Cach ke giuong ngu phong thuy, Animal pattern printables. Yellow beacons (efficiency) are for ultra expensive stuff like the page 2 T4 stuff needed for pink think juice. Thats like T2/T3 eventually on tutorial island. Cyan beacons (speed) for resources that arent max speed but are fairly cheap. The percentage gain is compared to the base score of the map with no beacons. Purple beacons (production) for resources already speed capped (speed shown as cyan when hovering). ![]() The score above each map represents the sum of the given property for the map provided. See Attack of the Nerd Squad for technical details of programs used to generate optimal beacon sets. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Try to focus on upgrading lower-tier research first, otherwise you can bottleneck yourself where you end up placing 85% of your map with basic resources like iron production. Dexters Troy gronsdahl saskatoon, Case study video game industry, Steven morris md boca. Optimal beacons configurations Edit The below is WIP. A tag already exists with the provided branch name. Overall the system is pretty confusing at first but I think you can trust the research to actually be useful upgrades, you just have to adapt and change your factory layout every time. However, your main source of Efficiency will be from Beacons, which occupy tile slots, so you have to be pretty careful and figure out how you want to use those. 4G announced the end of development of NGU Industries on September 25, 2021. It was released on Steam on April 5, 2021, to over 90 positive reviews. Yellow beacons (efficiency) are for ultra. NGU Industries is the adventure-based factory manager sequel to the popular NGU Idle made by Somethingggg (aka 4G). That's like T2/T3 eventually on tutorial island. Cyan beacons (speed) for resources that aren't max speed but are fairly cheap. Purple beacons (production) for resources already speed capped (speed shown as cyan when hovering). This simply decreases the amount of resources required to craft the item, so you actually save tile space with it. General recommendation is about half your map is becons, think entire rows. "Efficiency" is a very good multiplier, but hard to get. The "Speed" multipliers work very similarly, increasing output but requiring more resources per second. ![]() My Metal Frames cost 17.3k Steel and Iron, but it produces 3,893 of them every 2.2 seconds, so I can make a ton of them very fast. After pressing the optimizing button I'd let the optimizer run in the background for a couple minutes until it has figured out the perfect layout for your specific settings That's all about the layout for now, next comes the auto-placing beacon script that will save you a ton of time. This becomes useful when you need to make A LOT of something. This means you get twice the amount in the same amount of time, but you need to supply it with more resources. If you have 200% production for that recipe, it would become "4 iron ore = 2 iron bar". For example, a basic recipe might be "2 iron ore = 1 iron bar". It'll take a given final product, (say Rockets) and calculate out what breakpoints you need for how many factories and how many beacons (say 7 efficiency beacons on Rocket, 1 speed+ 1 productivity on 1 reactor factory, 3 efficiency 1 speed on 3 basic chip factories, etc.). _recurse_sublayout( layout, subset."Production" multipliers increase the output, but also the required input. join( 'logs', f' ')īest_layout, best_value, subpermutations = self. All_combos = [( True, False, True, False),
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |