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Planetary Interaction cycle time question

Author
Tessa Tuscadero
University of Caille
Gallente Federation
#1 - 2015-03-29 04:01:51 UTC
I haven't played around with PI since it was first introduced to the game so I wanted to give it another go by first doing a test run to make sure I have the hang of things. I'm running an operation to make Miniature Electronics, but it seems like it's taking longer than it should to create the end product.

I'm mining and manufacturing on the same planet. From what I understand it should take 3000 each of Non-CS Crystals and Felsic Magma to make 20 each of Chiral Structures and Silicon and then it takes 20 each of the latter two items to make 5 Miniature Electronics. I have the structures in place to do all of that and then the Miniature Electronics are routed to a launchpad.

For the Non-CS Crystals the Extractor Control Unit says it is pulling 56000 units per cycle of 4 hours. The Felsic Magma is cycling 30000 units per 4 hour cycle.

If only 3000 units of each are needed to make the Chiral Structures and Silicon then it seems to me the total time to make the Miniature Electronics is 4 hours + 30 minutes (cycle time to make the Chiral Structures / Silicon) + 60 minutes (cycle time to make the Miniature Electronics) for 5 1/2 hours total, but I'm not getting any Miniature Electronics after that time. I've already run the Extractor units for 2 complete cycles (8+ hours) and up until a little while ago the Advanced Industry Facility was only showing 50% input for each of the two input items. It only started making the Miniature Electronics about 20 minutes ago which is well over 8 hours since I started the whole setup.

How am I miscalculating the time to run one single cycle of Miniature Electronics?
Garmyne Atavuli
Pator Tech School
Minmatar Republic
#2 - 2015-03-29 10:08:11 UTC
Tessa Tuscadero wrote:
From what I understand it should take 3000 each of Non-CS Crystals and Felsic Magma to make 20 each of Chiral Structures and Silicon and then it takes 20 each of the latter two items to make 5 Miniature Electronics.

It takes 40 of each (Chiral Structures & Silicon) to make 5 Miniature Electronics.
Garmyne Atavuli
Pator Tech School
Minmatar Republic
#3 - 2015-03-29 10:24:14 UTC  |  Edited by: Garmyne Atavuli
L
A A
B CC B
B B
S


L = Lauch Pad
A = Advanced Processor
B = Basic Processor
CC = Command Centre
S = Storage Facility

If the Lava planet is in high-sec you can do without the 'Storage Facility' and just route what you extract directly into your 'Launch Pad' as you will unlikely be able to fill beyond capacity due to very low resources.

You need TWO Basic Basic Processors to feed ONE Advanced Processor and again if this is in high-sec you will need Command Center Upgrades to 5 AND a small enough planet to be able to run two Extractor Heads as you will have to reach far and wide to hit the best hot-spots.
Tam Arai
Mi Pen Rai
#4 - 2015-03-29 16:19:58 UTC
double check you have routed everything correctly- a mistake i have often made
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#5 - 2015-03-30 10:08:05 UTC
It is good habit do do the first extraction cycles shortest possible when making new colony to get it going as soon as possible and to see that everything is linked propely.
Also always link everything into some kind of storage, single launch pad is fine for smaller operations.

Bit like this:
Extractor-Pad-Basic-Pad-Advanced-Pad
The pad is always the same one.
When i did lowsec T2 PI i had only one extractor to maximize heads and i swapped materials it extracted roughly every other day.
This way i could extract much more, and the silos had usually enough buffer to last while i extracted the other material.
Thalos Elongus
Brutor Tribe
Minmatar Republic
#6 - 2015-03-30 11:11:28 UTC
Hello

I prefer to have dedicated "Extraction" Planet that only pulls ressources from the ground and processes them only to the 1st stage.

After that I export the raw materials to my factory planet, which will be feed by about 4-6 Extractor planets on average.

The extractor Planet is pretty simple, and only has a launchpad, an extractor with 10 heads and about 8 processing plants.

I usually move my extractor once my planet pulls below 1.8 M raw ressources per 2 Day 1.5 H cycle (longest setup that uses 30 min cycles) (Numbers are for NULL)


The factory planet has 2 Landing pads, which i use as input. The pads each get filled with the 1st stage mats, process them into Stage 2 mats and feed those via a buffer to the final stage 3 factories. I found this setup works best.

I also keep the PoCo filled with mats and only collect once i need to. You can move stuff to the poco while you are in space, so no need to actually fly there... And everything is setup in one system.

Disclaimer: If you dont have to pay tax on the Poco this works best ;)
Jack Hayson
The Scope
Gallente Federation
#7 - 2015-03-30 13:19:00 UTC
Thalos Elongus wrote:
I prefer to have dedicated "Extraction" Planet that only pulls ressources from the ground and processes them only to the 1st stage.

Yep, that's how I do it in w-space too. Only extracting one resource per planet seems a lot more efficient to me, because you can choose the biggest hotspot and don't have to waste fitting space on links to connect two hot spots of different resources.
You don't even need Comand Center Upgrades 5 to run all extractor heads.

The only downside is that you need fly to your planets more often to collect the P1 and fill up the factory planet, but since everything is in one system that's not really a problem.
Also taxes might make this less profitable, but I've never done the math on that part. (because I don't have taxes in w-space anywayP)
Eric Raeder
No Fee Too High
#8 - 2015-03-30 15:18:57 UTC  |  Edited by: Eric Raeder
I agree that routing everything to the launchpad is the way to go. But over the long term you have to be careful not to let the pad get filled with R0 or P1, once the storage space is filled your processors will stop running. R0 will be produced at much higher rates at the start of an extractor cycle and slack off over time, while processors always work at the same speed. It may be easier to route the R0 to a different storage facility or launchpad than the one your P1 and P2 are going to, so that if it gets full your processors can keep working. It always seems that one R0 is much more abundant than the other, I usually adjust the extractor head counts to even out the R0 extraction, typically about 4 heads on the "easy" R0 will pull about as much as 10 heads on the "hard" R0.
Tau Cabalander
Retirement Retreat
Working Stiffs
#9 - 2015-03-31 23:35:44 UTC  |  Edited by: Tau Cabalander
Here is my golden rule of PI: Do not to make assumptions on order, cycle time, nor quantities.

A corollary is the direct result of application of the golden rule: Every route should either begin or end on some type of storage (command center, launchpad, or storage facility), and don't try to route an amount less than the default.

Just when you think it is safe to PI, you can still be bitten by synchronization errors.

Critics have claimed that the order of facility construction and creation of links affects production order... and later complained on this same forum that something has changed because their formerly reliable setup has suddenly failed them. Follow them at your own risk!



Example: The following is from actual experience, not theory-crafting! This setup did not by default produce the expected amount of P3 per day.

P1#1 + P1#2 > AIF#1 > P2#1
Import P2#2
P2#1 + P2#2 > AIF#2 > P3

Problem: The input queue of AIF#2 will never fill, resulting in random idle cycles waiting on P2#1.

Solution: Import enough P2#1 to fill the queue (or temporarily stop AIF#2), and always maintain a surplus of P2#1.