My tips 1 - Bots are very good here and let them do the heavy lifting. 2 - At the very least put quality on Accumulators. You will be making them for Science so setup enough to satisfy that and let the dice roll on some uncommon and rare while that is going on. These are particularly good for the small islands where you cant reach with poles. 3 - Use filtered splitters to separate things from the recycler main belt to isolate everything, then store and further recycle from there as needed. 4 - Quality in the main scrappers and then split off anything > normal lets you get a nice chunk of good quality materials while also doing your normal activities. 5 - Plastic you will get plenty of from recycling red chips and low density structures. Consider forcing some of those to get recycled to keep X amount of plastic on hand. 6 - Put productivity modules with lowering power and or speed beacons around them in every step of the Science to get a ton more out of your limited Holmium. 7 - Can do Steam supplemental power from excess Ice and Solid Fuel. Set some overall limits and let extra burn rather than recycle away. Can even use burner inserts that will burn more solid fuel in themselves. Pollution does nothing on this planet, so no worries there!
I'm tackling this planet with a circuit of multiple 2 wagon trains with everything on. I'll load all I get from the initial scrap processing, then all excess will get put on a single output lane to a recycling plant, that factory will have a stockpile of all materials it can and feed it to the trains, then all excess from the factory will be fed back into itself until it vanishes. It's got scalability in mind as you could simply lengthen tracks to adjoining land-masses for future expansions.
The planet was meant for trains so I'm glad your having the intended experience like I am too. Theirs too many people spamming bots on every planet they can and skipping the intended challenge/experience.
Honestly Fulgoria was giving me a bit of a time having to figure out the top to bottom breakdown on how to get certain resources so I was just spending a lot of time wondering how to sort and make use of things more than anything else, so I was getting kinda bored. But this video helped a lot, mostly with just reminding me that I need to take this unique planet with a fresh new mindset (mostly the whole 'don't bother utilizing everything, just void the excess' mentality) so now I'm figuring out how to enjoy the place again. So big thanks for that.
A thing I took a while to discover - don't put quality modules on Miners and Recyclers - you will just have more things to store somewhere on your factory. That works in Nauvis but not here. If you want quality items, just set up a quality recycling loop. My system just got clogged up with thousands of quality Ice, quality solid fuel, quality stone, quality low density structure... You have to specifically set up machines to deal with the quality stuff.
You want to know how to make the Fulgoran energy economy's land-hunger completely on its head? Ban accumulators (yes I'm serious, forget about those wastes of space) and ignore lightning power (some bits of bonus power will still probably bleed in because you're then using rods/collectors just for safety). Make heating towers your power source, feed them with the solid fuel that you have zero chance of running low on, and melt the ice that is also in plenty of abundance to feed the heat exchangers. If you want to store up power reserves, it's really easy to park steam trains at buffer stations with tails extending out as far as you like (within reason, should respect lightning rod coverage of course) over the oil ocean on elevated rail.
Haha, nice one! I was exactly pondering this option myself today and wondering whether the ice will become a bottleneck or not. Cause I realized the connection between Heating Towers and Free Fuel on every resource gain for sure. Thanks for sharing o/
Brother just wanted to say thanks I just downloaded loop hero for the first time and your vid is helping so much im 7 hours in and loving it peace and love
Might consider just bringing one stack of plastic as that's 2000 per rocket, where as coal is only 500 per rocket. Since it takes 1 coal to make 2 plastic, 500 coal makes 1000 plastic. That's half as much per rocket. Unless you need coal for something else. So, if you're gonna send a rocket anyway of coal just to make plastic, might as well just send the plastic.
to destroy items you can position two recyclers opposite each other to feed each other. then you only need one gripper and no belt contructions. (more complex items need more stages of recyclers) I'm wondering that you build so compact. there is no space to expand if you need more (like holmium liquid) is there any way to deliver power from one island to another before having foundations? the batteries take have of the space :(
It seems like a lot of people recycle their resources to try to get it to a higher quality but i just dont think its worth it. If going for quality i think you are better off putting it upstream in the creation process. I think this because each step up you get that 1% chance for a rare and you still dont lose resources. Recycling everything just guarantees that 75% of everything gets voided and then of that 25% left 1% will get upgraded.
In the case of Fulgora it is appealing because you have such an abundance of higher tier materials which have low quality. You basically can't avoid it. Breaking them down into quality ingredients helps with quality crafting afterwards. My personal favorite is producing and recycling whatever you don't like until you hit the desired quality level as kind of a cyclic system. This way you minimize the losses while doing something with all those excess normal quality crafts which will eventually mass up.
For a trash can, better to make a loop of recycler, so they feed them self, and around them you have your inserters trashing whatever is needed from a overflow belt
@@Ic0nGaming It does but that is always a "chance based", I have my trash can setup, which is 4 recycler around a beacon with speed module, then I have 4 of this setup. Works quite well. But as everything if you have too much trash, you'll need more
I learned to destroy items on my 1st space platform. my thought was I'd rather have the grabbers continuously running rather than chunks running into the station, right? so I quickly learned the benefit of chugging most of everything overboard.
my first spaceship had a belt system that cycles every resource it can produce on board that also goes through the hub. that way, the belts that feeds the fuel plants never gets too empty and i only need to dispose the crushed resources only when the ship got too full. making things keep cycling through and only getting rid of the excess is always a better option than getting things backed up
Here's my BIGGEST tip for the easiest sorter on Fulgora. I struggled with this a lot. Some may consider it cheaty, but I use the merging chests mod, which includes logistics chests. You could also use logistics warehouses but it's not nearly as good. You CAN do this with vanilla logistics chests, it just takes a LOT more room and effort. So what you do is, get yourself a merged buffer chest, then you simply request a million of every resource, of every quality, to it. Then, you have some loaders/inserters pulling from this chest. What's important is these have to be circuited to auto-filter for anything over a certain amount, I chose 100. This is the easiest circuitry of your life, you just need a single combinator, taking input from the chest, - 100, output to the inserters/loaders. Set filters on the inserters/loaders. So it will subtract 100 from the actual value of every item in the chest, (make sure the combinator is set to EACH!), everything over that automatically gets pulled out to get recycled. So this way, you keep 100 of every resource, every quality, nice and simple. Don't keep any resources in normal logistics storage of course, as that would get pulled by this buffer chest. All requester chests must request from buffer. It's not worth it to try to store ANYTHING- scrap is UNLIMITED and there will ALWAYS be more TRASH to deal with. Instead I recommend having extremely small buffers (in my case a single merged buffer chest), and just recycle everything you don't need. You are only creating massive future problems for yourself by trying to hoard resources. I actually will just go ahead and make a video soon covering this, as well as the beautiful rail network I and someone else came up with for Fulgora.
I love how effing many methods Fulgora inspires to build crazy sorting machines indeed! I never taken the time so far to learn Circuitry properly (it's still on my to do list) so I'm building things w/o these elements and as we all know it is possible too. Would love to see what you cooked up once it's done o/
@@Ic0nGaming It's possible, but you have to use a different chest for every single resource. Maybe you can put every quality for each resource in one chest, since the filter limit is 5. But you need circuitry to use a bigger storage solution. And I'm in the same boat as far as circuitry. I learned how to do that myself just a couple weeks ago. And I think I explained it very well in my comment. It's easier than wiring up a train station, which I also know how to do.
I am a little upset that I didn't realize you could build rails on the lighter ocean, I spent my first bit of the planet figuring out what's going on, then I stockpiled everything into chests (and added more chests when they filled up) while waiting for my 1 machine to produce 2000 science for the rail support... all while on the small starter island...
I learned the hard way, bring some bricks to build your first lightning collector pole along with an electric furnace and an accumulator (Had everything but the darn bricks so couldn't make power to get going but fortunately had enough scrap parts to make a single solar panel). After that with an electric furnace you can make plenty of bricks to make poles.
@@Ic0nGaming Yes they provide protection however they won't provide power to run equipment. Without a way to make power you can't do anything. That's why I had to make a single solar panel so that I could just barely run a furnace to be able to make more bricks. In retrospect I probably could have made a stone furnace to make bricks but without anything for fuel couldn't have used it.
@@BoredBob Yeah I ended up crafting a Steel Furnace from hand processed scrap and fed it with the fuel cubes I also hand processed under the shelter of the ancient lightning rods. As long as you can salvage ruins you can easily cook up the bricks you need.
I am having trouble with the space this planet gives me and i am worried that once i scale up whatever i do it will be difficult to expand. What is the ratio for science on this planet compared to recycles. How many recyclers do i need working on scrap ?
Nice vid, 60m scrap for 20k science absolutely kills me though lol. My resource patches aren't nearly as abundant, a lot of sub 1M, only a couple are 20-40M. If you make quality items, you should absolutely start at the mining phase before anything else. A recycle will delete 3/4 of your materials and if you recycle to boost quality... well now you're needing 2x, 4x, 8x the scrap. Personally bots helped to simplify a lot of the balancing and filtering. Would be a good area to set recipes via circuits to manage resource output.
You are right about the quality mining, I really should have mentioned that - I somehow overlooked this option. But it does lower your yield on other materials, as the quality drops are not available for "common" processes, like crafting science and such. Currently I'm aiming to dismantle the small deposits into quality parts, while keeping the large ones for higher efficiency (no quality) builds for higher Holmium throughput for more Science. Robots for filtering sure are one cool option too! I tend to think a lot in belts myself smh :D
You can separate ingredients to the side of the belts. You can put normal ingredients on one side and quality on the other side of the belt and add extra assemblers to take the quality stuff.
My main problem that I don't understand about Fulgora is how to extract enough holmium fast enough to do anything at speed. For example I want to produce enough holmium plates and science to feed off-world operations, but I produce only maybe 1k science an hour if I'm not producing any plates. I guess I have to massively scale-up my scrap processing, but there's not enough land to get too large. I don't know how to go faster.
The only way I know of is to scrap everything besides the stuff you need and expand. Productivity for your miners is also a nice trick to get more scrap/sec without adding in more machines. But yeah, it all boils down to how much scrap you can recycle per second. And taking care of all those side-products you can't avoid.
I find productivity is a huge boon. Vulcanus miners/prod modules give more scrap but the scrap prod research controls the actual function of the recyclers splitting the scrap to materials, which ends up with more holmium ore. Then it’s just a question of scale. Don’t be afraid to devote an entire island that trashes everything but holmium ore and either exports it or processes it into fluid into fluid wagons. The weird nature of power on Fulgora rewards this because all the power networks are isolated, so it doesn’t really hurt to set up a monstrously wasteful operation so long as it has enough power to run and produce the things you want.
@@Ogredrive No this guy is Fulgora-ing! Fulgoras? Whatever, we need a new verb for this whacky planet :D This is exactly what I was talking about and why I love this planet in particular.
The quality system drives me nuts. Especially with so many levels of quality it adds so much additional complexity. Especially in design considerations. Id have been happier with only two additional levels of quality. But some get really into this game so I guess they want more complexity. Ive somehow gotten two planets done without any automation. 😅 Guess ill need to buckle down and actually learn automatically. 😤
Why do you want to make plastic on this planet? The only things you make with plastic are red circuits and high density structure. You get both of these from first generation recycling. There doesn't seem to be a need to make plastic. I feel like I'm missing something.
Mostly because I never had enough plastic for my science production. There's always either a holmium or a plastic shortage on my ends. LDS are quite rare and you also need them for rockets. They are hard to craft yourself (pure copper is rare-ish) and therefore it really helps to have a steady plastic supply on this planet for higher science outputs.
I thought it was just picking up a ruin and then hand recycling stuff in your inventory. I forgot this process so quickly that I forgot to mention it myself. Check your technology screen, it should give you a direction where to go next on the planet.
Well you are making things artificially harder if you try to utilize all the output. Focusing just on the stuff you need de-complicates the whole process, thats the whole point. But by all means, have fun. We all play this game differently and I respect that.
My tips
1 - Bots are very good here and let them do the heavy lifting.
2 - At the very least put quality on Accumulators. You will be making them for Science so setup enough to satisfy that and let the dice roll on some uncommon and rare while that is going on. These are particularly good for the small islands where you cant reach with poles.
3 - Use filtered splitters to separate things from the recycler main belt to isolate everything, then store and further recycle from there as needed.
4 - Quality in the main scrappers and then split off anything > normal lets you get a nice chunk of good quality materials while also doing your normal activities.
5 - Plastic you will get plenty of from recycling red chips and low density structures. Consider forcing some of those to get recycled to keep X amount of plastic on hand.
6 - Put productivity modules with lowering power and or speed beacons around them in every step of the Science to get a ton more out of your limited Holmium.
7 - Can do Steam supplemental power from excess Ice and Solid Fuel. Set some overall limits and let extra burn rather than recycle away. Can even use burner inserts that will burn more solid fuel in themselves. Pollution does nothing on this planet, so no worries there!
All of your Tips are worth it! I used most of them in my first Space Age Run.
I'm tackling this planet with a circuit of multiple 2 wagon trains with everything on. I'll load all I get from the initial scrap processing, then all excess will get put on a single output lane to a recycling plant, that factory will have a stockpile of all materials it can and feed it to the trains, then all excess from the factory will be fed back into itself until it vanishes. It's got scalability in mind as you could simply lengthen tracks to adjoining land-masses for future expansions.
That sounds wonderful. Fulgora has so many exciting solutions. I'm currently working on a science setup to get some nice numbers outta the planet.
The planet was meant for trains so I'm glad your having the intended experience like I am too. Theirs too many people spamming bots on every planet they can and skipping the intended challenge/experience.
Honestly Fulgoria was giving me a bit of a time having to figure out the top to bottom breakdown on how to get certain resources so I was just spending a lot of time wondering how to sort and make use of things more than anything else, so I was getting kinda bored. But this video helped a lot, mostly with just reminding me that I need to take this unique planet with a fresh new mindset (mostly the whole 'don't bother utilizing everything, just void the excess' mentality) so now I'm figuring out how to enjoy the place again. So big thanks for that.
Steam power is neat for fulgora. Ice->Water->Steam. Fuel boilers with solid fuel from scrap and use 1 steam turbine per boiler.
I was always wondering whether the Ice was available enough or not for this.
@@Ic0nGamingyou can import ice from an orbital platform
A thing I took a while to discover - don't put quality modules on Miners and Recyclers - you will just have more things to store somewhere on your factory.
That works in Nauvis but not here. If you want quality items, just set up a quality recycling loop. My system just got clogged up with thousands of quality Ice, quality solid fuel, quality stone, quality low density structure... You have to specifically set up machines to deal with the quality stuff.
Yes, very similar to my own learning experience when I did put quality on everything too early there
You want to know how to make the Fulgoran energy economy's land-hunger completely on its head? Ban accumulators (yes I'm serious, forget about those wastes of space) and ignore lightning power (some bits of bonus power will still probably bleed in because you're then using rods/collectors just for safety). Make heating towers your power source, feed them with the solid fuel that you have zero chance of running low on, and melt the ice that is also in plenty of abundance to feed the heat exchangers. If you want to store up power reserves, it's really easy to park steam trains at buffer stations with tails extending out as far as you like (within reason, should respect lightning rod coverage of course) over the oil ocean on elevated rail.
Haha, nice one! I was exactly pondering this option myself today and wondering whether the ice will become a bottleneck or not. Cause I realized the connection between Heating Towers and Free Fuel on every resource gain for sure. Thanks for sharing o/
Even better turn the solid fuel into rocket fuel for the heating towers and exportation of rockef fuel@@Ic0nGaming
Brother just wanted to say thanks I just downloaded loop hero for the first time and your vid is helping so much im 7 hours in and loving it peace and love
Might consider just bringing one stack of plastic as that's 2000 per rocket, where as coal is only 500 per rocket. Since it takes 1 coal to make 2 plastic, 500 coal makes 1000 plastic. That's half as much per rocket. Unless you need coal for something else. So, if you're gonna send a rocket anyway of coal just to make plastic, might as well just send the plastic.
Damn, how do you all get those huge islands, playing on default and the biggest I've found by walking around for good 15min is like a third of yours.
Huh, strange. I just went with the first default seed I rolled and played along, no special settings I'm sorry.
I think your splitter gate system doesnt need to be limited in 50% just add a filter to the first splitter
to destroy items you can position two recyclers opposite each other to feed each other. then you only need one gripper and no belt contructions. (more complex items need more stages of recyclers)
I'm wondering that you build so compact. there is no space to expand if you need more (like holmium liquid)
is there any way to deliver power from one island to another before having foundations? the batteries take have of the space :(
This whole build was just a prototype to find out how shit works. Currently working on a scaled up version o/
It seems like a lot of people recycle their resources to try to get it to a higher quality but i just dont think its worth it. If going for quality i think you are better off putting it upstream in the creation process. I think this because each step up you get that 1% chance for a rare and you still dont lose resources. Recycling everything just guarantees that 75% of everything gets voided and then of that 25% left 1% will get upgraded.
In the case of Fulgora it is appealing because you have such an abundance of higher tier materials which have low quality. You basically can't avoid it. Breaking them down into quality ingredients helps with quality crafting afterwards.
My personal favorite is producing and recycling whatever you don't like until you hit the desired quality level as kind of a cyclic system. This way you minimize the losses while doing something with all those excess normal quality crafts which will eventually mass up.
Has anyone mentioned you sound like Christopher Waltz. Cheers for these videos dude, Very handy.
Yeah I smh get that a lot lol
omg now I can not unheard it 😂
For a trash can, better to make a loop of recycler, so they feed them self, and around them you have your inserters trashing whatever is needed from a overflow belt
Does this stop them from clogging up? I have pondered the "kissing recyclers" build but didn't come to try it.
@@Ic0nGaming It does but that is always a "chance based", I have my trash can setup, which is 4 recycler around a beacon with speed module, then I have 4 of this setup. Works quite well. But as everything if you have too much trash, you'll need more
@@Sworn973 Thanks! I'm currently planning out a proper science production on Gleba so I also am interested in optimizing my trash management.
I learned to destroy items on my 1st space platform. my thought was I'd rather have the grabbers continuously running rather than chunks running into the station, right? so I quickly learned the benefit of chugging most of everything overboard.
my first spaceship had a belt system that cycles every resource it can produce on board that also goes through the hub. that way, the belts that feeds the fuel plants never gets too empty and i only need to dispose the crushed resources only when the ship got too full. making things keep cycling through and only getting rid of the excess is always a better option than getting things backed up
Here's my BIGGEST tip for the easiest sorter on Fulgora. I struggled with this a lot. Some may consider it cheaty, but I use the merging chests mod, which includes logistics chests. You could also use logistics warehouses but it's not nearly as good. You CAN do this with vanilla logistics chests, it just takes a LOT more room and effort.
So what you do is, get yourself a merged buffer chest, then you simply request a million of every resource, of every quality, to it. Then, you have some loaders/inserters pulling from this chest. What's important is these have to be circuited to auto-filter for anything over a certain amount, I chose 100. This is the easiest circuitry of your life, you just need a single combinator, taking input from the chest, - 100, output to the inserters/loaders. Set filters on the inserters/loaders. So it will subtract 100 from the actual value of every item in the chest, (make sure the combinator is set to EACH!), everything over that automatically gets pulled out to get recycled.
So this way, you keep 100 of every resource, every quality, nice and simple. Don't keep any resources in normal logistics storage of course, as that would get pulled by this buffer chest. All requester chests must request from buffer.
It's not worth it to try to store ANYTHING- scrap is UNLIMITED and there will ALWAYS be more TRASH to deal with. Instead I recommend having extremely small buffers (in my case a single merged buffer chest), and just recycle everything you don't need. You are only creating massive future problems for yourself by trying to hoard resources.
I actually will just go ahead and make a video soon covering this, as well as the beautiful rail network I and someone else came up with for Fulgora.
I love how effing many methods Fulgora inspires to build crazy sorting machines indeed!
I never taken the time so far to learn Circuitry properly (it's still on my to do list) so I'm building things w/o these elements and as we all know it is possible too.
Would love to see what you cooked up once it's done o/
@@Ic0nGaming It's possible, but you have to use a different chest for every single resource. Maybe you can put every quality for each resource in one chest, since the filter limit is 5. But you need circuitry to use a bigger storage solution. And I'm in the same boat as far as circuitry. I learned how to do that myself just a couple weeks ago. And I think I explained it very well in my comment. It's easier than wiring up a train station, which I also know how to do.
I am a little upset that I didn't realize you could build rails on the lighter ocean, I spent my first bit of the planet figuring out what's going on, then I stockpiled everything into chests (and added more chests when they filled up) while waiting for my 1 machine to produce 2000 science for the rail support... all while on the small starter island...
I learned the hard way, bring some bricks to build your first lightning collector pole along with an electric furnace and an accumulator (Had everything but the darn bricks so couldn't make power to get going but fortunately had enough scrap parts to make a single solar panel). After that with an electric furnace you can make plenty of bricks to make poles.
You can always hop under the protection of ancient Fulgoran Lightning Rods if you don't dismantle them accidentally =)
@@Ic0nGaming Yes they provide protection however they won't provide power to run equipment. Without a way to make power you can't do anything. That's why I had to make a single solar panel so that I could just barely run a furnace to be able to make more bricks. In retrospect I probably could have made a stone furnace to make bricks but without anything for fuel couldn't have used it.
@@BoredBob Yeah I ended up crafting a Steel Furnace from hand processed scrap and fed it with the fuel cubes I also hand processed under the shelter of the ancient lightning rods. As long as you can salvage ruins you can easily cook up the bricks you need.
The native lightning attractors can be deconstructed for bricks as well.
@@branllyr240 Ah! Good to know!
I am having trouble with the space this planet gives me and i am worried that once i scale up whatever i do it will be difficult to expand. What is the ratio for science on this planet compared to recycles. How many recyclers do i need working on scrap ?
Nice vid, 60m scrap for 20k science absolutely kills me though lol. My resource patches aren't nearly as abundant, a lot of sub 1M, only a couple are 20-40M. If you make quality items, you should absolutely start at the mining phase before anything else. A recycle will delete 3/4 of your materials and if you recycle to boost quality... well now you're needing 2x, 4x, 8x the scrap. Personally bots helped to simplify a lot of the balancing and filtering. Would be a good area to set recipes via circuits to manage resource output.
You are right about the quality mining, I really should have mentioned that - I somehow overlooked this option. But it does lower your yield on other materials, as the quality drops are not available for "common" processes, like crafting science and such.
Currently I'm aiming to dismantle the small deposits into quality parts, while keeping the large ones for higher efficiency (no quality) builds for higher Holmium throughput for more Science.
Robots for filtering sure are one cool option too! I tend to think a lot in belts myself smh :D
@@Ic0nGaming I respect anyone who tackles this with belts lol
You can separate ingredients to the side of the belts. You can put normal ingredients on one side and quality on the other side of the belt and add extra assemblers to take the quality stuff.
My main problem that I don't understand about Fulgora is how to extract enough holmium fast enough to do anything at speed. For example I want to produce enough holmium plates and science to feed off-world operations, but I produce only maybe 1k science an hour if I'm not producing any plates. I guess I have to massively scale-up my scrap processing, but there's not enough land to get too large. I don't know how to go faster.
The only way I know of is to scrap everything besides the stuff you need and expand. Productivity for your miners is also a nice trick to get more scrap/sec without adding in more machines. But yeah, it all boils down to how much scrap you can recycle per second. And taking care of all those side-products you can't avoid.
I find productivity is a huge boon. Vulcanus miners/prod modules give more scrap but the scrap prod research controls the actual function of the recyclers splitting the scrap to materials, which ends up with more holmium ore. Then it’s just a question of scale.
Don’t be afraid to devote an entire island that trashes everything but holmium ore and either exports it or processes it into fluid into fluid wagons. The weird nature of power on Fulgora rewards this because all the power networks are isolated, so it doesn’t really hurt to set up a monstrously wasteful operation so long as it has enough power to run and produce the things you want.
@@Ogredrive No this guy is Fulgora-ing! Fulgoras? Whatever, we need a new verb for this whacky planet :D
This is exactly what I was talking about and why I love this planet in particular.
@@Ic0nGaming Fulgorio! 😂
The quality system drives me nuts. Especially with so many levels of quality it adds so much additional complexity. Especially in design considerations.
Id have been happier with only two additional levels of quality. But some get really into this game so I guess they want more complexity.
Ive somehow gotten two planets done without any automation. 😅 Guess ill need to buckle down and actually learn automatically. 😤
great video thank you!
Does the lighting damage the rails?
No, these are lightning safe
ı play vanilla to years. space age is this is fcing legend game. ı forgot eating (real life )
Take good care of yourself engineer, the factory can't grow without you o/
And yeah, Expansion is genius =)
Why do you want to make plastic on this planet? The only things you make with plastic are red circuits and high density structure. You get both of these from first generation recycling. There doesn't seem to be a need to make plastic. I feel like I'm missing something.
Science 🤓
Laser turrets
Mostly because I never had enough plastic for my science production. There's always either a holmium or a plastic shortage on my ends.
LDS are quite rare and you also need them for rockets. They are hard to craft yourself (pure copper is rare-ish) and therefore it really helps to have a steady plastic supply on this planet for higher science outputs.
@@Ic0nGaming can you get pure copper from recycling copper wire?
@@Gorre022 Yes, that's also a possibility.
All vids ASSUME starting recycling is already achieved. I'm researching how to start with recycling. half hour fruitless search so far.
I thought it was just picking up a ruin and then hand recycling stuff in your inventory. I forgot this process so quickly that I forgot to mention it myself. Check your technology screen, it should give you a direction where to go next on the planet.
you have to hand recycle stuff until you get enough material to make your first recycler
Lame video
" you will never utilize all the items ".... do you even factorio bro...
Well you are making things artificially harder if you try to utilize all the output. Focusing just on the stuff you need de-complicates the whole process, thats the whole point.
But by all means, have fun. We all play this game differently and I respect that.