Lol, it was supposed to be for games like sectorized, plague, hex because they give some starting resources to push you through the early game. But it can be used in campaign also.
The sussiest and most cursed of the all sili schemes are the one with units. I found one of such schemes, repurposed it for using Megas and the whole stack of them automatically produces around 2k sili lol. No conveyors or mass drivers involved XD
You might struggle with inefficiency if you go all in on unit schems; Logic updates seem to be heavily impacted by tickrate, so too many units or too much lag will nuke the gens productivity (as well as distance from core). In many cases it's more efficient to build compact core unloader schema. But yea unit schems are broken if you aren't doing too much else on the side with them
@@spidroxide5479 I'm afraid that all my core space is occupied with gigaultramegaomega modded alloyers which needs a scheisse craep ton of silicon xd A usage of such schemes helps to free the core for more important stuff while still producing a lot of the most needed material.
@@Skarrier lmao yes, well your already winning at that point so no problem. But sometimes you can cut it down a little with mass drivers. I do also tend to see more out of core surge gens with in core silicon gens for the very reason that productive surge gens are so damn massive, but they're probably about equal I suppose. Especially with the insane silicon cost to research units
What's cool is even with several 70 silicon/sec schematic, siligone is still a problem. I found two main source of mass siligone in most server, 1st is mass core surge schematic (still the best way to get surge in servers with many cores). The second is building reconstructors (building them too fast with many poly/mega assisting quickly drain silicon). The surge schematic one, they have things like 20 surge cruxible from core, even 43k silicon got drained in a few minutes.
Early 4 is my favorite schematic because of resource deluges. I tend to make *SO MUCH COAL AND SAND* that I legit cannot spend it all no matter how much resource drain I make. So having a heck-ton of inputs is a boon because I can make over 10 resource lines all connect to the silicon factory. Despite that, Silicon is still Siligone.
Man.. didn't play this game for a while. I remember setting up sector 41 for few days making it producing like 450sili/sec (roughly 25k/min) on 5 fps (on phone)
I think the ultra simple "2 pyratite mixers and 2 silicone smelters with unloaders" deserves a small spot somewhere. It needs 3 inputs, but you can input on any side and output on 3, it makes a full titanium belt, builds very fast ... Since I've saved it I use it a lot. Too weak for PvP, but can get you through most of the campaign, until you get some massive prod for exports.
Really depends whether your campaigning or playing custom maps. Campaign artificially gates what you can build with resources, in a way that completely changes how you progress. It's not better or worse but it is very different
@@spidroxide5479 On custom maps you have all unlocked, so it's irrelevant Early game assumes copper tech, ass shown in the video and the first few schematics with copper drills and whatnot
I also used to use early game no.3, but i stopped in favour of a module that has only 3 furnaces. It works but you need 12 sand and can only feed 11, so moduling this ends up getting big cos the extra furnaces are a waste of space when they're only running 2/3 of the time
Early 4 is the best module is there is space, however i pull 1 line of coal in and 2 sand horizontally and have them overflow between each other to make sure the belts are full on both sides. So if you're going by 1x1 tiles from top yo bottom, my design is like: Output conveyor Furnace Furnace Input line Coal line Gap Sand line Sand line I tried to make this smaller too using plastasium belts on the coal/sand lines, but you need more space to maintain the through put :( so on one of my planets there is a very inefficient silicon crucible module and i cant be botheredto fix it cos it's stills making like 3000 silicon per minute
Perfect ratio means that all pyratite mixer, drillls, etc are working well so that the silicon is giving its max efficiency Whereas imperfect ratio means that the pyratite mixers, drills, etc are not doing well and hence the silicon crucible is not working in its max efficiency The easiest way to know if its a imperfect ratio is just by seeing whether the silicon producer is showing red or not Hope it helps :)
Wait your still alive bro long time no see im sal mon my main acc is like bugging and i cant use my main so im in new acc but i change alot my skill go down nvr mind my skill is back
So right i forgot to tell you in my old qcc i actually build something for you its a defense and op than the build from dencha this defense i easy i already try it when i play mindustry sectorized this can beat prob like 27 defense but my acc is lagging and i delete
Siligone is still inescapable on most servers. You don't wanna know how fast endgame core surge schematic drain silicon. People have things like 20 surge cruxible from core that drain 6k silicon every minute. And they also make Corvus, many Corvus with silicon from the core. Siligone is unavoidable unless you can produce 10k/minute.
I like the early design but i really think you're gonna struggle to comfortably fit a 15x10 block on a lot of maps outside of custom maps. I would like to respond with a similar video and show off some "junction" modules i create for early game stuff. Compact and can be pasted onto the end of each other. Just needs a line of sand and some coal and it feeds 3 silicon furnaces in a space about 6x8. However i do not know how to make videos :(
Genuinely, speaking as a player who's only been on for a month, i very much dislike all of these early-mid modules, except for number 3 cos it had proper ratios. If im using 8 silicon furnaces, then im expecting 1.5 belts of silicon, not ~1 belt. It kinda sucks to join a multiplayer game and people just fill all the good building space with these horrible modules. I don't think they're good just cos they fit into eacj other. I also reckon only 40% of the player base actually understands how they work
In the link, there's a link to the google drive. In that folder, there are schematics categorized by early game, early-to-mid game,..... In those categories, you can download it into you local drive and then import it in the game.
Seeing "early-to-mid" I decided that I would stuck on "early" for the whole game.
Lol, it was supposed to be for games like sectorized, plague, hex because they give some starting resources to push you through the early game. But it can be used in campaign also.
If you take a closer look, they're just a bunch of simple or early game schematics that stick with each other so it's by definition "simple"
@@mindustry1329 for the campaign, this is wrong (Airblast Drills are Mid-to-Late game)
The sussiest and most cursed of the all sili schemes are the one with units. I found one of such schemes, repurposed it for using Megas and the whole stack of them automatically produces around 2k sili lol. No conveyors or mass drivers involved XD
You might struggle with inefficiency if you go all in on unit schems; Logic updates seem to be heavily impacted by tickrate, so too many units or too much lag will nuke the gens productivity (as well as distance from core). In many cases it's more efficient to build compact core unloader schema. But yea unit schems are broken if you aren't doing too much else on the side with them
That's true
@@spidroxide5479 I'm afraid that all my core space is occupied with gigaultramegaomega modded alloyers which needs a scheisse craep ton of silicon xd
A usage of such schemes helps to free the core for more important stuff while still producing a lot of the most needed material.
@@Skarrier lmao yes, well your already winning at that point so no problem. But sometimes you can cut it down a little with mass drivers.
I do also tend to see more out of core surge gens with in core silicon gens for the very reason that productive surge gens are so damn massive, but they're probably about equal I suppose. Especially with the insane silicon cost to research units
The moment I saw early game, I realized I wasn't stuck as a beginner level player, I was stuck as a "hopeless' level player...
0:24 never thought of that before ty
What's cool is even with several 70 silicon/sec schematic, siligone is still a problem.
I found two main source of mass siligone in most server, 1st is mass core surge schematic (still the best way to get surge in servers with many cores). The second is building reconstructors (building them too fast with many poly/mega assisting quickly drain silicon).
The surge schematic one, they have things like 20 surge cruxible from core, even 43k silicon got drained in a few minutes.
no matter the schematics there will always be siligone
Thanks for the schematics its help me a lot
Early 4 is my favorite schematic because of resource deluges. I tend to make *SO MUCH COAL AND SAND* that I legit cannot spend it all no matter how much resource drain I make. So having a heck-ton of inputs is a boon because I can make over 10 resource lines all connect to the silicon factory.
Despite that, Silicon is still Siligone.
Man.. didn't play this game for a while. I remember setting up sector 41 for few days making it producing like 450sili/sec (roughly 25k/min) on 5 fps (on phone)
POV: When your phone goes brrrr....
@@mindustry1329 you might want to know that I need battery replacement a month after that due to overheat for long time.
I think the ultra simple "2 pyratite mixers and 2 silicone smelters with unloaders" deserves a small spot somewhere.
It needs 3 inputs, but you can input on any side and output on 3, it makes a full titanium belt, builds very fast ...
Since I've saved it I use it a lot.
Too weak for PvP, but can get you through most of the campaign, until you get some massive prod for exports.
Early to mid game then he puts airblast drills, wow
Airblast drills are unlocked mid to late game on nuclear production complex
Really depends whether your campaigning or playing custom maps. Campaign artificially gates what you can build with resources, in a way that completely changes how you progress. It's not better or worse but it is very different
That is indeed a factor to see upon
@@spidroxide5479 On custom maps you have all unlocked, so it's irrelevant
Early game assumes copper tech, ass shown in the video and the first few schematics with copper drills and whatnot
I also used to use early game no.3, but i stopped in favour of a module that has only 3 furnaces. It works but you need 12 sand and can only feed 11, so moduling this ends up getting big cos the extra furnaces are a waste of space when they're only running 2/3 of the time
And yet i can smell the "siligone"s on a random survival server
Early 4 is the best module is there is space, however i pull 1 line of coal in and 2 sand horizontally and have them overflow between each other to make sure the belts are full on both sides. So if you're going by 1x1 tiles from top yo bottom, my design is like:
Output conveyor
Furnace
Furnace
Input line
Coal line
Gap
Sand line
Sand line
I tried to make this smaller too using plastasium belts on the coal/sand lines, but you need more space to maintain the through put :( so on one of my planets there is a very inefficient silicon crucible module and i cant be botheredto fix it cos it's stills making like 3000 silicon per minute
And yet, the amount of silicon I have remains at 0...
I just use tons of homemade 0 input sand to silicon facilities in dark sand areas full belt for free with not even that much area
A SUPER ULTRA FAT silicon factions can be call CITY OF FACTION cuz it even bgger than titan(unit t4-t5)
The question is why to the core? WHAT ABOUT THE OTHER RESOURCES? Also you can build up to 9 small tresors around the mid sized core...
thats nice
now all resources
Thanks for the video and schematics. What does perfect and imperfect ratio mean?
Perfect ratio means that all pyratite mixer, drillls, etc are working well so that the silicon is giving its max efficiency
Whereas imperfect ratio means that the pyratite mixers, drills, etc are not doing well and hence the silicon crucible is not working in its max efficiency
The easiest way to know if its a imperfect ratio is just by seeing whether the silicon producer is showing red or not
Hope it helps :)
@@mindustry1329Ah I understand now, thx for the explanation
underrated channel
🧐🤨🤨
It's a compliment.
He's saying your videos are good and deserve more attention
Oh I see, thx bro :Đ
У меня несколько вопросов:
Как это было придумано?
А есть ли смысл думать самому, если не сделаешь лучше?
Сколько энергии надо?
Wait your still alive bro long time no see im sal mon my main acc is like bugging and i cant use my main so im in new acc but i change alot my skill go down nvr mind my skill is back
Hi sal mon, yeah, its been a long time since I've uploaded. But dont worry, now i will probably upload regularly.
I wait for so Long for you to upload
@@salmon543 yeah, sry abt that
@@mindustry1329 btw im back at top 18 and a bit schematic so i might get back all my schematic
So right i forgot to tell you in my old qcc i actually build something for you its a defense and op than the build from dencha this defense i easy i already try it when i play mindustry sectorized this can beat prob like 27 defense but my acc is lagging and i delete
Sand to Sili is overpowered
If they nerfed it then siligone would be inescapable.
True! Lol
Sand to silicon is overpowered because, newsflash, silicon is made out of sand.
@@Hydro123s I'm not sure if I should call you out for being "disrespect" or if I should be rolling on the floor laughing.
Siligone is still inescapable on most servers. You don't wanna know how fast endgame core surge schematic drain silicon. People have things like 20 surge cruxible from core that drain 6k silicon every minute. And they also make Corvus, many Corvus with silicon from the core. Siligone is unavoidable unless you can produce 10k/minute.
After seeing the first late to Mid-To-End Game schematics.. I decided to stay In Endgame
Bro we need graphite and meta glass schemematics
Is surge your need, because I'm working on Surge Schematics
Yes
@@mindustry1329yeah I need surge soo badly plz
Hi Uplift, I have paused making vids for few months sorry. But dw, i will make one as soon i get free.
Bro
How do i copy the schematics its showing unsupported fule type
can i at least replace the airblast drills to laser drills since its unlocked in late-game
Sure can, but make sure to put 2 laser drill in place of the airblast drill
I like the early design but i really think you're gonna struggle to comfortably fit a 15x10 block on a lot of maps outside of custom maps. I would like to respond with a similar video and show off some "junction" modules i create for early game stuff. Compact and can be pasted onto the end of each other. Just needs a line of sand and some coal and it feeds 3 silicon furnaces in a space about 6x8. However i do not know how to make videos :(
Hopefully my silicon will not go Siligone before i get to build the silicon smelters
Where can i find these schematics,im a mobile player
You can see the description for the schematic link, then you can import it in the game
Genuinely, speaking as a player who's only been on for a month, i very much dislike all of these early-mid modules, except for number 3 cos it had proper ratios. If im using 8 silicon furnaces, then im expecting 1.5 belts of silicon, not ~1 belt.
It kinda sucks to join a multiplayer game and people just fill all the good building space with these horrible modules. I don't think they're good just cos they fit into eacj other. I also reckon only 40% of the player base actually understands how they work
Finnaly no more siligone
how do u use the link?
In the link, there's a link to the google drive.
In that folder, there are schematics categorized by early game, early-to-mid game,.....
In those categories, you can download it into you local drive and then import it in the game.
2k silicone persecond while i consume 10k per second 💀💀💀💀💀💀💀💀
multiplayer experience
Siligone is gone :(
I think i m stuck at mid to end game never pass to end game
Make another
he he he
actually cringe schemes tbh
if a scem can be 1 block smaller then it is no longer a scem but garbarge smh