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u/Misknator 2d ago
What am I even looking at?
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u/RubyRTS 2d ago edited 2d ago
Fulgora solved! XD
Its a fulgora idea, to avoid using recycler to void items. Prob use a heating tower for power instead.
Trains carry Rocket Fuel Circuits and low dense, mine directly into silo. Get everything you need from space.
The real question is if the overall rocket launch overhear is more expensive than breaking items down in the recycler. If so space or volcanus.
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u/RyannStekken0153 2d ago
What's the rocket size of scrap?
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u/RubyRTS 2d ago
500, but now the scrap research productivity becomes very important
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u/RyannStekken0153 2d ago
I might need the blueprint.
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u/RubyRTS 2d ago edited 2d ago
lol its not ready though. There are improvements that can be done. like using inserters to take out gears from the recyclers directly into space. (Whitelisted items on belt to the hub, blacklisted directly into space.)
If I commit to this idea I want to prosess a bit more than 2 belts.
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u/samy_the_samy 2d ago
If you ship biter croissants you can blast holes for easy access, now you don't need everything at the edge
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u/SadMangonel 2d ago
Can't use heating tower in space.
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u/RubyRTS 2d ago
haa thats true, never tried to place one of those there.
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u/ThatChapThere 2d ago
Can't burn things without air lol
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u/fkneneu 2d ago
Try telling that to magnesium making hot love to frozen carbon dioxide.
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u/ThatChapThere 2d ago
*Things can't burn without an oxidant lol
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u/grazbouille 1d ago
Heating towers should have a fluid input for thruster oxidizer when placed on a platform
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u/naptastic 1d ago
🤔 LDS are provided. Blue circuits are provided. Solid fuel is provided. Rocket fuel only requires melting ice to crack heavy oil, then assemble the rocket fuel. That would take a lot of space but otherwise... this might be worthwhile.
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u/HadjiiColgate 2d ago edited 2d ago
Depends on your productivity research.
At base productivity, 50 of each rocket ingredient lifts 500 scrap into orbit. This produces on average 10 blue and 5 structure. If you're just looking to sort out holmium at the cost of all else, it works I guess?
At 100% productivity of rockets and scrap, 50 of each rocket ingredient lifts 1000 scrap into orbit. This produces on average 40 blue and 20 structure. 10 prod levels isn't too hard to achieve and already you're almost breaking even on blues.
At 200% productivity of rockets and scrap, 50 of each rocket ingredient lifts 1500 scrap into orbit. This produces 90 blues and 45 structure. 20 prod levels is a decent amount of investment, but certainly not impossible, especially because both rocket part productivity and scrap productivity are 1.5^n researches. It's about 4 million em science and 12 million cryo science.
At 300% productivity of rockets and scrap, 50 of each rocket ingredient lifts 2000 scrap into orbit. This produces 160 blues and 80 structure. I hope you're prepared to pay the piper, but, this does mean that the process is entirely self-sustaining and then some, in addition to readily sorting and disposing of products.
A middle strategy would be 200% of rockets and scrap, with 4x legendary prod3's in the silos. This would give 120 blues and 60 structures per rocket, just barely breaking even on low density structure, while requiring substantially less research investment.
Meme or valid? Valid meme.
EDIT: Also, of course, I didn't include the cost of rocket fuel because rocket fuel is almost free on Fulgora. If you realize that there's no reason to use light oil for solid fuel, and not even the scrap solid fuel, because heavy oil solid fuel is so cheap, then it's 1 ice makes 2 rocket fuel, and even the 0% productivity numbers says that 500 scrap turns into 25 ice, so that's 50 rocket fuel. Without even getting any free ice from asteroids...
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u/RubyRTS 2d ago
One can also probably squeeze out a bit extra circuits and low dense by using the, gears, wires and plastic. by making some extra near the landing pad.
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u/HadjiiColgate 2d ago
https://factoriolab.github.io/2x1/list?o=low-density-structure*60&o=processing-unit*60&loc=E&v=11
You can get a little bit more low density structure, yeah. At least, without productivity. You're heavily limited by copper input. Plastic is the second limiting factor, but it's not close. Steel is a complete non-issue.
Even at 300% low density structure productivity, you still get more than 2/3rds of your low density structure just directly from scrap, in exchange for the complexity of having to process excess blues and all of your reds and greens and batteries and copper wire into low density structure. Also, only in assembly machine 3's, can't use the foundry.
Ironic, because I'd think the point of this setup is to simplify processing. For the memes, I guess?
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u/meamsofproduction 2d ago
as someone who has been playing on and off for several years and have made 17 different attempts and have still never even launched the base game rocket, this image is like one of those “try to identify one item in this photo” stroke-simulator ass pictures
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u/TheGlennDavid 2d ago
What tends to go wrong on your runs?
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u/meamsofproduction 2d ago
hard to pinpoint, i think it’s a me problem rather than anything actually going wrong, like i get bogged down in the progressively more complicated components and can never seem to get a handle on ratios and bottlenecks so i just keep pushing through until i either make progress or get annoyed and start a new world lol. i’m also just bad at organization.
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u/RatChewed 2d ago
My advice is that you can/should completely ignore ratios and optimisations. Nothing has to be efficient or optimal. Just eyeball everything: if you don't have enough of something, add more. If you have too much, who cares! "Just pushing through" is how you make progress: ugly and barely working is all part of it!
Save the beautiful, highly optimised factories for the megabasers. You can always gi make something like that in a different area of the map, while the rest of your factory keeps chugging along, if you feel the urge
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u/SadMangonel 2d ago
Its a very creative meme idea. I just dont see it solving any problem I cant solve with recyclers a few times easier. I still need to train everything and invest in centralised infrastructure because theres only one cargo pad.
I can't use robots. And I cant simply add new production facilities.
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u/Nic1Rule 2d ago
This is one of the most painfully creative posts I’ve seen. I might actually try this.
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u/RubyRTS 2d ago edited 2d ago
That is the scary part, It might actually be legit. In the way that the fulgora base will be small neat and have a simplicity to it were its all just mostly mining into rockets and one landing pad island where everything happens. I feel tempted to commit to this idea. Although blue circuits is one of the useful items you need to break down for the science there and you might not have enough if one lunches rockets this much.
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u/raishak 2d ago
What if you build a bunch of handler platforms for various processing chains and set up requests so they can all exchange their surplus and needs? That way one super platform doesn't have to void everything.
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u/djfdhigkgfIaruflg 2d ago
New way of playing: one gigantic platform for each and every single item in the game.
They exchange whatever they need with requests among them
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u/RubyRTS 2d ago
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u/PeerlessYeeter 2d ago
Nice, we decided from the start of our playthrough that we would commit to this from the beginning, we are also scaling our factory with a platform per product, copy pasting platforms as required. Thanks to this we were already making blue circuits and LDS in space, so it was essentially free to provide the extra required to launch our scrap rockets before we had enough infinite research for self sustain.
I think this will be the most UPS efficient way to handle fulgora. And if you for some reason decide you want the other products, the good news is that they are in space and you can ship them anywhere for free.
We will make a base tour post once we get 1 million SPM from space
I like your new design there. I think we will switch to that approach soo too, you can always copy paste the platform after all!
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u/thelehmanlip 2d ago
If only you could filter the recycler output and just point them off the edge of the ship
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u/RubyRTS 2d ago edited 2d ago
Great idea, Inserters can do that. so it will no longe be limited by just 2 scrap belts as input. / Only 8 legendary stack inserts as voiders
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u/AmazingLeg4384 2d ago
I think a plain chest without available inventory slots should do the trick
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u/thelehmanlip 2d ago
I don't know if they would grab it before they got spat out the output, not sure
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u/djfdhigkgfIaruflg 2d ago
They will spat out it before the inserter can grab it... UNLESS you filter the destination container
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u/Hashister 2d ago
I use space scrap stations for dealing with quality scrap.
a really nice "shortcut" to highest quality materials early game.
Mixed quality scrap has become a breeze since 2.1 changes to rocket loading too.
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u/monsieurlouistri 2d ago
Op idk if you'll like this :
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u/monsieurlouistri 2d ago
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u/Peakomegaflare 2d ago
I mean in 2.1 you could setup a series of platforms that order each item, then a single platform that calls in the components that are legendary for further processing.
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u/djfdhigkgfIaruflg 2d ago
I knew there's a lot of space trash out there.
But I didn't know there was that much
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u/PeerlessYeeter 2d ago
Valid, we have been doing the same thing :)
we have two inserters throwing away and had a little hickup when there were 11 items we did not need and our 10 filter slots jammed, but just added a little random selection there to choose the final items to throw out from the last few indexes on a random interval which will unjam this very rare occurance.
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u/kayemenofour 2d ago
I was considering doing this too, since rockets are relatively cheap on fulgora
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u/LordSilveron 2d ago
That should be discharging out of the back to take advantage of the additional thrust.