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#Silo Storage System
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Neoplast are one of the largest manufacturer of powder conveying system and silo storage system. Our center skill in conveying items utilized in the plastic assembling industry empowers us to deliver predominant quality items that submit to a-list principles. A powerful powder conveying system ought to augment powder move while limiting residue and got away or lost powder material.
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afcosteel · 6 days
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Explore key players and future opportunities in the metal silos market for bulk storage, driving industry growth
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seconcomponents · 1 month
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BENEFITS OF MOVING FLOOR SYSTEMS
Efficient storage of RDF and biomass is extremely crucial in waste management and biomass utilization as far as operational efficiency and sustainability is concerned. Reception and storage silo/bunkers with moving floor systems for RDF and Biomass play a crucial role in efficient storage and handling of RDF and biomass, it is robust solution for storing RDF and biomass as there are several advantages in comparison to traditional storage. Automation of pallet/skid loading into trailers and loading docksplays a crucial role as well in efficient handling of RDF and biomass.
CONTINUOUS MATERIAL FLOW
RDF and biomass materials vary in shape and size and because of which in traditional silos/bunkers continuous flow of material was not possible which could lead to uneven distribution and potential blockage in silos but in Reception and storage silo/bunkers with moving floor systems for RDF and Biomass continuous flow of material is possible because in moving floor systems hydraulic or mechanical actuators are used which gently move material forward. So one of the primary benefits of moving floor systems is their ability to ensure continuous material flow within silos and bunkers. RDF and biomass materials can vary widely in size, shape, and density, which can lead to uneven distribution and potential blockages in static storage systems. Moving floor systems use hydraulic or mechanical actuators to move floor slats or plates, gently nudging materials forward as needed.
Website - http://seconcomponents.com/en/
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bhupatiengineering · 3 months
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How to Choose the Right Storage Solution Provider?
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Smart storage, like grain storage silos, is also used by many other sectors. Keeping grains safe and secure from weather and pests, these robust behemoths aid enterprises in storing grains. Bhupati Engineering is a Leading storage solution provider that offers innovative, customized storage systems for industrial and commercial needs. Maximize space, enhance efficiency, and ensure safety with our expertly designed solutions.
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giagrotechmachinery · 7 months
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Raw Cashew Nut Storage Silos, Cashew Nut Storage System, Steamed Cashew Storage Silo
Cashew Nut storage Silos are used for storage of Sized Raw Cashew Nut before the Shelling process. Being top in Cashew processing machine production GI Agro Manufactures best Raw cashew Storage Silos with Affordable Price.
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sodimateinc · 1 year
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Bulk Powder Handling
Transform your powder handling operations with Sodimate's comprehensive bulk powder handling systems. Our integrated mixers, valves, and detectors harmoniously blend powders like hydrated lime, soda ash, and powdered activated carbon (PAC) using gentle agitation, ensuring hassle-free handling. Contact us to optimize your powder handling today!
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shaw-melody · 1 year
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hardikseo · 2 years
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blueweave8 · 2 years
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Grain Silos and Storage System Market Analysis, Forecast 2022-2028
BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated global grain silos and storage system market size at USD 1.48 billion in 2021. During the forecast period between 2022 and 2028, BlueWeave expects global grain silos and storage system market size to grow at a steady CAGR of 5.8% reaching a value of USD 2.18 billion by 2028. Global grain silos and storage system market expansion is driven by increasing utilization of grain silos and storage systems in the large-scale agriculture, high adoption of storage system owing to its affordability, surging demand for adequate grain storage to combat food shortages, and rising global population. An increasing use of grain silos and storage systems to store crops while minimizing waste, growing awareness of the necessity of effective post-harvest management coupled with increasing technological advancement to avoid contamination is fueling the global grain silos and storage system market during period in analysis. However, high initial and setup expenditure might restrain the growth of global grain silos and storage system market.
Global Grain Silos and Storage System Market – Overview
Silos play a significant role in post-harvest management by serving as grain collectors and distribution units. Silos handle the initial grain processing purpose by drying, fumigating, and cleaning grains to safeguard the grains. All these features enable the requirement for storage systems to increase in an upward trajectory. COVID-19 pandemic put further pressure on grain and storage unit protection, which could benefit grain silos and the storage sector.
Sample Report @ https://www.blueweaveconsulting.com/report/grain-silos-and-storage-system-market/report-sample
Global Grain Silos and Storage System Market - By Commodity Type
By commodity type, global grain silos and storage system market is Rice, Maize, Wheat, Soybean, and Sunflower. The maize segment is expected to dominate the market due to its utilization in developed and underdeveloped countries. It is also used in livestock feed and refined into a variety of food and commercial goods, including starch, sweeteners, maize oil, beverage and industrial alcohol, and fuel ethanol. The soybean segment which is expected to hold the second highest market share during the forecast period. Soybeans are oilseed crops that produce 20% oil when crushed and the remaining 80% is soybean meal, often used to feed livestock such as poultry, cattle, and pork. However, oil is a component of many food products, including cooking oil, mayonnaise, and prepared foods. Furthermore, it is employed in non-food sectors, such as paints, soaps, and polymers.
Impact of COVID–19 on Global Grain Silos and Storage System Market
COVID-19 pandemic had a slight negative impact on the silos industry, but there was no major effect on the silos supply chain or worldwide operations. The grain storage silos market was less damaged by the pandemic owing to the exemption of food and agricultural services due to lockdown regulations. As a result of the pandemic, the silos market moved slowly and with little disruption in 2020. The market under consideration is steadily recovering and gaining traction, with growing demands for grain storage due to improved economic conditions. It is expected to fuel the growth of Global grain silos and storage system market.
Impact of Russia-Ukraine War on Global Grain Silos and Storage System Market
Global grain silos and storage system market is adversely affected by the ongoing war between Russia and Ukraine, the world’s two largest producers and suppliers of grains. Moreover, further intensity of the war is feared to trigger the global food crisis. According to US Embassy Georgia reports, Russia and Ukraine together held a significant share of 34% in global exports of wheat in 2021. Especially, in the global exports of sunflower cake, both the countries had a whopping 81% share. In addition, Ukraine and Russia held a combined significant market share in the global exports in maize, barley, sunflower oil, and vegetable oils. The report also estimated that Russia and Ukraine supplied about 12% of food calories traded across the globe in 2021.
Ukraine, in particular, is popularly known as the breadbasket of Europe, as the country is the region’s major source of wheat. Since the Russian invasion of Ukraine on February 24, 2022, there have been uncertainties over the supply of grains both from Ukraine and Russia to the world, and to Europe in particular. It has resulted in a significant rise in global food prices. Furthermore, besides experiencing food shortages due to expensive import costs, fiscal deficits, conflict, Middle East and North Africa confront an additional issue. Any further interruption or decrease in grain supply from Ukraine and Russia is anticipated to affect the growth of global grain silos and storage system market.
Competitive Landscape
Global grain silos and storage system market is fiercely competitive with major companies including AGCO Corporation, Silos Córdoba, Bentall Rowlands Silo Storage Ltd, Symaga SA, Sioux Steel Company, SCAFCO Grain Systems Co., Agi, Mysilo, Skup Manufacturing Co., Prive SA, Brock Grain Systems, Scafco Grain Equipment, Prado Silos, Behlen Mfg. Co., Sioux Steel Company, Superior Grain Equipment, Symaga, and Hoffmann, Inc. To further enhance their market share, these players are primarily focused on the development of innovative and efficient products, new product releases, market initiatives, mergers and acquisitions, and other collaborative activities.
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ananya5400 · 2 years
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Grain Silos and Storage System Market Projected to Garner Significant Revenues by 2025
The grain silos and storage systems market is estimated to be valued at USD 1.3 billion in 2020 and is projected to reach USD 1.6 billion by 2025, recording a CAGR of 4.8% during the forecast period. The growth of the grain silos and storage system market is driven by factors such as the increase in production of high-quality grains through effective storing, and efficient post-harvest management of grains to drive the market growth.
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Download PDF Brochure @ https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=69287165
The key manufacturers in the grain silos and storage system market include AGCO Corporation (US), AGI (Canada), Silos Córdoba (Spain), PRADO SILOS (Spain), and Symaga (Spain) are some of the key service providers across the globe. Expansions and agreements, partnerships, and collaborations were some of the core strengths of the leading players in the grain silos and storage system market. These strategies were adopted by the key players to increase their market presence. It also helped them diversify their businesses geographically, strengthen their distribution networks, and enhance their product portfolios.
AGCO Corporation is a global leader in the design, manufacture, and distribution of agricultural equipment. It is the largest manufacturer of steel farm bins and commercial grain storage bins. It provides these products through its brands; GSI and Cimbria. The company has presence across all the continents.
Founded in 1947 in Denmark, Cimbria (a subsidiary of AGCO) develops, manufactures, supplies, and installs equipment and plants for handling, storage, sizing, treatment of grain and seed products, in addition to control and automation systems. It is backed by 900 employees. The company has production facilities in Denmark, Austria, Italy, and the Czech Republic. It has subsidiaries in 18 countries and has agents spread across 45 countries. It provides square silos used for the storage of a wide variety of grains. The company was acquired by AGCO in 2016. Founded in 1972, GSI is the world's largest manufacturer of steel farm bins, commercial storage grain bins, and grain silos, with presence in over 70 countries. It has been operating as a subsidiary of AGCO since 2011.
AGI is a global leader in the manufacturing of grain, feed, and fertilizer handling, storage, and conditioning equipment, including augers, belt conveyors, grain storage bins, grain handling accessories, grain aeration equipment, grain drying systems, and fertilizer handling and storage systems. The company operates across five platforms — seed, fertilizer, grain, feed, and food. It is backed by over 35 brands that are among the most recognized equipment manufacturers in the global agriculture industry. Of these 35 brands, AGI Brasil, FRAME, MFS, SABE, Twister, and Westeel are involved in the manufacturing of grain silo and grain bins. AGI has manufacturing facilities in Canada, the US, Brazil, and Italy and distributes its products globally.
AGI Brasil (Brazil) is a leading manufacturer of grain storage, handling, and conditioning equipment, including grain bins, bucket elevators, dryers, and cleaners.  
Silos Córdoba is a leading manufacturer of steel silos for grain storage. The company offers flat silos, hopper silos, truck load silos, and farm silos. The flat silos and hopper silos are used for storing all types of grains, seeds, and legumes, while the farm silos are used for storage of animal feed in livestock, poultry, and swine farms. Truck load silos are used for storage and later dispatch of bulk products such as granulates and flour. It has presence in over 50 countries.
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The market for grain silos & storage system is projected to grow at the highest CAGR in the Asia Pacific. With the presence of densely populated countries, such as China and India, the Asia Pacific region is projected to be one of the key markets for grain silos and storage system. The region’s increasing population and rising income levels are factors that are projected to drive the demand for food and agricultural commodities in the coming years. On the other hand, the region has limited arable land, inadequate water, low farm yields, and increased soil degradation conditions due to urbanization. China and India are ranked first and second, in terms of rice and wheat production, at the global level.
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theminecraftbee · 10 months
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second’s slightly arbitrary guide to vault hunters knowledge unlocks
so, one of the main questions I see new vault hunters players have is “which mods should I unlock in what order?” unlike skills or even, if expensively, expertises, mod unlocks in vault hunters are completely irreversible, which means they can be kind of intimidating for new players. so here’s my (somewhat arbitrary) guide to what to unlock! keep in mind I’m not a “top player” or anything, so these might not be the PERFECT meta picks, just a guide for new guys.
also if your question is “but I have one knowledge star and am like level 5 what do I unlock NOW”, the answer is probably vault compasses if you’re getting lost, either stack upgrades or double pouches if you’re having inventory management issues (depending on whether “numerous stacks of common items” or “many types of items” is currently your larger problem), or storage drawers if overworld storage is giving you nightmares.
additionally, my biggest unlocking mods advice is to check how much the thing you want to do costs in materials before unlocking it. nothing sucks more than unlocking a cool mod and only realizing you need an echo pog to interact with it and you’re only level 15 afterwards, after all!
anyway let’s go, general guide beneath the cut.
STORAGE MODS
these mods give you the first three without price increases before they start getting more expensive, which is useful, since people almost always combine more than one solution. even after they start getting more expensive, it’s only +1, so this is a category you should get the thing you want or need in when you want it without worrying about it locking you out of other options later.
Storage Drawers are the backbone to basically everyone’s storage system. they work fairly simply: each drawer can store a certain number of stacks of a single item. add upgrades to increase the number of stacks or make the drawers automatically void excess. if they are connected by other drawers or trim to a drawer controller, you can double-click the controller to move everything in your inventory that goes into a drawer to one of them, and that controller acts as a port for other storage interacting with it. because they can store an absurd quantity of items, are way cheaper than basically every other storage option, and are useful right up to the late game, these are by far and away the most common first storage option. I can’t recommend them enough. even early game before you can afford a controller they clean up your inventory SIGNIFICANTLY with the number of stacks they can hold.
Colossal Chests are a trap earlygame. unlike regular chests, you can’t use quark’s sorting or searching functions, which means they’re effectively the “hiding it under the bed” solution to chest monsters. however, mid-game once you actually have another storage mod, these become fantastic, since they’re much cheaper and use much more common materials than storage disks and capable of storing large amounts of items. the largest one you can make in vault hunters is 5x5 for the record. a lot of people like using this with ssn to help reduce lag.
Simple Storage Network is… controversial. it’s the cheapest early way to make a searchable storage network, but it gets very laggy the more chests you attach to it, and many of a storage system’s most useful functions are no longer possible to craft in vault hunters because of it. also, it eats items with NBT data, so never store crystals, jewels, gear, or similar things in it. my general recommendation is to do whatever you want in singleplayer (although if you want a crafting interface you’ll need to upgrade out of this eventually), but in multiplayer only use it if you’re using colossal chests or something else that prevents you from having to make massive silos of chests, and save your server the headache. it’s only one knowledge point, though, and it’s much cheaper generally than the digital options, so I totally understand why people go for it, and it can super be worth it early game when you just need to be able to search your inventory! just be aware of the caveats.
Applied Energistics 2 is one of your two main digital storage options. digital storage should be your end goal with a storage system! it is the more complex of the two. my understanding is that it’s cheaper if you know what you’re doing, as well as more powerful, but that it’s notoriously a beast for people who don’t know it to try to understand. if you don’t have good spacial reasoning skills maybe stay clear, but if you do and you like a more involved storage approach, go with this. also, be aware you’ll need something that can produce power in order to use this mod. (ae2 comes with power generation on its own, but I don’t remember if you can craft that in vault hunters or not.)
Refined Storage is the other of your two main digital storage options. digital storage should be your end goal with a storage system! compared to ae2, refined storage is fairly straightforward, but it’s slightly more expensive and a bit less powerful at its highest levels. it is the one I recommend to most people, though, just because “straightforward” is really valuable if you don’t want everything to be a puzzle. also, be aware that you’ll need a mod that can produce power to use this mod.
Mekanism QIO is a third digital storage option you can only use with Mekanism unlocked. my understanding is that it’s quite powerful, although it does not work with altar automation. most people won’t use this on account of mekanism being a pre-requisite and mekanism being fairly late-game, but if you want to use it, it’s almost certainly just as good of an option as the rest!
LOOTING MODS
the majority of these are pouch upgrades, but this also contains bulk soul dust recycling and the vault junk controller. these mods get more expensive by two points for every one you get, so the order does matter somewhat; remember for each mod in this category you get that is not “a bigger pouch”, the slightly further away bigger pouches get, and for each bigger pouch you get, the further away other inventory management gets. so it’s a balance for when you get what! that said, most players end up unlocking basically everything in this category eventually, because it’s all quite useful, and even at maximum price it doesn’t get as expensive as the production mods or big mods or big toys get. unlock things as you need them in this category. I tend to unlock things in this category whenever I have the knowledge stars to unlock it and nothing else I want to save up for at that exact moment!
Bigger Pouches are the vast majority of the unlocks here (being double pouches, belts, small backpacks, and large backpacks). they’re prerequisites for each other, so you have to unlock them one by one. normally, I unlock them when the pouches I have aren’t cutting it. that said you could just as easily get by with a small army of smaller pouches, you just won’t be able to fit as many upgrades! so this is a mileage may vary thing.
Stack Upgrades are the most useful pouch upgrades, and should be the first ones you buy. these are multiplicative by each other—two tier 2 stack upgrades in the same pouch don’t add 8x the number of stacks a single slot can hold, but 16x! these also mean pouches with a lot of stack upgrades can be a poor man’s storage drawers in a pinch. you will need these, get them before you upgrade past double pouches.
Refill Upgrades are one of the two QOL pouch upgrades. you can save this until late, but the ability to automatically always have a stack of an item (or, well, up to nine items!) in your hotbar is extremely handy for things like marking blocks, kiwis, and food, and helps save hotbar space and time managing inventory. I personally find this more useful than the feeder upgrade but that’s a preference thing.
Feeder Upgrades do one thing only: automatically have you eat a food (which can be controlled with a whitelist/blacklist) from the pouch it’s installed in when your hunger goes down. this seems sort of arbitrary in vaults since hunger doesn’t heal your health but it’s actually really nice and once you get used to it you’ll be so sad whenever you don’t have it. set the food it feeds you to vault sweets and literally never have to worry about your hunger bar again. this is normally either the last pouch upgrade I get or second-to-last (before big backpacks) but I could totally justify getting it way sooner.
Junk Controller is… interesting. it sometimes doesn’t play nice with pickup upgrades and pouches, although I think that’s fixes at this point. it automatically voids items you pick up in the vault that are on its list of controlled items. it’s capable of handling WAY more than a void upgrade can, but honestly I find the advanced void upgrade can do everything I need it to when it comes to voiding vault items, and the junk controller is pretty expensive. however, if you’d prefer not to have to use void upgrades and to never have to deal with vault junk again, I could see this being the thing for you!
Soul Harvester is pure QOL. it is so much faster than and so much more efficient than the soul diffuser that I recommend everyone get it at SOME POINT, if only to make processing things into soul dust more efficient, but if you don’t do much recycling it’s probably not very useful for you.
POWER MODS
this is the first category on the list that makes other mods in the category enough more expensive that the order you unlock in, and whether you unlock at all, matters, at +6 per mod. you will also almost inevitably need at least one of these no matter what you do. as such, this category can be overwhelming for people. luckily it has an answer! the answer is powah. you should get powah. yes I know it’s the most expensive one and means you’ll have to wait longer but you’ll thank me later.
Iron Generators are sort of a trap. they’re cheap at low levels and good for early game, but the cost for higher-level power generation is very high compared to how much power they make, they burn fuel whether something is currently drawing power or not, they don’t come with any kind of cables so you’ll need a handling mod to move the power or to place them directly next to the things they need to power, they can’t charge items like the mining gadget or the building gadget, and they make everything else in the category more expensive. however with all of that said: if all you’re doing is powering an RS system, then yeah, you’re probably fine to just use these forever and buying these as the cheap option is probably fine.
Powah is the most versatile of the options here and comes with literally everything you need to make a decent self-sustaining power grid. the best generators for most people are the solar panels, which only require direct sunlight, and thermo generators, which provide power as long as they’re above a heat source and provided water. a supplementaries sink (which doesn’t require a mod unlock) or a thermal expansion aqueous accumulator (which does) can do that job easily. additionally, batteries are really useful for various gadgets, the ender network lets you move power remotely, and it can charge items inside its energy cells. the main downside to this mod is that it’s a royal pain in the ass to actually CRAFT any of this; while most of the individual ingredients aren’t that expensive, there are normally many steps to any higher level craft and the base ingredients add up. luckily, mod boxes are really good with this mod, and you can normally get a decent system running from almost only those.
Flux Networks are vault hunters’s best option for storing and moving power around. this mod doesn’t come with power generation options on its own, but it’s the most powerful for transferring power around by far. a good purchase in tandem with another mod.
Botania Flux Fields allows you to turn botania mana into power. it doesn’t come with any cables, so you’ll need a handling mod to move the power around, but as several botania mana flowers can be made self-sustaining, this is probably an interesting option if you already have botania before you need any power.
Thermal Dynamos are like if iron generators were actually good. they require constant fuel like an iron generator, but they have a much wider variety of things they can burn and actually produce meaningful power. they require thermal expansion to unlock, though, so I’ve never used them by virtue of the fact that by the time I have thermal expansion, I almost always also have powah. they also don’t come with cables.
Mekanism Generators are the best solution for producing very large amounts of power. the mekanism reactor is more than the vast majority of players will ever need, but if you’re getting deep enough into mekanism that you need a nuclear reactor’s level of power generation, you should accept no substitute. once again though for most people a large powah setup will normally cover your needs, this is, quite literally, the nuclear option.
HANDLING MODS
these mods don’t do much on their own, but they make handling output from other mods much easier. they make each other somewhat significantly more expensive, but tend to be overall cheaper than power mods, so even with that +5 knowledge points required for each new mod in the category, it’s not normally hard to get more than one. these are a very “get them as you need and/or want them” category, but you’ll almost always find yourself wanting at least one, if not more, to get things done.
Modular Routers are probably the best mod in this category. they do just about everything, able to wirelessly transfer items, fluids, or power, sure, but also able to activate things like a player, automatically kill mobs, vacuum items (or experience!) from the ground, and probably more. a common sight in many vault hunters bases are the signature laser beams of routers shooting things around. they can be a little complicated to understand at first and I highly recommend watching someone like iskall use them when you’re starting out, but once you understand them you will soon learn to love them. they work by creating a router, then placing “modules” in that router that tell it what to do. you can also add upgrades to the routers! this is my biggest recommended handling mod; if you only get one, this is the one that can do most everything anything else in this category can.
Pipez are simple: they’re fairly cheap pipes that move items, fluids, power, or gasses from one place to another. this is the quick and cheap option for handling, and are often the most intuitive. the downside is that you physically need to lay the pipes between places, so they take up a lot of space. fun bonus fact: at a certain level of power draw, a power pipe with an advanced pipe upgrade will be MUCH cheaper for rate of power transfer than using powah cables. I learned this the hard way. in general these are fast, minimally laggy, and surprisingly useful, especially for fluids (or gasses if you’re using mekanism).
XNet is presumably powerful but I don’t know anyone who uses it on account of it also being kind of complicated. my understanding is that if you have any kind of item/energy/etc transfer that you want to apply interesting logic to, this is your solution, so it’s probably nice as the “brain” of your base. I can’t say much else because I don’t use it though.
Dark Utilities is a small but handy mod. its biggest draw are its plates, which are items that can be placed like a carpet that do things to entities that step on them. most notable are the vector plates, which push a mob in the direction they point and the various damage plates, including a non-lethal damage plate that’s great for exp farms or the player damage plate, which makes mob drops fully AFK-able. also not to be discounted are a few redstone odds and ends (including a randomizer) and special blocks that only certain types of entities can pass through (great for filtering in farms). this mod is almost always recommended in tandem with ispawners, but can be useful in all kinds of farms outside of that too.
Iron Furnaces are basically a fancy QOL mod: they let you make really absurdly fast furnaces, including ones that are powered by power instead of fuel. they’re almost surprisingly useful though; a fast furnace can save you a whole lot of time!
Automatic Genius is—well, if you’re at the point of unlocking automatic genius, you probably already know, to be honest. it’s auto-crafting, it’s useful, it practically has the entire game as prerequisites so. there’s that.
BIG MODS
this category is one of the ones that gets to people, because it’s one of the +12 categories. whenever you pick a mod in this category, make sure it’s one you want, because the next one will be very expensive! chances are if you’re a modded player, you already have an opinion about which of these four is the most useful to you, but if you aren’t, I’ll attempt to give some tips.
Thermal Expansion is probably the easiest of the four for a new player to understand. it requires power generation, but most of this mod works by simply building a machine, which then does that machine’s one thing. (for example, the redstone furnace, which cooks things using redstone, or the pulverizer, which crushes things.) I personally really like thermal; it’s extremely straightforward and compact and decently powerful as an earlygame option. it also sort of has ore doubling; you can pulverize raw chromatic iron to make two raw chromatic iron dust, which can then be smelted to two ingots, but for other ores the ratios are a bit messier and often comes out to “just use fortune and a normal furnace unless you need the secondary products”. still, very useful as a mod!
Create is a mod you probably already know; it’s taken the world by storm, after all. building create contraptions is fun and more intuitive than redstone and routing power to a lot of people, and it has a number of very useful tools, such as the crushing wheel and its ability to ore double, the various ways you can convert items using fans, and one of the very few ways to automatically farm trees in vault hunters. the main downside of create is that it’s deceptively expensive in larimar and chromatic iron and that it can’t produce power. also, in my experience, create is the laggiest of the big mods, although your mileage may vary on that front.
Botania is a magic mod that’s secretly actually a tech mod. it doesn’t require power, instead using its own power called mana, and can be used to do a large number of useful things, including farming trees, making cobwebs and other rare and hard to make altar ingredients, and making some very pretty decorative blocks. personally, I always had trouble wrapping my head around botania for some reason, which is silly since I’ve somewhat figured out mekanism, an objectively more complicated mod. of the four big mods, botania definitely helps you get the most hard-to-get and unique blocks, but it’s the only one that doesn’t have any kind of ore doubling.
Mekanism can get you as much as quintupling your ores, has a number of fairly high-powered machines, but is also really complicated in a lot of places and requires an entire power grid to use effectively. also, the mek suit isn’t in vault hunters, if you wanted that. I love mekanism I think it’s very fun also you should NOT get this as your first big mod unless you have so many resources to spare. make this your second one at the very least, it’s VERY late-game, but enjoy it when you do.
UTILITY MODS
unlike the last several categories, these don’t make each other more expensive ever! instead, these are all mostly small but useful mods that don’t fit in another category. whenever you want one of these go ahead and buy it, there’s no reason not to and it won’t make anything else more expensive!
Vault Compasses is one of the most useful mods in the game. all it adds is a vault compass, which is a compass that always points back to the entrance of the vault. you can also hold down shift+right click to set it to point to a new point in the vault, such as a loadstone in an elixir vault or the last monolith in a defeat the guardians vault. it costs four netherite ingots, which is a lot in the early game when most people get this, but it’s VERY WORTH IT. you’ll never be lost again!
Elevators create a special block that, when above or below each other, let you jump to teleport up to an elevator above you or crouch to an elevator below you. they’re very useful in bases with verticality; I like to use them to hide a lot of my storage and mechanisms in a basement that’s invisible from the main build, lol, but they’re handy for any kind of similar thing. pro tip: you can disguise them as any block by right-clicking them with that block!
Trash Cans are what they sound like: a special block that permanently destroys what you put in them. they can have a whitelist/blacklist, and you can pipe or hopper items into them. they’re handy for things like getting rid of unwanted armor from mob farms or other junk items that would otherwise clog up your handling.
Waystones allow you to teleport to pre-determined locations; a waystone lets you interact with it to teleport to any other waystone you’ve found, if you have the mod unlocked, and the teleport pads teleport you to a specific other pad. they’re just extremely handy for getting around a server, and on my friends’ server we just give everyone a knowledge star to unlock these on day one so we can get to each other’s bases easier.
Torch Master gives you several tools for preventing mob spawning. there are ways to prevent both passive and hostile mobs from spawning, and to place large amounts of light. the mega torch has a pretty wide radius too, so it’s fairly easy to cover your whole base.
Altar Automation is the only prohibitively expensive utility mod; this is meant for use lategame. it can be bound to either an ae2 or rs controller, and then will automatically take items from that storage system to complete the altar for you, leaving your only job to hit the button and get the crystal. it’s very handy, but also deliberately meant for buying after you’ve mostly already got all the other mods you want.
BIG TOYS
all of these mods are fancy QOL mods. they all require power, so don’t get one before you have a power source! additionally, only building gadgets come with a way to charge, so make sure you either have batteries or a way to charge before getting these. at +12, this is once again a category where order matters. however, since they’re all QOL, it’s a less massively consequential choice than your choice of production or big mods. go with the one that vibes with you most.
Building Gadgets are tools to help you place blocks, copy/paste structures, swap blocks, and delete blocks. they’re held in your inventory but require power, which means they either need to be charged or you need to have a battery. luckily, they come with the enercell for charging. I can’t express enough HOW MUCH EASIER these make building large structures; the base building gadget alone speeds up building massively. I highly recommend these on any skyblock world just for sheer ease of building platforms, but also anyone who likes Big Buildings should probably consider them.
Weirding Gadgets are chunk loaders. they require power. not much else to explain other than the obvious “be careful on servers when you are leaving your farms loaded please”, I think.
Mining Gadgets is a mod that gives you a cool laser to mine blocks with. I love my mining gadget, it’s very fun, but fully upgrading a mining gadget is very expensive in chromatic steel (and in echo for the magnet and void upgrades) and a very, very solid argument can be made that the only advantage this thing has over a hammer is that it has a long range, the ability to automatically place lights, and the ability to stop liquids in their track. meanwhile, it has the very large disadvantage of requiring being charged with power, costing a lot to get upgraded, and not being able to mine more than a 3x3. it’s up to you if any of those benefits sound like they beat a hammer to you and you decide to get it.
Digital Miner is a mekanism device that automatically mines out everything in an area for you (rather like an old-school quarry). just place it in a location, give it power, and let it run! like most mekanism devices, this thing requires a lot of power, and it is, once again, arguably slower and more expensive than a hammer. however, it’s also fully automatic and requires no effort on your part to get a LOT of resources, so it can be very worth it for those who do not enjoy mining themselves!
PRODUCTION MODS
arguably even more consequential than the big mods you choose are the production mods. which production mod you go with will decide on a multiplayer server what is your “thing” and what requires trading; on singleplayer it will decide which altars will be easy for you and which will be hard. there’s also no right choice here (although I’d argue there are two wrong ones). at +12, it’ll be a bit until you unlock your second one, so choose wisely!
SNAD is a trap. it vastly speeds up the growth of things that can grow on sand but it’s just not worth the +12 to everything else for that alone—and that really is all you get. don’t get it.
Easy Piglins are less of a trap but still a trap. they allow you to put piglins in special boxes for trading, as well as make automatic traders. however they don’t really do anything that picking up a piglin, putting it in a hole near your portal, and throwing gold at it manually doesn’t do, so for the +12 to everything else, for my money, this one isn’t worth it.
Easy Villagers by contrast is worth it. while the ability to pick up villagers and easily re-roll trades doesn’t require unlocking this, the various villager blocks this mod unlocks are very handy for doing trades much easier. it also comes with one-block breeders, iron farms, and crop farms, and the ability to automate any of them, including the villager trades. personally I tend to find villager trades aren’t my main alter bottleneck, so I go for this last, but someone else may disagree with me on it, and honestly I don’t blame them. a solid choice.
Cagerium is one of the two mob farming options. cagerium works by creating terrariums for passive mobs, mob cages for hostile mobs, or a binding plate for boss mobs, and then putting spawn eggs you get from the vault in them. it then outputs that mob’s drops into a chest below, passively. you can put up to four eggs in a cage to make it faster, but you need a skeleton key to swap out what’s in a cage. also, it’s slow compared to ispanwers. however, it’s cheaper early game, doesn’t require building a farm, and is better at a few edge-case mobs (namely, boss mobs like the wither or ender dragon if you get one of those eggs and shulkers, because shulkers are a nightmare).
iSpawners is the other mob farming option. this lets you create an expensive item called a survival spawner that works like a regular vanilla mob spawner, only you can pick it up and move it, it’s much faster, you can swap what egg is in it whenever, and it is active in a much larger radius of the player. ispawners are more reusable and much faster at producing drops than cagerium, but they require infrastructure like a farm to be built around the survival spawner to be effective, and while the survival spawner is a one-time craft it’s a VERY VERY expensive one. which of the two you prefer is a matter of preference.
Botony Pots are one of the two plant-growing options. this mod lets you make pots that automatically grow plants over time, including plenty that can’t be farmed normally, such as spore blossoms or small dripleaf. the hopper botony pot has been made more expensive than it used to be, so it’s at parity or more expensive than swapping things out of a phytogenic insulator to have a lot of them, but for passively farming plants, botony pots are still king. the one plant it can’t do is any of the trees, however, so you will still need a solution for that.
Phytogenic Insulators require thermal expansion and power, and are your other plant farming option. they’re rather expensive, but they can be freely swapped through, can produce things like trees that botony pots can’t, and are much faster than botony pots (especially when maximally upgraded). like with ispawners and cagerium, this is a matter of preference for which you pick, but you’ll probably only need one of the two.
ALCHEMY MODS
these, thankfully, don’t require any strategy or explanation; you can only go one at a time, and each unlocked mod is a new upgrade to your existing vault potion (or vial to start with). each upgrade heals more health and has a stronger chosen effect. that said, no matter how high you upgrade, you always have the same number of charges. take these when you start needing that extra health!
and that’s everything! hopefully this is helpful for new players playing along with the hermits! happy vaulting!
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bhupatiengineering · 8 months
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A Comprehensive Guide to Cutting-Edge Storage Solutions
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hermaximalismhome · 2 months
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HOME TYPE: Apartment
LOCATION: Bushwick, Brooklyn, New York
STYLE: Colorful, Industrial, Maximalist
BEDROOMS: 2
SQ FT: 747
PAINT & COLORS:
All Rooms — Benjamin Moore “Bancroft White (DC-01)”
ENTRYWAY
Coat Rack — ​UTIL
Flowerpot — &Tradition
Taiwanese Mailbox — Yun Hai Selection
Small Rectangular Mirror — HAY
Wall Ledge Shelves — Lichen NYC
Super Stripe Mini Rug — Verloop
Stripe Dog Bed — Dusen Dusen
KORSNING Rug — IKEA
LIVING ROOM
Sofa — Modern Hill
Shlf One Layer — KIOSK48TH
Shlf Three Layer — KIOSK48TH
The Blot Rug — Mush Studios
The Dandi Pillow — Mush Studios
Tubo Bookend — Bi-Rite Studios
Fenestra Bookends — MoMA Design Store
Sowden Tin — HAY
Sowden Water Bottle — HAY
Pillar Candle — HAY
PC Portable Lamp — HAY
Hemisphere Clock — Design Within Reach
Kirby Vase — Areaware
XL Globe Floor Lamp — Urban Outfitters
KITCHEN
Aluminum Float Shelf — Bestcase
Great Jones x Fellow Kettle — ​Great Jones
Great Jones x Zander Schlacter Dutch Baby — Great Jones
Bodum Programmable 12-Cup Coffee Maker — MoMA Design Store
Salt & Pepper Grinder — Mohd
Toaster — Mohd
Arcs Case — HAY
DINING ROOM
Memphis Dining Chairs — ​Betsu Studios
Daphne Concrete Dining Table — Urban Outfitters
Frame TV — Samsung
Frame TV Wall Mount — Samsung
BEDROOM
Bookcase Miniature — Memphis Milano
Shiva Vase — BD Barcelona
Super Lamp — Memphis Milano
The Dune Rug — Mush Studios
BLOQUE 7 in Sottsass Red — Bonne Choice
Aria Headboard — Urban Outfitters
Roma Wavy Wall Mirror — Urban Outfitters
Credenza — CB2
Bed Frame — Keetsa
Stripe Knit Throw — ​Verloop
Object Poster — Gustaf Westman
SOWDEN PL1 Portable Lamp — MoMA Design Store
Shaped Pillar Candle — H&M Home
A thing on a table in a house — Apartmento
Wallpaper* City Guide — Wallpaper
IDROTTSHALL Rug — IKEA
HOME OFFICE
Shogun Lamp — ​Artemide
Pier Shelving System — Design Within Reach
Uten Silo Large — Herman Miller
Perpetual Ring-A-Date Wall Calendar — Home Union NYC
Anya Sconce — Urban Outfitters
Striped Canisters — Dusen Dusen
Everybody Kitchen Timer — Dusen Dusen
Everybody Tissue Box — Areaware
Pesa Candle Holder — Hem
Molino Grinder — Hem
Handmade Storage Boxes — HKLiving
Eames Construction Toy — MoMA Design Store
Scape Trays — Areaware
Stacking Planter Chrome — Areaware
Strata Plant Vessel — Areaware
Recess by Mush rugs — Mush Studios X Urban Outfitters
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mariacallous · 1 year
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On March 15, 2019, floodwaters breached the gates of Offutt Air Force Base. Two days later, one-third of the base was inundated—and at least $1 billion worth of damage done.
Offutt is perhaps best known as the home of U.S. Strategic Command (STRATCOM), the central node of the country’s nuclear command-and-control system. While the flood stopped short of STRATCOM headquarters, this incident paints an all-too-clear picture about the potentially catastrophic ways climate change and nuclear weapons could intersect.
Most nuclear-armed states are undertaking significant efforts to modernize their nuclear programs. Their goal? Ensuring their arsenals remain viable deterrents for decades to come, prepared to address a changing geostrategic environment. But can their arsenals continue to deter in a rapidly changing geophysical environment?
Climate change could hit every leg of the U.S. nuclear triad hard. Sea level rise, extreme flooding, and extreme heat could challenge U.S. ballistic missile submarines (SSBNs), intercontinental ballistic missiles (ICBMs), and bomber aircraft; the infrastructure for their basing; and the personnel who operate them.
At the Naval Submarine Base Kings Bay, for example, rising sea levels and flooding could significantly affect the Navy’s capacity to service and maintain the submarines. Under various climate change scenarios, rising waters could inundate facilities throughout the base, disrupting SSBN servicing and crew exchanges and compromising roads connecting a key missile facility to the waterfront—potentially delaying the transport and maintenance of the submarines’ nuclear missiles. These issues would only get worse if climate change effects prevented the submarines from entering port. Since Kings Bay is one of only two bases equipped to support SSBNs, this could have serious repercussions for the broader health and stealth of the fleet.
Elsewhere, warming temperatures may accelerate extreme flooding that could limit access to ICBM silos and facilities at Minot Air Force Base—not to mention displace base personnel and their families, such as with what occurred during the devastating Souris River flood of 2011. This could disrupt the base’s staffing and maintenance operations, with potential cascading effects for the ICBM leg of the triad if delays in critical, time-sensitive maintenance such as the replacement of limited-life components reduce the reliability of some missiles.
Projected increases in extreme heat conditions and flash flooding at Whiteman Air Force Base—home to the nation’s B-2 stealth nuclear bombers—pose potential risks to the aircraft. These climate effects could limit the times and conditions under which the bombers can freely take off from or land at Whiteman, which could have implications for the readiness of the larger bomber fleet, especially if the aircraft couldn’t access relevant nuclear weapons storage sites.
But the impact could be even more significant in other nuclear states that are already feeling the effects of extreme climate hazards—and have less robust infrastructure than the United States. Take North Korea and Pakistan, both of which have experienced severe flooding in recent years. In 2020, the Kuryong River in North Korea spilled its banks and threatened the Yongbyon Nuclear Scientific Research Center, which contains many nuclear weapons-related development and production facilities. Because key reactors were offline at the time, flood-induced damage to the dam that helps ensure a constant reservoir for the reactors’ cooling systems didn’t inflict much harm—but projections suggest North Korea might not be so lucky in the future.
In a worst-case scenario, a flood could disrupt online reactors from functioning safely or even damage on-site facilities that store nuclear materials, which, if not contained, could release radioactive hazards into the environment.
In 2022, record-breaking floods in Pakistan submerged a third of the country, wreaking havoc on food security, health care, and critical infrastructure. While the country’s nuclear energy facilities were spared, southern regions, where experts suspect nuclear weapons sites are located, were among the most devastated. Climate change is only expected to cause more extreme precipitation events, bringing further risk with it.
And these aren’t the only states at risk, nor are floodwaters the only danger. Wildfires that have previously threatened Russia’s nuclear sites are likely to get worse with more extreme heat. The United Kingdom, which relies only on SSBNs operated out of a single coastal base, may be particularly vulnerable to the effects of sea level rise. And India’s coastal nuclear facilities are projected to face more intense cyclones as global temperatures rise.
A shifting world will also likely affect where nuclear weapons are deployed. Leading climate security experts have been warning about rising temperatures and tensions in the Arctic for years. Russia has already been bolstering its Arctic military infrastructure, including through an increasing concentration of nuclear assets in the region—as well as displays of nuclear capabilities.
Meanwhile, the United States may look to increase its own Arctic nuclear activity. For instance, it is not currently known to conduct SSBN patrols in the region, likely because of associated challenges—to launch a nuclear weapon, a submarine would have to break through thick layers of ice, a time-consuming maneuver that risks damage to the multibillion-dollar submarines. An ice-free Arctic environment, however, might change Washington’s calculus, leading it to expand its deterrent patrols to the region due to potential operational advantages such as reduced attack warning times.
And yet, climate change may also present new opportunities for risk reduction. If all nuclear-armed states are vulnerable to climate impacts on their nuclear arsenals, they may be mutually interested in adopting measures to reduce associated risks. At minimum, this could entail a dialogue on best practices for assessing and mitigating climate change challenges to their nuclear programs. The dialogue could open up avenues for cooperation, such as sharing the latest climate research, to help states better prepare to address these common challenges.
More ambitiously, common climate change vulnerabilities could also incentivize arms control, as nuclear-armed states will face mounting financial pressures in ensuring the safety, reliability, and resilience of their arsenals to climate change impacts. The U.S. Department of Defense, for example, estimates that taking measures to increase just one base’s resilience to coastal flooding alone would cost at least $44.65 million. Accounting for all the measures necessary to increase the resilience of all their nuclear facilities and systems, states may find it mutually beneficial—and fiscally necessary—to reduce the size of their arsenals.
Climate change is very unlikely to undermine the complex web of facilities, bases, and operations involved in nuclear programs and their deterrence missions. But even small incidents and accidents are potentially devastating. After all, increased force vulnerability is widely recognized as a driver of escalation risks.
More concerted efforts must be made to assess these challenges—and potential opportunities—and equip states with the knowledge and insight they need to mitigate and adapt. Given the already high stakes and risks of nuclear weapons, failing to do so is not an option.
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ironstakes · 1 year
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You Can’t Take It Back Chapter 12 WIP
There were only so many people in the tiny town and Kakashi had matched a good chunk of of the names and faces already. Unfortunately, while he’d heard the name ‘Doc’ in passing he had yet to see who exactly that was. He had to find out. This information hunting, at least, was something he was familiar with. He was already integrated with the locals, now all he had to do was find someone and wait for an opportune time to ask questions.
… that would’ve been easier if he could find anyone. 
Previously he might have thought that the locals were spread out across the land and have wasted time trying to happen across someone in a field or similar work location. Now he knew better. He needed to head underground. With the architecture of the area he’d seen below and number of water transporting systems in general it seemed safe to assume that a non insignificant amount of time was spent tending to something below the surface. Returning to the hollowed tree that lead into the large underground area, he dropped into the chute from before. At the bottom he ensured he was alone and this time gave into the urge to scale up the side. From his new vantage point, the view was breathtaking. There was so much to look at. No hamlet nor town nor city had ever come close to the chaos radiating out from the cavern. The colors were bright and vibrant and dull and monochrome, the structures not carved into the rock were tall and thin and squat and robust; there was no set style, no unity, and yet everything seemed to meld and flow into its neighbor. Plants were dispersed generously between the buildings and they hung from the cavern’s ceiling, and they were even draped across some of the buildings too. Yet the place didn’t feel overgrown; it felt busy and lived in.
He hadn’t gotten a chance to appreciate it earlier. 
But from up here, something became abundantly clear, something that hadn’t occurred to him earlier. It felt lived in, but the streets were bizarrely barren. The size and amount of structures was disproportionate to the amount of people he’d seen around the settlement. Even if he’d added two dozen to their number there would still be that number of empty buildings thrice over.
Surely some must be storage and such, he rationalized. He hadn’t, after all, seen any barns or silos aboveground.
Using his altitude to his advantage, Kakashi turned to scan the stony streets for any signs of life and was rewarded when he spied Iskall sitting on the pristine steps of a tall, blindingly pale building accented with off white and rich cyan blues. It took no time at all to cross the distance and up close he could make out the conflicted expression gracing the other man’s face. 
That was as good of a conversation starter as any.
“You seem troubled,” Kakashi said by way of greeting.
Iskall didn’t startle, though his eyes did jump over to the suddenly-there ninja. Sighing deeply, he leaned back on steps and craned his head back to look up at Kakashi properly. “I suppose that’s because I am,” he chuckled humorlessly. “I guess you haven’t gotten a chance to speak to True, yet, since tournament is over and you sort of disappeared, dude.”
“Yeah, haven’t gotten the chance yet,” Kakashi replied. And he didn’t really intend to seek her out, not until the last minute. She’d be safer without him poking his nose into her life.
Iskall nodded and closed his eyes. “I was thinking about your brother, you know? I see a lot of him in you. I think it’d be nice to get to know you as well… if I do not then it’s not really fair to either of you, I feel.”
“I- Etho?” Kakashi asked, quite surprised with the turn the conversation had taken. 
“No, Etho is very unique and I’ve known him longer. And he has a <nametag>, too. I meant you and Gyusha.”
“They’re the same,” Wels had said, and only now was Kakashi comprehending that Gyusha was a part of this twisted community, that he’d been friends with these people. Did Wels see Gyusha in him? What about Stress? And he knew that kind of pain all too well- even now, whenever he had the assignment to guard Naruto, looking at the boy hurt because of how much Kakashi was reminded of Minato-sensei and his wife.
No one had ever looked at him and seen someone else they were fond of. It was a little disconcerting. What did they feel when they looked at him? He briefly wondered what True might’ve thought and quickly dismissed it.
“It’s alright if you don’t want to- I sort of dumped this on you out of the blue,” Iskall continued when Kakashi had been silent for too long.
“I asked,” Kakashi pointed out. 
“I guess you did,” Iskall conceded. “It’s still some pretty heavy stuff. Congrats, by the way, on your win. It was omega-epic.”
Kakashi picked his words carefully.  “Thank you. Glian was a tricky opponent.” 
Laughing a little, Iskall nodded. “Oh he is the sneakiest little troublemaker you’ll meet. He always creates problems, you know,” he mused fondly, “and then drags anyone nearby into it. It really brings us together, you know? Otherwise we’d live up to our name.”
“Name?”
“Inja,” Iskall grinned widely, almost involuntarily, as he spoke.
Inja. Hermits. 
Interesting, and also too obvious.
“You… call yourselves Inja then? Isn’t that a bit contradictory?”
“Maybe… I mean, it could be. I don’t think it is though.”
“I see,” Kakashi lied. 
Iskall snorted, as though he could tell, and changed the subject. Looking up and down the vacant streets, he asked, “Has anyone given you a tour yet?”
“Not really… I’ve been to the shrine though.”
Taking that as a cue Iskall stood and grinned. “Well then what are we waiting for? Welcome to the Underground.”
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ansu-gurleht · 1 year
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so i went to callisto in the sol system (moon of jupiter) bc i heard it was a good place for a first outpost (iron and he-3) and got a little distracted. first i found a wrecked ship in this weird gash of a crater, and there was evidence somebody'd survived and lived in part of the ship for a while. no skeleton though so i don't know what happened to them. (come to think of it, i don't think i've seen a single skeleton in this game?)
next i was intrigued by a structure of some sort i saw in the distance nearby so i went there. it was some kind of silo or storage facility? but it was infested with spacers. so i de-infested it. and took my sweet time looting the place afterwards like i enjoy doing :)
afterwards i set up my outpost in a spot with some iron and he-3 deposits underground. set up two extractors per resource and needed four or five solar panels for them all, plus a storage unit to store all that shit in, which supposedly allows automatic transfer to my ship's cargo hold as well, which is nice.
one thing about that facility i found was that it had some aurora in it! first time i found it, and my first contraband! unfortunately i don't think i can do anything with it atm so i'm just going to jettison it i think
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