Editing User:Hordes/The Great Steelening
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*{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8). | *{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8). | ||
*35 steel per cycle (modified by mining yield??????) | *35 steel per cycle (modified by mining yield??????) | ||
− | *14000 / 35 = 350 ticks per steel at mining 8 | + | *14000 / 35 = 350 ticks per steel at mining 8 |
− | **[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20 | + | **[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20 |
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===Long-range scanners=== | ===Long-range scanners=== | ||
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'''NUMBERS'''<br> | '''NUMBERS'''<br> | ||
− | [[Research Speed]] to find the deposit. [[Mining Speed]] & [[Mining Yield]] to mine ore | + | [[Research Speed]] to find the deposit. [[Mining Speed]] & [[Mining Yield]] to mine ore. |
*Average of {{ticks|240000}} to find ''a'' deposit with scanner at [[Research Speed]] = 100% (Int. 8). | *Average of {{ticks|240000}} to find ''a'' deposit with scanner at [[Research Speed]] = 100% (Int. 8). | ||
**Avg 2250 steel/deposit at 100% [[Mining Yield]] @ Strive to Survive. Therefore, an average of {{ticks|240000/2250 round 1}} per steel is spent scanning. | **Avg 2250 steel/deposit at 100% [[Mining Yield]] @ Strive to Survive. Therefore, an average of {{ticks|240000/2250 round 1}} per steel is spent scanning. | ||
− | *Ore speed is the same as [[#Mining ore]], but travel time (in location) is much smaller. For reference - 1900 ticks / 40 steel = 47.5 ticks per steel at mining 8 | + | *Ore speed is the same as [[#Mining ore]], but travel time (in location) is much smaller. |
− | *Caravans often take days to get to location without transport pods. Transport pods cost steel to create and chemfuel to launch. [[ | + | ** For reference - 1900 ticks / 40 steel = 47.5 ticks per steel at mining 8 |
+ | *Caravans often take days to get to location without transport pods. Transport pods cost steel to create and chemfuel to launch. | ||
+ | Time MASSIVELY decreased with the farskip [[psycast]]{{RoyaltyIcon}}. | ||
− | ''' | + | '''NUMBERS (transport pods)''' |
− | * | + | *-500 steel for 8 transport pods + 1 launcher (1 pod to arrive, 7 pods + 1 launcher for the return trip). This leaves 1700 steel per scan, if components are created from [[fabrication bench|fabrication]]. |
− | *{{ticks|1600*9}} to build 8 pods + 1 launcher (Construction 8). {{ticks|1600*9/ | + | *{{ticks|1600*9}} to build 8 pods + 1 launcher (Construction 8). {{ticks|1600*9/1850 round 1}} per steel spent loading. Not counting chemfuel or loading time or components. |
− | * | + | ** Chemfuel/component time will be less than the time it takes to create the pods. Add ~10 ticks for a rough estimation. |
− | * 47.5 ticks/mine (mining 8) + 106.7 ticks/scan | + | * 47.5 ticks/mine (mining 8) + 106.7 ticks/scan + 7.8 ticks/load (construction) = {{ticks|162}} per steel. |
− | + | *Also not counting farskip | |
− | + | Overall, long-range scanners are less per-colonist work than ground-penetrating scanners, even counting the transport pod waste. However, each long-range scan provides less material than a ground-scanner, and you'll have to deal with ambushes. | |
===Settling a new colony=== | ===Settling a new colony=== |