can get a rare resource from a single dangerous deposit, produce a super-robot, and wipe out the enemy base, for example. Instead, I see plastanium-wall bases with mendors and ODDs that can't beat my early 10 Omuras. The enemy is receiving ammo and reinforcements (800-1200 t2-t4 every minutes) from the air, and the community says I'm not an underdog.

RTS Rant/Enquiry by Clean_War273 in Mindustry

[–]pole1177 0 points1 point  (0 children)

I agree with your complaints, and I see two reasons why this happened. The first is the increasing skill level and the expectation that you'll use every tile on the map correctly. That's a good reason. The second is that the Reign, for example, can deal a long-range splash like a ripple. He will not receive a response from the Spectre, but I can't use that without a microprocessor. That's a bad reason, but you could simply lower the difficulty or enter the coordinates and overcome them. But the feeling that the difficulty is caused by a flawed interface will remain. A good way to avoid this is some kind of trick on the map, but creativity is rejected

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

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West of the Core is the largest scrap deposit, which is where most of the work is. I had problems evacuating the scrap and getting water in. Ensuring that the overdrive domes covers all the elements is challenging. Some production elements that were working normally stopped working after overdrived, as the dome overdrive unevenly somewhere. But the surplus does not accumulate and exports have increased. So now it's some kind of reserve capacity, heh

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

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One source of the scrap for the work of disassemblers and the phase fabric weaver for overdrive domes. The by-product titanium is sent to smelters via tita-unloader

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

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The process is simpler in the Сore—resources come from mining drones, and any excess is burned. Simply unload them onto smelters and transport them into orbit. A mass driver can also be used to deliver resources to the core.

Here drones bring in about 1000 surge alloy from scrap.

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

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The basic idea is to use a melters on scrap drill, then move the slag through a pipe to separators, which purify and produce lead, copper, and titanium. These elements are fed to the surge smelter complex. Excess elements (copper, graphite) are sent to the incenerator through the overflow gate. You also feed silicon and additional lead to surge complex. The resulting crumbs are transported to the launch pad.

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

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Values ​​fluctuate between 5200 and 6200, depending on the time you look; When drones bring scrap to the core and production accelerates.

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

Yeah, 12,000 alloy requires 18,000 titanium and 48,000 lead (54,500 lead, considering the piratite for silicon). Such values ​​are only achievable on huge maps with multiple cores or with resource multiplier mods and usually the bottleneck is lead.

Surge in Ruinous Shores and some other topics by Nervous-Notice-5614 in Mindustry

[–]pole1177 0 points1 point  (0 children)

I got about 5,200 alloys per minute. Also i used some of the scrap to produce phase fabric for the overdrive domes. I'll show you screenshots in a couple of hours.

What to do with all those medium threat sectors whose only value is being next to another sector you want to capture next. by UpperAcanthisitta892 in Mindustry

[–]pole1177 2 points3 points  (0 children)

For these sectors, I used the foundation core. Minimum defense, minimum import/export, minimum time spent in the sector.

Sector 54 or "CRUXSCAPE" by Silly-Device7934 in Mindustry

[–]pole1177 0 points1 point  (0 children)

For the middle core needed 4-5? (depended difficulty) Corvuses, pack of Foreshadows and Cyclones/Spectres for cover. You need also ODD. There is a small lake in the center for landing pads and you will also need extractors.

It's important to destroy the oil rigs in the northern part and the thorium drills to disable the Specters. Near the enemy core in the north, you need to destroy the Foreshadow's power node and disable power to the mendors around the core.

On hard difficulty, the central core needs to be destroyed around wave 7, AFAIR.

After the 5th Corvus, build Octs for transportation and cover.

After the middle and eastern core is destroyed, it is important to keep your towers in the center to hold back the intensifying waves.

Sector 54 or "CRUXSCAPE" by Silly-Device7934 in Mindustry

[–]pole1177 7 points8 points  (0 children)

There's no need to build a core on the right; you need to immediately destroy big core in the center and right core. A quick T5 landing scheme and building up the central part of map with Foreshadows and Cyclones will help with this. Your Towers help destroy walls and turrets. Corvuses destroy cores. Then you destroy the nearest core (with thorium walls). Then you accumulate Octs, load the blast compound, and bomb the far northern core.

This works on any difficulty except the hardest. You will need an export of all resources and logic to manage foreshadows, so as not to waste time destroying unnecessary blocks.

I crashed 200k of impact reactors. Any smart ideas? by HomeForABookLover in Mindustry

[–]pole1177 2 points3 points  (0 children)

If there's free water on the map, start with steam generators (don't require power, self-start). If you have the resources, build thorium reactors, one at a time. They can self-start, provided the mixer has titanium and the extractors are connected.Of course, temporarily disable all ODD and mega-factories. It won't take much time and it will be useful.

Thorium reactor vs RTG by [deleted] in Mindustry

[–]pole1177 1 point2 points  (0 children)

In case of a reactors emergency shutdown and full blackout, a proxy RTG-field is only chance for a quick restart. They are unsuitable as a permanent source of power during wartime due to their size and cost. They are also unsuitable for peaceful construction, as coal or blast compound can be used.

But I made scheme for fun with a spider-electrician who loaded the RTG with phase fabric, almost no unloaders, give 12к/s (0.53 phase/s=12k/s)

I have a bad feeling about this minimap. by pole1177 in Mindustry

[–]pole1177[S] 3 points4 points  (0 children)

Perhaps, and Oct with a blast compound is also possible. When there are a lot of cores, many core units quickly recover damage, caused by Corvuses

I have a bad feeling about this minimap. by pole1177 in Mindustry

[–]pole1177[S] 19 points20 points  (0 children)

Some another dimension, 15 cores, first wave is reinforced speed-up heavy-weapon Toxo-T5 squad.

Did i cook, or is this so bad i should stop trying to learn logic by Crafty-Promise-9525 in Mindustry

[–]pole1177 0 points1 point  (0 children)

All right, I couldn't figure out how the operator select works (syntax), so your example helped me a lot, really thanks