See asteroid yield after station is on it
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See asteroid yield after station is on it
Is there any way to see the yield after you place a station on an asteroid? I wantto modify a complex and forgot what the yield was, which I need to input into to OCC again.
Thanks!
Thanks!
Yes there is. You have to know the cycle time of the Mine and number of products made by one cycle. The rest is simple math.
Alternatively, export PlayerStats and read the "theoretical profit per hour" value of the station from the file. Then (back)calculate the yield from it.
Complex Calculators tend to tell/compute the answer too.
Alternatively, export PlayerStats and read the "theoretical profit per hour" value of the station from the file. Then (back)calculate the yield from it.
Complex Calculators tend to tell/compute the answer too.
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What I normally do is when I drop a Mine on an asteroid, I put the Yield in the name right after placing it. ( i.e. Ore Mine L (Y 26) ). Then I never have to guess.....
I'd like to shoot you in the butt with a EBC gun, hide in the asteroids and laugh at what I done, put a blood blister upon each bun, I'd like to shoot you in the butt with a EBC gun.
Some people are like slinkies, not worth a whole lot, but they bring a smile to your face when you push them down the stairs.
Some people are like slinkies, not worth a whole lot, but they bring a smile to your face when you push them down the stairs.
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Dito. I drop off the mine, select it and put in the yield into the name (for example: Your Silicon Mine alpha -- Your Silicon Mine 23 (it is the yield)).Joe McCracken wrote:What I normally do is when I drop a Mine on an asteroid, I put the Yield in the name right after placing it. ( i.e. Ore Mine L (Y 26) ). Then I never have to guess.....
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Solution for Godzii's dilemma:
Just pay the mine a visit (with a tug and a fleet of mobile miners not far behind you) if you feel it isn't working up to the standards you expect (that surely cannot be your fault) but only if you don't need the mineral/e-cell/credits storage space.
Mine Controller: 'Welcome back aboard.'
You: 'You might want to pack a few things and find a ship berth.'
Mine Controller: 'What is that tug ship doing? - Ahh, bright green light!'
You: 'Don't worry we aren't going too far out of the way, but you still have a while to tie things up since we are only going at 80 m/s.'
Mine Controller: ' Phew we've stopped. What now, and what are you doing with the self-destruct button?'
You: 'See you around!'
Just pay the mine a visit (with a tug and a fleet of mobile miners not far behind you) if you feel it isn't working up to the standards you expect (that surely cannot be your fault) but only if you don't need the mineral/e-cell/credits storage space.
Mine Controller: 'Welcome back aboard.'
You: 'You might want to pack a few things and find a ship berth.'
Mine Controller: 'What is that tug ship doing? - Ahh, bright green light!'
You: 'Don't worry we aren't going too far out of the way, but you still have a while to tie things up since we are only going at 80 m/s.'
Mine Controller: ' Phew we've stopped. What now, and what are you doing with the self-destruct button?'
You: 'See you around!'
A dog has a master; a cat has domestic staff.
When building complexes a good naming system helps enormously.
Not only is it good to put the yield in mines, but renaming them and normal stations as they get placed is a good idea.
I usually name things so that when I am placing CCKs to join them up, I just have to spam the enter button to connect the stations in the order I want.
Not only is it good to put the yield in mines, but renaming them and normal stations as they get placed is a good idea.
I usually name things so that when I am placing CCKs to join them up, I just have to spam the enter button to connect the stations in the order I want.