I've already planned a 3600/min turbofuel plant at the blue crater for the playthrough with my friends, but the new fuel types seem so hype I can't wait to work with them
I think I will have a little bit of everything. maybe I start with normal fuel. then add the advanced production lines as I unlock them, also adding more generators to utilize the additional energy
turbofuel will be 7.5 per minute which will give the same amount of power with fewer generators (just like the change from 12 to 20 per minute for normal fuel)
That's exactly what I was going to add 🙂 The fuel generators produces 1.66% more energy, but consumes 1.66% more fuel. So, the only change you will see is a reduction in number of fuel generator for the same amount of fuel.
@@Indo6627 Yes, it will help a little for the lag (I think that the amount of fuel gen compared to the amount of belts/machines in the rest of your world is negligible). There are however 2 things that this will help. Less pipe means less slushing in feeding all the fuel gens (unless CSS fixed that), but mainly means much less work in building a power plant (much less fuel gen spamming), so this will make it easier, especially for new pioneers 🙂
@@bigboy074 they didn't fix it as of now :( my solution was to underclock my fuel generators at the end of the pipeline and slowly bring them back up to 100% that fixed it for me!
My playthrough is going to focused on summerslooped nuclear. Double the amount of nuclear fuel for the same input? Count me in for all them power. But yes it needs a turbofuel setup to actually start up.
Nah, maximise uranium fuel and plutonium fuel production. Somersloop the ficsonium fuel rods. I'm 98% sure its possible to max ficsonium rod production.
@@ppeez why plutonium, you cant even burn all of it because there is not enough sam in the world to make ficsonium fuel rods from it, i don't think its even possible to burn 22.4 fuel rods which is the max plutonium you can make without somersloops. You will end up just sinking the fuel rods since you cant sink anything after the plutonium fuel rod. you can somersloop uranium but you need sacrifice alot of nitrogen and bauxite for that because of the waste. 50.4 fuel rods make 2520 waste. which is already expensive.
5:00 What about using Equipment Shortcut? If you place parachute at a set position(say first) you can just press Tab then 1 and it will switch to the parachute.
I came here to say this. You can also stow away other items that get in the way into the remote storage thingy. E.g foods, hover packs, weapons can all be cleared to leave only the parachute in the prime 1 spot.
@@rkay.gaming What do you mean the "equipment shortcut" ? Where do you place the parachute ? How ? What is this witchcraft you're talking about ??! As far as I know, you can't put equipment on hotbars.
@@Arestar42 if you open your inventory, you'll se the top row has a heading called equipment shortcut. It lists them items that equippable from your inventory. And the items in that list are bound to your number keys. So if you say open inventory and press 1 , it will automatically equip the first item in that list to your body wherever applicable and replaces what is currently equipped if any. So if you're in your jetpack, if your parachute is number 3 on the list , you just press tab and 3 and your jetpack gets replaced with the chute and then you just spacebar to fly
The energy value didn't changed. Fuel: 750MJ/m3 Turbo: 2000MJ/m3 Rocket: 3600MJ/m3 Ion: 5000MJ/m3 And they also give back the compacted coal which also yield power.
Re. Rapid equipment swaps, you can use the number keys to change to an equipment in the relevant equipment shortcut slot. Eg.from the video Pressing 1 would equip the xeno basher, 2 the miner. The UI will retirn items to tge same spot as the swap. It's super handy!
Thing about the drone speeds, they are already super fast all things considered with batteries and it's actually the takeoff and landing sequence which consumes much of the time. Assuming this is the baseline with batteries, I wonder if anyone will actually mind or notice the slower deliveries if you use regular old mass produced (diluted) Fuel instead, especially since this change also means you can now mass-spam Drone Ports and those ports need time to refill anyway.
For the parachute thing, I believe someone said that if you hit the number key while in your inventory it would switch out your quick tools/backpack with the suggested items displayed on top. Depending on where the item is you press a number key to switch out to that one.
my guess is they also change the consumption rate of turbo fuel. 4.5 and 4.167 is way to close to make it worth an additional production step. with normal fuel being at 20 and rocket fuel at 4.167, it could be around 10 for turbo fuel
The energy value didn't changed. Fuel: 750MJ/m3 Turbo: 2000MJ/m3 Rocket: 3600MJ/m3 Ion: 5000MJ/m3 And they also give back the compacted coal which also yield power.
Keep in mind that fuel generators will go from generating 150MW to 250MW. That is why the math is off, as the energy values are the same. That means everything else will be 66% faster burn time. That means: Fuel and Biofuel will go from 12/min to 18/min Turbo fuel will go from 4.5/min to 7.5/min Snutt saying rocket fuel burns at a rate of 4.128/min, that's a 55% improvement over turbo fuel.
I don't see why we wouldn't be able to do that. No difference between any form of packaged fuel and any other part or whatever from the Mercer Sphere cloud. I'll *Definitely* be doing this for Jet pack fuel!
I've done it on my playthrough, have a slight amount of rocket fuel overflow which goes into dimensional storage and overflows into a sink The jetpack doesn't directly pull fuel from the storage, so you have to pull the rocket fuel out of the dimensional storage whenever you're low, and can do so from anywhere in the world.
Really great video on all of the fuels! I'm very interested in getting a Rocketfuel Fuel-Gen setup running. Between the oil in the Northwest Oil Islands and the Northern Oil Islands, there's plenty of Oil to be had! Pretty sure we have to wait until endgame tier-9 for the machines to be able to make shards and make the Ionized fuel, so that will come at end-game (if at all), in my game. But I'll probably want to get an Ionized Fuel-Gen setup going, just to do it. Thanks for this video Bitz! +1 Subscriber.
I really, really wish they would bump the numbers of the fuel generators up in both output and input (the ratios are fine). I hate building 100+ fuel generators in one place to burn literally 2 nodes worth of turbofuel, they are ugly buildings that use up a lot of space and don't exactly stack well.
They did bump it up from 150MW power generation to 250MW or 66% more power generated. If you overclock your generators to 250%, they'll increase from 375MW to 625MW. 100 fuel generators will produce 66GW now. More importantly, the new power augmenters will help too. Adding 10 of them to your grid will more than double your power output - if you have 100 fuel generators running it will put you at about 135GW. I think that's what they're intended to do - it will be easier to scale up your power with them than having to constantly build out more power infrastructure to meet the needs of tier 9.
@@halbouma6720 I guess my complaint is not so much about the power output of them, but more about the sheer number of them (buildings) that are needed to not even handle a particularly large amount of fuel.
honestly regarding the parachute, it would be nice to be able to hold equip in the hand so you can switch between parachute, jetpack, hoverpack by just having them in one of your what, 6? hands
Maybe they will make the Parachute hot-key accessable. So say you jumppack with the new fuel and oh no you run out you could just press the "8" key (or whichever slot you choose) and out comes your parachute.
tha cannisters on the 1.0 release date trailer (the ones you can see at 0:29 on that video) are different from the ones on the last video... actually you can see both of them in the pioneer inventory in the last video at 2:10
weird statements here, i would love a " Upgrade all logistics in the world" button. Going around and slowly upgrading the logistics in the world whether its a conveyor, lift, pipe, pump or whatever bothers me so much especially end game where speed of objects is so critical. ' i do not mind if it involved having to put in all the resources needed for into something. i just need the button so much
The fuel changes are so odd to me, why change the fuel generator power and then increase the fuel by the same amount? Snutt said they wanted to make generators more relevant before/after nuclear power, if they bump the consumption that doesn't do that at all, it's all the same. So odd.
Hey Bitz, love your Content on TH-cam and Twitch, Thank you! Is it possible that you make a Video before 1.0, in which you tell us what’s the best starting location in the grass Fields, that would be very nice, thank you!❤
I wonder if the batteries will give the best results tho for drones… so while ya can use other fuels, presumably the batteries will give a better performance.
The whole parachute is situation is kinda meaningless, if you are carrying more than 1 type of fuel it will change automatically, how everyone is forgetting that announcement
Im 130h in and I will be using the uranium fuel unit recipe which is barely harder for +.2 which is insignificant on a small scale but what if u use 10 manufacturers? 0.2 X10 is +2 uranium fuel rods from practically nothing
I really don't understand how this works :( Why do you do the math like 600/4.5 instead of 20/4.5? I don't understand what pipes have to do with the general production of the machine that produce turbofuel? :( sorry for being stupid, but it's really bugging me.
You summarized the fuel changes in a confusing way. The simple version is that total energy per unit of fuel is unchanged. It simply burns faster to give more power for a shorter time. 150MW to 250MW means fuel burns for 60% as long as it did before.
So my playthrough will be using Turbo Fuel.. What about you?
(EDIT) I spelt Ionized fuel wrong.. The is no R.. Spoon moment lol
I went nuclear last playthrough. I will be doing both probably but turbo tree first.
New alt recipe for snot... Let's put in some iron for ironized fuel 😂
Ultimately the goal will be to make every type of power and fuel.
I've already planned a 3600/min turbofuel plant at the blue crater for the playthrough with my friends, but the new fuel types seem so hype I can't wait to work with them
I think I will have a little bit of everything.
maybe I start with normal fuel. then add the advanced production lines as I unlock them, also adding more generators to utilize the additional energy
turbofuel will be 7.5 per minute which will give the same amount of power with fewer generators (just like the change from 12 to 20 per minute for normal fuel)
That's exactly what I was going to add 🙂 The fuel generators produces 1.66% more energy, but consumes 1.66% more fuel. So, the only change you will see is a reduction in number of fuel generator for the same amount of fuel.
@@bigboy074 That will be great as that will cut down on power generation lag.
@@Indo6627 Yes, it will help a little for the lag (I think that the amount of fuel gen compared to the amount of belts/machines in the rest of your world is negligible). There are however 2 things that this will help. Less pipe means less slushing in feeding all the fuel gens (unless CSS fixed that), but mainly means much less work in building a power plant (much less fuel gen spamming), so this will make it easier, especially for new pioneers 🙂
The power output and fuel requirements for fuel generators have universally been increased by 2/3s.
@@bigboy074 they didn't fix it as of now :( my solution was to underclock my fuel generators at the end of the pipeline and slowly bring them back up to 100% that fixed it for me!
My playthrough is going to focused on summerslooped nuclear.
Double the amount of nuclear fuel for the same input? Count me in for all them power.
But yes it needs a turbofuel setup to actually start up.
just remember you need to process twice the waste.
@@rogercoulombe3613 yes I am aware.
It is going to need alot of planning from the start.
Nah, maximise uranium fuel and plutonium fuel production. Somersloop the ficsonium fuel rods. I'm 98% sure its possible to max ficsonium rod production.
@@mopgaming69 why would you somersloop the worst of the 3 fuel rods? You should somersloop Plutonium and maybe Uranium. Not Ficsonium
@@ppeez why plutonium, you cant even burn all of it because there is not enough sam in the world to make ficsonium fuel rods from it, i don't think its even possible to burn 22.4 fuel rods which is the max plutonium you can make without somersloops. You will end up just sinking the fuel rods since you cant sink anything after the plutonium fuel rod.
you can somersloop uranium but you need sacrifice alot of nitrogen and bauxite for that because of the waste. 50.4 fuel rods make 2520 waste. which is already expensive.
5:00 What about using Equipment Shortcut? If you place parachute at a set position(say first) you can just press Tab then 1 and it will switch to the parachute.
OMG I DIDN'T KNOW YOU COULD SHORTCUT EQUIPMENT :DDDDDDDD
I came here to say this. You can also stow away other items that get in the way into the remote storage thingy. E.g foods, hover packs, weapons can all be cleared to leave only the parachute in the prime 1 spot.
@@GavinPeters 😀
@@rkay.gaming What do you mean the "equipment shortcut" ? Where do you place the parachute ? How ? What is this witchcraft you're talking about ??!
As far as I know, you can't put equipment on hotbars.
@@Arestar42 if you open your inventory, you'll se the top row has a heading called equipment shortcut. It lists them items that equippable from your inventory. And the items in that list are bound to your number keys. So if you say open inventory and press 1 , it will automatically equip the first item in that list to your body wherever applicable and replaces what is currently equipped if any. So if you're in your jetpack, if your parachute is number 3 on the list , you just press tab and 3 and your jetpack gets replaced with the chute and then you just spacebar to fly
The increased speed of the drones means their throughput goes up making them a more useful logistics solution.
Let's hope they are more useful vehicles we can ride.
4.167 is definitely rounding up 4.166666 (repeating). This means exactly 144 fuel generators and 36000 MW.
The energy value didn't changed.
Fuel: 750MJ/m3
Turbo: 2000MJ/m3
Rocket: 3600MJ/m3
Ion: 5000MJ/m3
And they also give back the compacted coal which also yield power.
You can see the packaged ionized fuel when he opens the inventory
Re. Rapid equipment swaps, you can use the number keys to change to an equipment in the relevant equipment shortcut slot. Eg.from the video Pressing 1 would equip the xeno basher, 2 the miner. The UI will retirn items to tge same spot as the swap. It's super handy!
Thing about the drone speeds, they are already super fast all things considered with batteries and it's actually the takeoff and landing sequence which consumes much of the time. Assuming this is the baseline with batteries, I wonder if anyone will actually mind or notice the slower deliveries if you use regular old mass produced (diluted) Fuel instead, especially since this change also means you can now mass-spam Drone Ports and those ports need time to refill anyway.
For the parachute thing, I believe someone said that if you hit the number key while in your inventory it would switch out your quick tools/backpack with the suggested items displayed on top. Depending on where the item is you press a number key to switch out to that one.
Pretty sure snutt had the Ionized fuel in his inventory, you can see it multiple times when he opens his inventory in the video
my guess is they also change the consumption rate of turbo fuel. 4.5 and 4.167 is way to close to make it worth an additional production step.
with normal fuel being at 20 and rocket fuel at 4.167, it could be around 10 for turbo fuel
7.5 to be exact.
i expect that turbofuel will get the same consumption increase % that normal fuel does. so id say around 7.5 for turbo
The energy value didn't changed.
Fuel: 750MJ/m3
Turbo: 2000MJ/m3
Rocket: 3600MJ/m3
Ion: 5000MJ/m3
And they also give back the compacted coal which also yield power.
Keep in mind that fuel generators will go from generating 150MW to 250MW. That is why the math is off, as the energy values are the same. That means everything else will be 66% faster burn time. That means:
Fuel and Biofuel will go from 12/min to 18/min
Turbo fuel will go from 4.5/min to 7.5/min
Snutt saying rocket fuel burns at a rate of 4.128/min, that's a 55% improvement over turbo fuel.
looks like I missed that "7.5 turbo fuel per minute"
where did they show or say that?
I wonder if the Jetpack can get fuel from the cloud 🤔
That would be awesome!
I don't see why we wouldn't be able to do that. No difference between any form of packaged fuel and any other part or whatever from the Mercer Sphere cloud.
I'll *Definitely* be doing this for Jet pack fuel!
I want this in real life. I the future, I look forward to getting my sandwich from Google Drive
it can not sadly, i tried it and fell from the sky :(
I've done it on my playthrough, have a slight amount of rocket fuel overflow which goes into dimensional storage and overflows into a sink
The jetpack doesn't directly pull fuel from the storage, so you have to pull the rocket fuel out of the dimensional storage whenever you're low, and can do so from anywhere in the world.
Really great video on all of the fuels! I'm very interested in getting a Rocketfuel Fuel-Gen setup running. Between the oil in the Northwest Oil Islands and the Northern Oil Islands, there's plenty of Oil to be had! Pretty sure we have to wait until endgame tier-9 for the machines to be able to make shards and make the Ionized fuel, so that will come at end-game (if at all), in my game. But I'll probably want to get an Ionized Fuel-Gen setup going, just to do it.
Thanks for this video Bitz! +1 Subscriber.
I really, really wish they would bump the numbers of the fuel generators up in both output and input (the ratios are fine). I hate building 100+ fuel generators in one place to burn literally 2 nodes worth of turbofuel, they are ugly buildings that use up a lot of space and don't exactly stack well.
They did bump it up from 150MW power generation to 250MW or 66% more power generated. If you overclock your generators to 250%, they'll increase from 375MW to 625MW. 100 fuel generators will produce 66GW now. More importantly, the new power augmenters will help too. Adding 10 of them to your grid will more than double your power output - if you have 100 fuel generators running it will put you at about 135GW. I think that's what they're intended to do - it will be easier to scale up your power with them than having to constantly build out more power infrastructure to meet the needs of tier 9.
@@halbouma6720 I guess my complaint is not so much about the power output of them, but more about the sheer number of them (buildings) that are needed to not even handle a particularly large amount of fuel.
@@williamday9628 you can double your slugs to power cell conversion now with somersloops. Overclock your generators and you will need fewer.
@@williamday9628 he ailready told you, generators are overclockable without losing fuel
honestly regarding the parachute, it would be nice to be able to hold equip in the hand so you can switch between parachute, jetpack, hoverpack by just having them in one of your what, 6? hands
Appreciating this series to tie us over until Tuesday 😂
Not just the fuels here, but this is making me really curious as to what new Alternate Recipes will be added into the game.
Can you talk about the cosmic megafauna in the mam in one of your future videos about 1.0?
IRONIZED FUEL 🤣 @ 0:56
Great recap of these features. As always thanks so much for all you do for the community!
I wonder how drones are gonna be affected by the different Fuel types
like whether there is a perfect fuel type or not
It’s probably a long shot but do you think drones will take nuclear fuel rods too??
Thing is, there is no output for waste, so unfortunately no
Maybe Ficsonium?
Maybe they will make the Parachute hot-key accessable. So say you jumppack with the new fuel and oh no you run out you could just press the "8" key (or whichever slot you choose) and out comes your parachute.
05:00 I wonder if you still can't die from fall damage when on full HP
can you please do a detailed tutorial on an 8 fuel gen factory?
Wonder how Let's Play it Out will handle Update 1?
tha cannisters on the 1.0 release date trailer (the ones you can see at 0:29 on that video) are different from the ones on the last video... actually you can see both of them in the pioneer inventory in the last video at 2:10
Me: clicks on those timestamps 🤦
@@ivocanevo oh... Sorry! I should have said that those weren't for this video.
if drones can now use fuel, does that mean packed fuel, or have we got a pipe input? if packaged, do we get the packages (empties) back?
ok, so rewatched, and it's packaged - no apparent pipe input. wonder if u can get the packages back.
Is it ironized or ionized fuel?
Ionised
Ionized... Me being a spoon spelt it wrong hahaha
Another great video my friend!
weird statements here,
i would love a " Upgrade all logistics in the world" button.
Going around and slowly upgrading the logistics in the world whether its a conveyor, lift, pipe, pump or whatever bothers me so much especially end game where speed of objects is so critical. '
i do not mind if it involved having to put in all the resources needed for into something. i just need the button so much
But u would use more energy to produce the ionized fuel than u get back? The shard production line looks insane
Ok so in the end it's net 0 change in power from fuel gens... we just will have fewer machines, which is good for FPS so I'm on board.
The fuel changes are so odd to me, why change the fuel generator power and then increase the fuel by the same amount? Snutt said they wanted to make generators more relevant before/after nuclear power, if they bump the consumption that doesn't do that at all, it's all the same. So odd.
I'm not sure if the fish tank is real or movie magic... but it's awesome!
Hey Bitz, love your Content on TH-cam and Twitch, Thank you!
Is it possible that you make a Video before 1.0, in which you tell us what’s the best starting location in the grass Fields, that would be very nice, thank you!❤
I'm very much looking forward to fudging up the parachute swap and making a big ol' splat crater somewhere on the planet.
“Doing probably 2 videos Saturday and 2 on Sunday”
Me waiting patiently on MONDAY!!
Where you at bitz what’s going on back there?
Ermmmm Something happened all is explained tomorrow lmfao
I figured!
See you at 4 am to find out
Just don't burn your last rocket fuel, but use to stop at landing, and you will be fine.
I wonder if the batteries will give the best results tho for drones… so while ya can use other fuels, presumably the batteries will give a better performance.
Looking forward to more videos this weekend!! Thanks
600/12*150 = 7,500
600/20*250=7,500
They actually made fuel harder. You spend a lot more for the same ratio
I think it’s funny that you’re just re explaining a feature that was already explained Bitz
So when Total called the rocket fuel the "Charizard Fuel", wouldn't it be the Charmeleon fuel since it still evolves into ionized fuel???
Why do you say "twelve" as "chwelve"?
Isn't Rocket Fuel made using Sulphuric Acid and not Nitric Acid?
What's ironized fuel? Is it similiar to leaded fuel?
The whole parachute is situation is kinda meaningless, if you are carrying more than 1 type of fuel it will change automatically, how everyone is forgetting that announcement
After you land.... parachute is basicly for safer landing
Great Vid, Thanks Bitz.
Hey, first time viewer and commenter - loved the vid! Just wanted to say Snutt is pronounced like put :)
Good stuff, thanks for sharing.
Pretty sure it's "Ionized" fuel :nodders:
I'm pretty sure I corrected it in the pinned comment :nodders:
Im 130h in and I will be using the uranium fuel unit recipe which is barely harder for +.2 which is insignificant on a small scale but what if u use 10 manufacturers? 0.2 X10 is +2 uranium fuel rods from practically nothing
I never made turbo fuel now i definitly will
Are we sure it's not Ionized? Pretty sure it's Ionized.
@@Tiparium_NMF Check pinned comment 😅
I really don't understand how this works :( Why do you do the math like 600/4.5 instead of 20/4.5? I don't understand what pipes have to do with the general production of the machine that produce turbofuel? :( sorry for being stupid, but it's really bugging me.
whats next on the truman show
?! so where are the video ?! one on saturday ? none on sunday?? O.o
@nichtgenannt3226 ermmmm so something happened.. All will be explained on Tuesday
since its name "rocket fuel" I assume this means we are getting some sort of rocket because it be pretty weird to have rocket fuel and no rocket
Or maybe... It's rocket science.
honestly I dont see the point of rocket fuel - once you can get nitric acid you have nuclear power unlocked (or very close to)
Because nuclear takes more work to set up then switch to rocket fuel and rocket fuel is better to use in vehicles than turbo
i will make mustard ketchup fuel :)
Ionised bro
Pinned comment bro
You summarized the fuel changes in a confusing way. The simple version is that total energy per unit of fuel is unchanged. It simply burns faster to give more power for a shorter time. 150MW to 250MW means fuel burns for 60% as long as it did before.
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