you can wire the inserters with red and green wire, always RGRGRG along a strip, except the first one, and then set them to enable only if "anything > 0" that way they only work when the first one is working. for train loading it may also improve UPS lol
Hey, Nilaus. Here some neat tricks that I found: 1. If you want "Tycho Station" not to drop processors on Aquilo and Nauvis, you can place a request for 0-inf processors in new temporary groups. Processors will not be requested from these planets at all, but nothing will be dropped either. 2. To unload from recyclers in full stacks, you can unload scrap into chests and unload from them with stack manipulators with a filter = chest content / 16.
I remember reading a comment early on that Vulcanus has more than enough coal to support liquefaction for plastic production there. I would add that with all the productivity bonuses from research, legendary modules, legendary miners, and cryoplants, I've completely stopped my plastic import from Gleba. There is just no need as the resources to make plastic on the planet are wildly plentiful. Great series, thank you!
@@slowbie54 Upcycling for legendary coal is quite terrible in comparison to the other options. The best methods I have found (after doing a lot of research) is - Iron from asteroid cycling - Calcite from asteroid cycling (provides legendary stone via Vulcanus and thus concrete, bricks, etc) - Plastic from LDS upcycling on Vulcanus. Input normal plastic and discard the non-legendary copper / steel. Once you reach 300% prod on LDS, you can discard everything since legendary plastic will offer an infinite amount of Leg. steel and copper via LDS foundry.
I found that its a bit more efficient recycling scrap when you output into a chest and use a combinator to set filters on a stack inserter for anything in the box that is above 16. Outputting from that box onto the output belt. This way your output is a fully stacked too which makes further recycling easier aswell.
I realized the same! I use a combinator to get the remainder of the content divided by 16, if its bigger than 1 then it set as a filter. I now can have a lot more trash running in. I just love the new circuits, hope they keep expanding on it.
in those first 30 seconds of the video, you have just explained my overall enjoyment of factorio, after designing a full factory, or sector of the factory, and just watch it work, the perfect ratios i managed, the belts constanstly flowing indicating bottlenecks or overproduction, its mesmerizing, i could spent all day just watching my factory work but, alas, the factory must grow
Do I just stare at my factory work? Fulgora especially I will watch the output and return belts from recyclers for hours sometimes just watching items go by. Also me, "Wait, was that an epic item going back to the recyclers? Better check this out." Also, "Am I getting enough holmium ore?" Proceeds to watch the production screen for an hour straight to make sure there is a surplus. All the while planning 1000 things to do with all the quality components I'm gathering. I am 100% of the opinion this game was built specifically for the ADHD mind to run wild, and it does so spectacularly.
Sometimes before I get started even playing, I'll watch the scenarios play out in the menu while I get a few sips of coffee. Watching the factory work is something that just captures the eye on holds your attention
Just looking at the builds is and always has been, to me, 90+% of the appeal of factory builders. Other people can chase 10K science per minute or colonize every planet in DSP, and i'll watch their videos happily, but these games are my version of model railroads or fish tanks.
With that in mind there's also a good reason to embrace non-standardized "spaghetti" builds - they're more interesting to look at (at least when they work flawlessly) than the clean rectangular grid ones. Right now I'm really enjoying the design of belt-based mini-factories on Gleba, trying to make them compact and use as few beacons as necessary, making the layout asymmetric. It sure takes a lot of time, but it's fun!
I mentioned this the last time you were on Fulgora. You can use stack inserters recycler outputs by having the recycler empty into a box, a combinator divides what's in the box by 16 and output into a stack inserter set to "set filters". If you are doing quality you need an epic chest as you need 90 slots of 18 items at 5 qualities.
Your bottleneck now is the train. 😊 You produce enough holmium plates to fill a train every 28 seconds, but the train takes a lot longer. It would be better to have at least two trains, and also have them pull four wagons. Plus, you could use legendary bulk inserters, which are way faster that those common stack ones.
@@leetnor4887 (Total train capacity) divided by (Items per second) gives (seconds to fill train); determine how many seconds it takes for a full cycle (fill, travel, empty, travel); Divide (seconds per full cycle) by (seconds to fill train); round up, and there's your total trains to maintain throughput. Increasing cargo capacity by N times is roughly equivocal to adding that many trains.
Not sure if you noticed this in your video, but I found it beneficial to split my recyclers to scrap only or scrap product only The scrap productivity bonus you get from research only applies when the recycler is burning scrap, and appears to reset when a different item is recycled.
98% loss with 100% productivity on scrap recyclers. :) Well, technically still 99%, but you get twice of everything. And before that, you have those miners that manage to overproduce and underconsume at the same time, so you get even more of everything. Also, technically you are using part of the rocks and ice, and you may use part of iron and copper too, so it's slightly less cursed than it looks like.
I have done a lot of experimenting and testing Fulgora stuff in the past few weeks, and I came to the following conclusion: When pursuing anything significantly above 10k SPM, sorting using bots or belts is a dead-end investment. Builds quickly get very complicated and the sheer amount of legendary roboports required for just processing 10k SPM Scrap > Science isn't workable at all. I came across a build from someone who had a ~68kSPM base that used trains for the sorting. Scrap is mined and processed in recyclers directly at the ore/scrap patch and then brought to a series of stations. First there's 4 stations to drop off Science (and rocket) related materials (via sorted inserters). Then there's an additional 4 stations used to process / dump excess materials. Pro tip: Turning steel into chests and recycling those is significantly faster. This also applies to landfill (which also works wonders for vulcanus). The person with the ~68kSPM base manages this amount of science using *only* 4 parallel lanes of stations. Which means it would be very feasible to expand this to 100k SPM. You can fit an entire 100k SPM build on a single large island using this method as well! (Might need to expand the station into the oil, though). If someone has any better option to this train method, I would be very interested. But I have yet to find any build that is better than the aforementioned.
I feel like I spent a week when I first got to fulgora just because I had so much fun watching things spinning, recycling, etc. the comfy vibe of no enemies was also perfect for me.
I think the quality loops are really mesmerizing to watch, not sure why but in my latest playthrough I also notice how long I've spent just watching recycler haha
I ended up building a very similar module. I used the 1/16 trick to stack outputs, with two scrap recyclers on each side of a belt. Then I used back to back recyclers for ice & solid fuel and three long chains (> >
Definitely yes, I have my whole reclycling plants being sorted by slpitters to filtered chests, and I put a light at the end of each path, its a mesmerizing lightshow.
It's not because of that. The recycler has recipe determined by the last item inserted. So if you delete items by sort them first the speed would be much faster. However it's not worth the cost when he got legendary everything
One of things i like to do is, after building something, i like to watch it turn on, everything filling up and working. Something beautiful about switching it on and it just starts working.
I found out there are tree seeds, and then i spend like 3 hours making some "wood farms" on Nauvis, and make tree seeds out of the wood. Then i planted all the seeds around the base to prevent polution reaching the biters.
2:56 I've got 4 green belts, that's 240/s, 14,400 and was thinking "It's a good start, I don't feel like duplicating it yet," so I was very surprised to see Nilaus at half that
For some items that come from scrap, it is much better to dedicate a couple of recyclers to them. I use your main design for filtering my initial scrap processing, but for some items like solid fuel, I have it go straight into a couple recyclers after it passes the storage chests. I do this for ice cubes and a few other "dead end" products as well and it really speeds up the scrap recycling. Basically it removes these items from the endless circulation, and since the recyclers handle these SO fast, they really benefit from being on a "dedicated" belt so stack inserters can grab them
11:55 What about having your initial recyclers feed into shared loops and saving yourself a bunch of underutilized recyclers? Build a loop of 12 recyclers to handle deletion, then have your belts wrap around various points of the loop feeding into a recycler which then feeds into the loop. I think you could get your total recyclers down to 36 compared to the 144 you're currently using.
Some of my most enjoyable time playing this game is me just watching a build work and tinkering with it. Answering your question, yes I do get stuck just watching something run.
10:24 you held alt while clicking RMB. I mentioned this in the "New features" vid, in regards to Nilaus always losing his car 😅 it's basically a hotkey for the entity menu "Pin".
If you spread out your first-stage recyclers a bit more, you can use filter stack inserters to remove some of the products onto other belts. For example, I have gears and solid fuel pulled out onto their own belts, just to reduce the chance of them filling up the output slot and main belt with less stuff. The trick with chests and circuit-configured filters on stack inserters is really cool too.
This was the same strategy I ended up with on fulgora. Each processing island only processes a couple things and deletes the rest. If I need more of something, I build a new island for it. Deleters getting stuck was a problem, but I belt it back with priority over new inputs. This way they never get stuck. New input backing up lets me know I need more deleter loops, but it will never stop entirely.
Yep on the “watch it work” just finished a legendary biter egg setup and it was fun watching eggs get dumped and recycled over and over. Finally swimming in Legendary prod 3 modules.
1:11 Yes, every time I exit the game, because there are constantly added problems to solve, and it entails a lot of things. And the fact that there is no connection of logistical networks between planets and normal filtering of spoilage is killing me.
Watching my factory work without doing anything is why I also get nothing done while programming. I just sit back and admire the code I've already written and call it a day.
Nilaus, have you done a video where you talk about how you are controlling your trains? I used to use LTN before space age but now the mod is depreciated, and I haven't taken to CyberSyn as easily as I did with LTN. I really want to start scaling my base up with trains, but I always feel like I get stuck when I start trying to make refueling or depots work.
Use a chest on the last recycler in a loop, and use circuit conditions to affix which set of inserters (main input) vs (recycled all the way through the loop) is allowed to insert into the primary (first) recycler. IT will never jam. Also, it helps to PRE-SORT (at least partially) the scrap so that some recycler-loops aren't switching between inputs of low-quantities too frequently. (as a recycler will jam after switching input-item UNTIL it's buffer is cleared) So 1) pre-sort the scrap, so each recycler loop's primary (first) recycler is only handling a single item from the scrap line...multiple recycler loops may be necessary (for gears, for example). And depending on the complexity-level of the item, using chests as in-between buffers for the recyclers will prevent stalliing, and since the scrap yields so many resources, the buffer-inserter timing will actually help alleviate some of the throughput issues. Lastly, you can do a few things for complex loops, one involves revolving/rotating the last two recyclers so the insert into each other, rather than forming a full circle, this keeps the primary recycler free from any input from the (last recycler). or, using circuit conditions to control the loop. (or a longer loop) I prefer having the last two recyclers dump into a chest and have inserters keeping the last two recycler in the loop opposed to each other (rather than forming a circle.
(given sufficient number of recyclers, how it's specifically built probably won't matter in the grand scheme of things....many different ways exist to prevent jamming, but there are specific behaviours of recyclers (switching input item) that causes them to jam because they won't insert their products into other recyclers until the next recycler in the chain is EMPTY. so, using chests as inbetweens is a great way to alleviate this, but, again, if it's built large enough, it'lll...it'll work itself out.
@Nilaus. I recall you saying several episodes ago that green and red circuits were more tedius to produce legendary than blue circuits, but could you not build a recycler setup from blues to get legendary greens and reds, especially considering the blue productivity bonuses from research??
I get mesmerised quite often by my contraptions :D especially if it took a while to get them running, learned sth new or they’re just visually intriguing
Instead of a horizontal recycler feeding the six loop, probably best at the beginning to put two sets of double recyclers vertically with two inserters filtered to gears for first set and ice the second. After those two, use the 16 stack box trick people suggest to speed up stack insertion.
Interesting solution with the 6 recyclers in a circle! Have you considered doing some pre-processing to some of the stuff coming out of recycling? For example, concrete can be voided much quicker if you make it into hazard concrete, that recycles back to normal concrete near instantly. Stone -> landfill -> recycle is another great one :) There are likely a few more I'm simply not thinking of right now.
Could you place a chest in front of the scrap recycler and then have a stack inserter (circuit filtered for the most abdundant material in the chest maybe, if needed) take out from the chest, thus increasing the belt throuput greatly? Can you have the recycler place stuff directly in a train wagon?
Yes to both. The second option would be beneficial in my opinion, especially when approaching +300% productivity. You can mine and recycle scrap directly on the ore patch into the train.
Greeting from Japan👋 How it goes if you change the scrap-deleting thing's inserter size 12 to 1 ? As the previous solution of quantum chip in space. I'm even not get to other planet yet so if you can't do this because of something like related to stack of belt something...then I'm sorry. Thank you for your videos, I really enjoying it!
Hello! First of all, thank you for your videos, I watch almost all of them and with great pleasure! But regarding the extraction of holmium ore. You have processors that are busy with scrap metal and unload everything onto a conveyor, then the necessary is sorted and everything goes further for "recycling". But I have an idea and I have already tested it: what if you put manipulators in the first processors, 2 load the necessary ore and stone into the subsequent processors with a filter, and the 3rd manipulator on the side with a filter only for ore and stone. It turns out that there is only 1 workshop, where only from the first processor the necessary ore is filtered by a manipulator. The scheme is much more compact and just as effective (I can provide screenshots).
Yep, doing the same. Pick a nice spot with rockets or trains and then watch the whole thing. Almost like meditation. Until gleba beeps 🙉 Nice reminder. I forgot that you can build on the oil sands with the aquillo landfill thingy. I'm playing with default settings and my main island is a humongous mess with accumulators everywhere. Feels sooo wrong to delete the valuable goodies 🙈. But makes sense.
I'm looking for the mod you use the one that calculates inputs and outputs. Can someone tell me the name? I've looked for it but can't seem to find it-it's probably right there in plain sight, but that's just me!
Yeah I definitely have play sessions where I look back and realize I did nothing at all other than run around and maybe occasionally beautify the base.
Why not set the filters in the inserters into the "dump" recyclers? You showed in a previous video setting the iserter stack override actually speeds up insertion of many different items. This shoudl apply here too, and if you ahve one inserter per item only picking up one, it should speed up the recycling insertion.
I think if you did the gear filter on ALL 4 inserters of one section, I think that would make it work much faster, since it would make that machine gear only so it can fill it up and not need to wait for a new one
I run around deconstructing the little Holmium rocks laying around doesnt take long to get an inventory full of the stuff to get you started. My problem has been Ice. I send it down from a platform up there mining ice asteroids.
That's interesting... destroying the materials in remote locations. I suppose you could have circuit radar to determine what product to trash also. Imagine if your setup had a train stop that could potentially move anything at all, but only if required by the base, and the rest would be binned. The train stop would probably be complicated, but im sure you could handle the sorting with a combination of bots, filters, and circuits. Also, in my setup (with lower productivity level) i needed to keep nearly all my batterys too
I think, u can make all recourses (without gears, copper wire and somthing u dont need at this version) go to stations, but if one of recourse is full, it going to deleter. It can be most effective way
Every time I start playing I sit watching various builds seeing how tbey are going. Which almost alwuays leads to some tweaks that lead to other tweaks to me never starting what I am planning to do.
Since Liquids cant be Legendary and you already are getting ungodly amounts of Stone on Vulcanus you should convert your upgraded Holmium ore into Holmium Solution
Yeah Holmium was an interesting challenge in the early game but once solved its just the case of building massive amounts of scrap processing and gets boring when scaling up and annoying that your limited to space until your done with Aquilo. That said watching stuff happen in factorio is just cool especially trains.
You're spending a lot of holmium and lithium, both limited resources, in order to avoid gleba? Isn't it a huge inefficiency just to avoid dealing with spoilage, or am I missing something? Maybe the loop used to obtain the carbon fiber (including the processing of quantum chips) isn't as lossy as I think?
@@Nilauslegendary upcycling isn't bad at all with LDS. Nearly free, depending on your tech level. Derive steel, plastic, and copper. Iron is pretty bad, i have a few prospective options, one involving legendary calcite from space> stone>stone brick> concrete> iron ore. I have a few other theorys too, like shredded yellow belts. Gotta abuse the living hell out of innate productivity mods... particularly LDS. Potentially in blue chips.
@@dawnwest3125 If you are already making legendary calcite in space, why not directly make legendary iron ore in space? You get 20 base iron ore per chunk and upwards to 80 per, depending on bonusses. Edit: Also, upcycling LDS is free, if you do it on Vulcanus.
I think you need to filter what you delete, basically for copper wire you need to recycle to plates and then loop them. for gears you need to recycle to plates and then to delete those efficiently make iron chests and recycle those in a loop. Also deleting steel is super slow so the only way to do this fast is to make chests and recylcling those. for concrete same idea but with hazard concrete.
Also to smart filter stone split the main lane with splitter with stone filter, splitter with priority for stone lane and splitter to merge overflow with main lane.
Why not prod module the scrap recycles? And the mines? I guess legendary machines with legendary beacons + speed modules craft insanely fast anyway, so prod module shoud make the scrap patches last longer without any slowdown
Scrap is in the mimlions. With Prof redearch it would be useless. Quality is the better option. Sure if you dich quality prod is the was with beacons but because ,ou have no energy on scrap Islands because they are tiny af its only possible if you have aquilo for the electric network. Prod in scrap is not possible so its qulaity or speed if you have the energy
Scrap is in the mimlions. With prof resarch it would be useless. Quality is the better option. Sure if you dich quality, prod is the way with beacons but because you have no energy on scrap Islands because they are tiny af its only possible if you have aquilo for the electric network. Prod in scrap is not possible so its quality or speed if you have the energy
17:07 There is a way to get more throughput, but it will definitely take a while before it starts giving Holmium. If you put the recycled components into a steel chest and use combinators to set whitelists of anything over 16 to stack inserters, you can perfectly stack the belt. It will take a while before it gives out holmium because of that 1% chance. It’s not a perfect solution, but it can help make the most of those precious green belts. Once you’re at scale, it’s probably just better to make more recyclers in parallel anyway
How is it "infinite"? It's not infinite, you'll drain the resource eventually. Infinite is theoretically possible if something's produced at %300+ productivity, and recycled only to be crafted again at a net positive
After finishing the game, I actually find Fulgora the least interesting of the planets. Once you set up your scrap recycler and sorter, there is really nothing else to do that is special, no special recipes or resources.
I've long wanted a screensaver which the computer "doing something". Factorio and DSP do that for me; I just watch the little machines putter way too much.
Watching the factory work is 40% of my time in factorio. Major part on why I dont get anything done
Also "Doing stuff manually once to temporary lift a deadlock or bottleneck", only to have to come back to it some hours later.
You are not alone Brother 😂
we are the brotherhood of watchers :D
More like 50 or 60 for me
I watch my trains all the time…
28:16 I LOVE when the inserters do that wavy thingy after drag and drop placing
you can wire the inserters with red and green wire, always RGRGRG along a strip, except the first one, and then set them to enable only if "anything > 0"
that way they only work when the first one is working. for train loading it may also improve UPS lol
even better at 27:49
Hey, Nilaus. Here some neat tricks that I found:
1. If you want "Tycho Station" not to drop processors on Aquilo and Nauvis, you can place a request for 0-inf processors in new temporary groups. Processors will not be requested from these planets at all, but nothing will be dropped either.
2. To unload from recyclers in full stacks, you can unload scrap into chests and unload from them with stack manipulators with a filter = chest content / 16.
Second one s smart!
you can also do each >= 16 on a decider and set that to filter
I remember reading a comment early on that Vulcanus has more than enough coal to support liquefaction for plastic production there. I would add that with all the productivity bonuses from research, legendary modules, legendary miners, and cryoplants, I've completely stopped my plastic import from Gleba. There is just no need as the resources to make plastic on the planet are wildly plentiful. Great series, thank you!
Indeed! I've setup circuit upcyclers in vulcanus using locally sourced plastic and the plastic train only moves once every 5 minutes
I think he has a platform in space upcycling asteroids to legendary coal above Vulcanus also.
@@slowbie54 Upcycling for legendary coal is quite terrible in comparison to the other options.
The best methods I have found (after doing a lot of research) is
- Iron from asteroid cycling
- Calcite from asteroid cycling (provides legendary stone via Vulcanus and thus concrete, bricks, etc)
- Plastic from LDS upcycling on Vulcanus. Input normal plastic and discard the non-legendary copper / steel. Once you reach 300% prod on LDS, you can discard everything since legendary plastic will offer an infinite amount of Leg. steel and copper via LDS foundry.
I found that its a bit more efficient recycling scrap when you output into a chest and use a combinator to set filters on a stack inserter for anything in the box that is above 16. Outputting from that box onto the output belt. This way your output is a fully stacked too which makes further recycling easier aswell.
I realized the same! I use a combinator to get the remainder of the content divided by 16, if its bigger than 1 then it set as a filter. I now can have a lot more trash running in.
I just love the new circuits, hope they keep expanding on it.
@@thesilentgamer1195can you do: each > 15 and output: each and set filter
Meudriant, you have a big brain
Yes i do exactly that. Look, ponder and then realise its been 2 hours since i changed anything significant
I started setting an hourly reminder to write a one-line summary of what I did the last hour. Helps me to stop playing when I get unfocused and tired.
I will be putting you on a performance improvement plan
in those first 30 seconds of the video, you have just explained my overall enjoyment of factorio, after designing a full factory, or sector of the factory, and just watch it work, the perfect ratios i managed, the belts constanstly flowing indicating bottlenecks or overproduction, its mesmerizing, i could spent all day just watching my factory work
but, alas, the factory must grow
Do I just stare at my factory work?
Fulgora especially I will watch the output and return belts from recyclers for hours sometimes just watching items go by.
Also me,
"Wait, was that an epic item going back to the recyclers? Better check this out."
Also, "Am I getting enough holmium ore?" Proceeds to watch the production screen for an hour straight to make sure there is a surplus.
All the while planning 1000 things to do with all the quality components I'm gathering.
I am 100% of the opinion this game was built specifically for the ADHD mind to run wild, and it does so spectacularly.
Sometimes before I get started even playing, I'll watch the scenarios play out in the menu while I get a few sips of coffee. Watching the factory work is something that just captures the eye on holds your attention
the beginning of the video crushed my soul, i went to youtube after staring at my factory for an hour straight. deciding i need inspiration
Just looking at the builds is and always has been, to me, 90+% of the appeal of factory builders. Other people can chase 10K science per minute or colonize every planet in DSP, and i'll watch their videos happily, but these games are my version of model railroads or fish tanks.
With that in mind there's also a good reason to embrace non-standardized "spaghetti" builds - they're more interesting to look at (at least when they work flawlessly) than the clean rectangular grid ones. Right now I'm really enjoying the design of belt-based mini-factories on Gleba, trying to make them compact and use as few beacons as necessary, making the layout asymmetric. It sure takes a lot of time, but it's fun!
@@danielh.9010 None for me, thanks. You enjoy, though
I mentioned this the last time you were on Fulgora. You can use stack inserters recycler outputs by having the recycler empty into a box, a combinator divides what's in the box by 16 and output into a stack inserter set to "set filters".
If you are doing quality you need an epic chest as you need 90 slots of 18 items at 5 qualities.
Your bottleneck now is the train. 😊
You produce enough holmium plates to fill a train every 28 seconds, but the train takes a lot longer.
It would be better to have at least two trains, and also have them pull four wagons. Plus, you could use legendary bulk inserters, which are way faster that those common stack ones.
Bro how do u calculate this
@@leetnor4887 (Total train capacity) divided by (Items per second) gives (seconds to fill train); determine how many seconds it takes for a full cycle (fill, travel, empty, travel); Divide (seconds per full cycle) by (seconds to fill train); round up, and there's your total trains to maintain throughput. Increasing cargo capacity by N times is roughly equivocal to adding that many trains.
@@NoxiousAffection is legendary train wagon better
@@leetnor4887 No, they only give more HP. The only thing that benefits a train directly is fuel quality
Not sure if you noticed this in your video, but I found it beneficial to split my recyclers to scrap only or scrap product only
The scrap productivity bonus you get from research only applies when the recycler is burning scrap, and appears to reset when a different item is recycled.
That is an important tip. At exactly +100% it doesn't matter, but otherwise it does :)
99% loss I'm starting to like more gleba than fugora
Yeah, fulgora is much more cursed than gleba
98% loss with 100% productivity on scrap recyclers. :)
Well, technically still 99%, but you get twice of everything.
And before that, you have those miners that manage to overproduce and underconsume at the same time, so you get even more of everything.
Also, technically you are using part of the rocks and ice, and you may use part of iron and copper too, so it's slightly less cursed than it looks like.
I mean it’s literally trash sitting there doing nothing so even getting use out of 1% of it is better than nothing
I have done a lot of experimenting and testing Fulgora stuff in the past few weeks, and I came to the following conclusion:
When pursuing anything significantly above 10k SPM, sorting using bots or belts is a dead-end investment. Builds quickly get very complicated and the sheer amount of legendary roboports required for just processing 10k SPM Scrap > Science isn't workable at all.
I came across a build from someone who had a ~68kSPM base that used trains for the sorting. Scrap is mined and processed in recyclers directly at the ore/scrap patch and then brought to a series of stations.
First there's 4 stations to drop off Science (and rocket) related materials (via sorted inserters). Then there's an additional 4 stations used to process / dump excess materials. Pro tip: Turning steel into chests and recycling those is significantly faster. This also applies to landfill (which also works wonders for vulcanus).
The person with the ~68kSPM base manages this amount of science using *only* 4 parallel lanes of stations. Which means it would be very feasible to expand this to 100k SPM.
You can fit an entire 100k SPM build on a single large island using this method as well! (Might need to expand the station into the oil, though).
If someone has any better option to this train method, I would be very interested. But I have yet to find any build that is better than the aforementioned.
I feel like I spent a week when I first got to fulgora just because I had so much fun watching things spinning, recycling, etc. the comfy vibe of no enemies was also perfect for me.
I think the quality loops are really mesmerizing to watch, not sure why but in my latest playthrough I also notice how long I've spent just watching recycler haha
I ended up building a very similar module. I used the 1/16 trick to stack outputs, with two scrap recyclers on each side of a belt. Then I used back to back recyclers for ice & solid fuel and three long chains (> >
Would you not want to limit the inserters for your destruction loops to a stack size of 1 for better throughput?
Ahh those spliters at 17:07 without a filter to prevent those items there, painful to watch 😱
I feel like in real life the legendary recyclers would fall apart with how quick they are moving
I think what you said at the beginning of the video is that the upcycler module is true art
Definitely yes, I have my whole reclycling plants being sorted by slpitters to filtered chests, and I put a light at the end of each path, its a mesmerizing lightshow.
12:00 would a stack size of 1 on the inserters help?
Long form????? you're just getting started! Loving this. Can't wait until you start doing promethium mining.
I get around a 99% time loss rate playing factorio just staring at builds.
As per your last video, wouldn't limiting inserters to pick 1 item be faster on the deleting build?
It's not because of that. The recycler has recipe determined by the last item inserted. So if you delete items by sort them first the speed would be much faster. However it's not worth the cost when he got legendary everything
One of things i like to do is, after building something, i like to watch it turn on, everything filling up and working. Something beautiful about switching it on and it just starts working.
I found out there are tree seeds, and then i spend like 3 hours making some "wood farms" on Nauvis, and make tree seeds out of the wood. Then i planted all the seeds around the base to prevent polution reaching the biters.
Always put down a 13th legendary chest for good luck and extra headroom in your train buffers.
One could store a Legendary Atomic Bomb in it, you know, just in case...
2:56 I've got 4 green belts, that's 240/s, 14,400 and was thinking "It's a good start, I don't feel like duplicating it yet," so I was very surprised to see Nilaus at half that
For some items that come from scrap, it is much better to dedicate a couple of recyclers to them.
I use your main design for filtering my initial scrap processing, but for some items like solid fuel, I have it go straight into a couple recyclers after it passes the storage chests. I do this for ice cubes and a few other "dead end" products as well and it really speeds up the scrap recycling.
Basically it removes these items from the endless circulation, and since the recyclers handle these SO fast, they really benefit from being on a "dedicated" belt so stack inserters can grab them
11:55 What about having your initial recyclers feed into shared loops and saving yourself a bunch of underutilized recyclers? Build a loop of 12 recyclers to handle deletion, then have your belts wrap around various points of the loop feeding into a recycler which then feeds into the loop. I think you could get your total recyclers down to 36 compared to the 144 you're currently using.
I've spent last two days staring at the platform going towards the shattered planet.
Thats actually 98.5% loss because you are using 0.5% of stone also
Some of my most enjoyable time playing this game is me just watching a build work and tinkering with it. Answering your question, yes I do get stuck just watching something run.
Watching the flow of working things.
Give you a feeling of control, of completness of a world that just work.... so.. yea we all need that^^
10:24 you held alt while clicking RMB.
I mentioned this in the "New features" vid, in regards to Nilaus always losing his car 😅 it's basically a hotkey for the entity menu "Pin".
If you spread out your first-stage recyclers a bit more, you can use filter stack inserters to remove some of the products onto other belts. For example, I have gears and solid fuel pulled out onto their own belts, just to reduce the chance of them filling up the output slot and main belt with less stuff. The trick with chests and circuit-configured filters on stack inserters is really cool too.
This was the same strategy I ended up with on fulgora. Each processing island only processes a couple things and deletes the rest. If I need more of something, I build a new island for it.
Deleters getting stuck was a problem, but I belt it back with priority over new inputs. This way they never get stuck. New input backing up lets me know I need more deleter loops, but it will never stop entirely.
Yep on the “watch it work” just finished a legendary biter egg setup and it was fun watching eggs get dumped and recycled over and over. Finally swimming in Legendary prod 3 modules.
1:11 Yes, every time I exit the game, because there are constantly added problems to solve, and it entails a lot of things. And the fact that there is no connection of logistical networks between planets and normal filtering of spoilage is killing me.
inserters can prioritize based on spoilage. you can make crlog systems w circuits
@ from boxes, so you need to invent crazy systems for taking fresh staff to the rockets otherwise it would be spoiled
Watching my factory work without doing anything is why I also get nothing done while programming. I just sit back and admire the code I've already written and call it a day.
Nilaus, have you done a video where you talk about how you are controlling your trains? I used to use LTN before space age but now the mod is depreciated, and I haven't taken to CyberSyn as easily as I did with LTN.
I really want to start scaling my base up with trains, but I always feel like I get stuck when I start trying to make refueling or depots work.
Use a chest on the last recycler in a loop, and use circuit conditions to affix which set of inserters (main input) vs (recycled all the way through the loop) is allowed to insert into the primary (first) recycler. IT will never jam. Also, it helps to PRE-SORT (at least partially) the scrap so that some recycler-loops aren't switching between inputs of low-quantities too frequently. (as a recycler will jam after switching input-item UNTIL it's buffer is cleared)
So 1) pre-sort the scrap, so each recycler loop's primary (first) recycler is only handling a single item from the scrap line...multiple recycler loops may be necessary (for gears, for example). And depending on the complexity-level of the item, using chests as in-between buffers for the recyclers will prevent stalliing, and since the scrap yields so many resources, the buffer-inserter timing will actually help alleviate some of the throughput issues. Lastly, you can do a few things for complex loops, one involves revolving/rotating the last two recyclers so the insert into each other, rather than forming a full circle, this keeps the primary recycler free from any input from the (last recycler). or, using circuit conditions to control the loop. (or a longer loop) I prefer having the last two recyclers dump into a chest and have inserters keeping the last two recycler in the loop opposed to each other (rather than forming a circle.
(given sufficient number of recyclers, how it's specifically built probably won't matter in the grand scheme of things....many different ways exist to prevent jamming, but there are specific behaviours of recyclers (switching input item) that causes them to jam because they won't insert their products into other recyclers until the next recycler in the chain is EMPTY. so, using chests as inbetweens is a great way to alleviate this, but, again, if it's built large enough, it'lll...it'll work itself out.
@Nilaus. I recall you saying several episodes ago that green and red circuits were more tedius to produce legendary than blue circuits, but could you not build a recycler setup from blues to get legendary greens and reds, especially considering the blue productivity bonuses from research??
I get mesmerised quite often by my contraptions :D especially if it took a while to get them running, learned sth new or they’re just visually intriguing
Instead of a horizontal recycler feeding the six loop, probably best at the beginning to put two sets of double recyclers vertically with two inserters filtered to gears for first set and ice the second. After those two, use the 16 stack box trick people suggest to speed up stack insertion.
“Tycho Station” looks like thor’s hammer without a handle
Big yes on looking at my crappy setups (yes gleba I'm talking about you), look at every rocket launch, hoping nothing goes wrong for hours
Is the blueprint for the machine @ 0:30 available on your Patreon or somewhere?
hey nilaus, this is basically train sets for the computer generation
Interesting solution with the 6 recyclers in a circle!
Have you considered doing some pre-processing to some of the stuff coming out of recycling? For example, concrete can be voided much quicker if you make it into hazard concrete, that recycles back to normal concrete near instantly.
Stone -> landfill -> recycle is another great one :)
There are likely a few more I'm simply not thinking of right now.
Steel to chests!
Could you place a chest in front of the scrap recycler and then have a stack inserter (circuit filtered for the most abdundant material in the chest maybe, if needed) take out from the chest, thus increasing the belt throuput greatly?
Can you have the recycler place stuff directly in a train wagon?
Yes to both. The second option would be beneficial in my opinion, especially when approaching +300% productivity. You can mine and recycle scrap directly on the ore patch into the train.
Oooh... Yes indeed. Just like I can get my attention stuck on lava-lamps, butterflies, cute squirrels and all sorts of ADHD traps :)
I do that all the time. Just watch the build run, things go around on belts. Especially with quality/upcycling builds.
Can you go over some of your infinite thresholds in a future video? Like how high is your mining productivity or physical damage upgrades?
It looks like the last three inserters on the outbound (just prior to the stone deleter) put stone into boxes from which the stone never leaves...?
Greeting from Japan👋
How it goes if you change the scrap-deleting thing's inserter size 12 to 1 ?
As the previous solution of quantum chip in space.
I'm even not get to other planet yet so if you can't do this because of something like related to stack of belt something...then I'm sorry.
Thank you for your videos, I really enjoying it!
I think you are correct that it will be faster
10:17 that's Alt + right click but I can't tell if you already knew that or not, seeing as you already have a pin below the minimap
Hello! First of all, thank you for your videos, I watch almost all of them and with great pleasure!
But regarding the extraction of holmium ore. You have processors that are busy with scrap metal and unload everything onto a conveyor, then the necessary is sorted and everything goes further for "recycling". But I have an idea and I have already tested it: what if you put manipulators in the first processors, 2 load the necessary ore and stone into the subsequent processors with a filter, and the 3rd manipulator on the side with a filter only for ore and stone. It turns out that there is only 1 workshop, where only from the first processor the necessary ore is filtered by a manipulator. The scheme is much more compact and just as effective (I can provide screenshots).
Yep, doing the same. Pick a nice spot with rockets or trains and then watch the whole thing. Almost like meditation. Until gleba beeps 🙉
Nice reminder. I forgot that you can build on the oil sands with the aquillo landfill thingy. I'm playing with default settings and my main island is a humongous mess with accumulators everywhere.
Feels sooo wrong to delete the valuable goodies 🙈. But makes sense.
I'm looking for the mod you use the one that calculates inputs and outputs. Can someone tell me the name? I've looked for it but can't seem to find it-it's probably right there in plain sight, but that's just me!
Yeah I definitely have play sessions where I look back and realize I did nothing at all other than run around and maybe occasionally beautify the base.
3:56 How do you build power on the oil oceans? Is it a mod?
Foundation from Aquilo
Why not set the filters in the inserters into the "dump" recyclers? You showed in a previous video setting the iserter stack override actually speeds up insertion of many different items. This shoudl apply here too, and if you ahve one inserter per item only picking up one, it should speed up the recycling insertion.
I think if you did the gear filter on ALL 4 inserters of one section, I think that would make it work much faster, since it would make that machine gear only so it can fill it up and not need to wait for a new one
Factorio can be very satisfying to watch...
28:16 and u put 1 legendary iron chest next to light when u "upgraded" all of them manually
I run around deconstructing the little Holmium rocks laying around doesnt take long to get an inventory full of the stuff to get you started. My problem has been Ice. I send it down from a platform up there mining ice asteroids.
can you use landfill on this planet? having to spread my factory over these islands would hurt my ocd
spacing out in space age
Yes, we do!
That's interesting... destroying the materials in remote locations. I suppose you could have circuit radar to determine what product to trash also. Imagine if your setup had a train stop that could potentially move anything at all, but only if required by the base, and the rest would be binned. The train stop would probably be complicated, but im sure you could handle the sorting with a combination of bots, filters, and circuits.
Also, in my setup (with lower productivity level) i needed to keep nearly all my batterys too
how can you build on oil field? I see the towers and roboport on oil field
Using the foundation items. You need research (and a material) from Aquilo. They can be manufactured anywhere though.
Hey Nilaus, do you have an updated rail blueprint book available for space age?
I think, u can make all recourses (without gears, copper wire and somthing u dont need at this version) go to stations, but if one of recourse is full, it going to deleter. It can be most effective way
Every time I start playing I sit watching various builds seeing how tbey are going. Which almost alwuays leads to some tweaks that lead to other tweaks to me never starting what I am planning to do.
Since Liquids cant be Legendary and you already are getting ungodly amounts of Stone on Vulcanus you should convert your upgraded Holmium ore into Holmium Solution
Yeah Holmium was an interesting challenge in the early game but once solved its just the case of building massive amounts of scrap processing and gets boring when scaling up and annoying that your limited to space until your done with Aquilo.
That said watching stuff happen in factorio is just cool especially trains.
You can get quite some holmium ore from the tree Like structures in fulgora
You're spending a lot of holmium and lithium, both limited resources, in order to avoid gleba? Isn't it a huge inefficiency just to avoid dealing with spoilage, or am I missing something? Maybe the loop used to obtain the carbon fiber (including the processing of quantum chips) isn't as lossy as I think?
It is not to avoid Gleba. Legendary upcycling is a huge waste of resources not matter where you do it
@@Nilauslegendary upcycling isn't bad at all with LDS. Nearly free, depending on your tech level. Derive steel, plastic, and copper.
Iron is pretty bad, i have a few prospective options, one involving legendary calcite from space> stone>stone brick> concrete> iron ore. I have a few other theorys too, like shredded yellow belts.
Gotta abuse the living hell out of innate productivity mods... particularly LDS. Potentially in blue chips.
@@dawnwest3125 If you are already making legendary calcite in space, why not directly make legendary iron ore in space?
You get 20 base iron ore per chunk and upwards to 80 per, depending on bonusses.
Edit: Also, upcycling LDS is free, if you do it on Vulcanus.
no gleba :(
I guess in lategame factorio you really can just melt resources because you feel like it
what is the shortcut for the rate calculator?
it's a mod, Rate Calculator, which has default shortcut as alt-x
@@DoctorKarul Thanks :)
Why not make plastic in Vulcanus? you have free coal with productivity, free sulfur for water and thus free patrolium gas for plastic
I personally have around 270h on my save for space age, from which like 60h would be just watching stuff for no reason xd
Hi there, I played factorio for the first time today for about 4 hours. I have no idea what the hell is going on here. Thanks!
I think you need to filter what you delete, basically for copper wire you need to recycle to plates and then loop them. for gears you need to recycle to plates and then to delete those efficiently make iron chests and recycle those in a loop. Also deleting steel is super slow so the only way to do this fast is to make chests and recylcling those. for concrete same idea but with hazard concrete.
Also to smart filter stone split the main lane with splitter with stone filter, splitter with priority for stone lane and splitter to merge overflow with main lane.
hazard concrete..... thats what I was missing for effective deletion
99% loss rate lol
"only".
Lol
Lmao even
yeah, but that 99% is garbage :)
Welcome to Quality babey
Why not prod module the scrap recycles? And the mines? I guess legendary machines with legendary beacons + speed modules craft insanely fast anyway, so prod module shoud make the scrap patches last longer without any slowdown
Scrap is in the mimlions. With Prof redearch it would be useless. Quality is the better option. Sure if you dich quality prod is the was with beacons but because ,ou have no energy on scrap Islands because they are tiny af its only possible if you have aquilo for the electric network.
Prod in scrap is not possible so its qulaity or speed if you have the energy
Scrap is in the mimlions. With prof resarch it would be useless. Quality is the better option. Sure if you dich quality, prod is the way with beacons but because you have no energy on scrap Islands because they are tiny af its only possible if you have aquilo for the electric network.
Prod in scrap is not possible so its quality or speed if you have the energy
17:07 There is a way to get more throughput, but it will definitely take a while before it starts giving Holmium.
If you put the recycled components into a steel chest and use combinators to set whitelists of anything over 16 to stack inserters, you can perfectly stack the belt. It will take a while before it gives out holmium because of that 1% chance.
It’s not a perfect solution, but it can help make the most of those precious green belts.
Once you’re at scale, it’s probably just better to make more recyclers in parallel anyway
Im so sad rate calculator isnt built in yet :(
do you mean 1% loss rate?
I LOVE YOU DAD
How is it "infinite"? It's not infinite, you'll drain the resource eventually. Infinite is theoretically possible if something's produced at %300+ productivity, and recycled only to be crafted again at a net positive
After finishing the game, I actually find Fulgora the least interesting of the planets. Once you set up your scrap recycler and sorter, there is really nothing else to do that is special, no special recipes or resources.
Nilaus Please switch to quality substations 😿
I've long wanted a screensaver which the computer "doing something". Factorio and DSP do that for me; I just watch the little machines putter way too much.