While this is very easy to build and expand, this is unfortunately not 100% resource efficient, so i shall proceed to create the worst spaghetti ever concieved by mankind
dude fulgora have infinity scrap all around you only trains limits you :/ if you really care about resource efficiency do it this way and add buffers after filtered belts with some circiut logic to roll the sushi belt only when there is lack of necessary stuff
The best solution is to setup recyclers that turn excess resources into quality products by crafting them into resource hungry buildings. Say iron gears can be crafted into red undergrounds, that way you can consume all the trash with only a tiny amount of assemblers, while grinding for quality.
But if you bite through to the mechsuit Vulcanus becomes so much easier or if you are really insane and went gleba first the new labs safe you mountains of science packs. All 3 routes are viable, awesome game design.
Right? I've been doing a variation on this 3-splitter thing for ages, but where the odd splitter is the one that filters... this is so much better, because it _will_ take out everything if it _can_ take out everything, it just also won't back up if it can't! Beauty!
since holmium ore is the bottlenek i would NEVER use speedmodules inside the production: use productivity and double or triple the amount chemical plants to compensate the loss of production speed otherwise its quite a nice solution: im more on the robotsside on the planets. feels kinda natural to use robots when going to a new planet and not mess with belts. so this is quite a nice idea if you dont want to robot everything up. well done!
Agreed, foundries with max production modules is the way to go, then if you have the power and space you can add beacons to improve speed, but I do not have enough holmium for that anyway :) Two foundries can currently keep up to the point where I had to increase storage for the plates.
@@crowxar usually i would agree, however in this specific case its about starting a new base, so the amount of scrap is (at this moment) limited. and with a belt approach i would argue, that a belt has only so much throughput, especially on sushi belts but generally you are right: if you need more, just get more =D
I think this planet is actually perfect for robots. Use active chests on all of the scrap processing recyclers. Stop recycling when there is too much scrap by using circuits connected to the bot network to read contents. Make recyclers specifically to recycle items down into components, and recyclers to get rid of items if you reach an excess amount of items. I got to the point where I even had to recycle holmium ore. It's far more compact. I didn't have a starting island nearly as large as the one in this video so I needed the absolute most compact design possible.
Great video, Fulgora really is about embracing the sushi! I especially like how you demonstrate the failures of other layouts, and why an up-front splitting approach has so many pitfalls. One tip for your item-branching blueprint - replace the green "upgrade planner" with a "parameter" so it will automatically bring up the GUI to configure the splitter's filter whenever you place the blueprint. Really helpful in situations where you use a value multiple times across entities in one blueprint. There's even a conversion option for an existing blueprint to turn defined values into parameters to generify the blueprint (It's the green and purple button at the top of the blueprint editor - "Parameterise"). Thanks, and keep up the awesome content!
Embracing blueprint parametrization is a very good idea. I'm aware and use it already for multiple things. But i didn't want to make the video more complicated and focus on Fulgora. Else i would have to explain how it works if i use it in the video.
I use the separation solution BUT with a twist on the splitter idea from the video so any thing split of have an overflow. I also have quality mixed in, all the way from the miners, so yes its a LOT of splitting going on but I results in massive amount of rare components and massive amounts of holmium plates.
The three splitters with output priority is absolutely genius and it’s exactly what I needed for my space platform asteroid processing to be more efficient
Just for safety I added input priority to the third one at the deconstructor planner side, to make sure the overflowing items can re-enter the main belt.
I really struggled to understand how to properly farm holmium... thanks to this Video I finally embraced the sushi belt. Truly the superior solution! And the Splitter is absolutley genius in its simplicity! Very nice!
I took Fulgora as an opportunity to try out a logistical train network for the first time. A big scrap processing island where everything is separated and loaded to trains, where they are taken to different islands for various purposes. Intermediate components can be crafted on their own islands and shipped to other places that need them. Every material can be sent to scrap yards with lower priority to get deleted when they overflow. This makes it easy to expand because you can just add more island subfactories as needed and link it to the train network. Once I got quality going, those scrap yards are given quality modules to passively farm high-quality base materials
Oh, using lower priority train stops for recycling is genius. My approach was to feed excess resources into recyclers with quality modules to get higher quality items. My main base also had a bunch of these quality recyclers for excess materials.
@@einargs You can set up a simple combinator to control the priority level by making it proportional to the % of items in a chest at the station using blueprint parametrization formulas. Not really important in the long run but helps get it started mainly, focusing the distribution of lower volume items like Holmium plates.
If you are trying to maximize holmium production then you want one set of recyclers that only processes scrap and another set that deals with the rest. Feeding the recycler output back into self lowers the amount of scrap you process significantly AND this lets you capitalize on scrap recycling productivity. When you mix scrap with non-scrap you often lose progress in any given recycler. Great content in any case. I've taken to using your train loading and unloading setups because of how simple they are and how little material they need to have something very effective.
I actually have a 2 step recycling system just like you describe in my actual base. But without scrap productivity it doesn't make a difference. But what it allows you to do is filter out items from scrap recycling that you know do not need to go on the main sushi belt. For example i filter out gears right away and have a dedicated gear recycler to turn them into iron before putting the iron on the sushi belt. No items in my factory need gears. This actually increases throughput because gears make up 20% of scrap output. I also filter out ice and solid fuel right away because both have only one purpose and use a dedicated recycler as well.
@@Obbliteration No he didn't in the video, what @Novicks means is having 2 setups recycling items, one ONLY recycles scrap, the other recycles everything else that comes after scrap. This way, with the scrap recycling productivity research, you won't lose productivity progress when recycling scrap. Every time a new item is recycled, the productivity progress resets. If you first recycle 10 gears and then toss in a green chip, the productivity progress will reset back to 0 when the green circuit is recycled. If you only process one item (like only recycling scrap), you will get additional resources for free due to the productivity reaching 100% over and over instead of resetting for a new item.
I have tried several versions to make fulgora productive. By far this is the best solution I’ve seen. I would love to see an expanded vid on how to set up quality production. Thanks for your awesome explanations. 👍
Speaking as a "not professional but not shite either" Factorio player, this was exactly the kickstart I needed for Fulgora. Perfect or not, it is a fantastic way to start to work with the challenges in the new environment and solve new challenges. Thank you!
I've made an automated train station (based on DocJade's autotrains) that serves all 12 items after scrap recycling. Overflows go into quality upcycle, overflows from that go into trash/recycler loop. It was a pain in the ass to set up, the circuit spaghetti is awful, but now I can move all required resources out from my recycle island and setup a conventional production without sushi belts. Another benefit is that it fits the modular design very well and I can use most of the Fulgoran islands if they can fit 3-5 train stations and a factory. The downside is building the train stations, otherwise it works really well and can scale.
I definitely made the same mistake of separating all materials and had the exact problem of everything bottlenecking everything while still having no holmium. 10/10 vid can't wait to destroy my base and start again.
I did the same but addet a recyclers facing each other to void stuff. Resulting in a chain of 3 or 4 recycler. For exemple the first toke gears with a direct output in the next to reduce the amount of iron plates, that step gets repeated and the last recycler in the line faced backwards to create a loop. These voiding Array is fed only when the sorted belt has a certain amount.
I was so caught up in trying to not waste any resources - realizing too late that it was not reasonable on my first attempt. Embracing the sushi instead of spaghetti would definitely have been the correct approach for me. I was later wondering if straight up using the Sushi belt itself would make more sense, and now I see this video - simple but awesome concept. Mildly annoyed at myself to not figure it out Nice, thank you
After setting up the electromagnetic science, I looked at the rest of my belt and thought, "there's everything here for the 5 Nauvis sciences, so let's make them!" This is Factorio, and that is what we do. The holmium based products come first, but I'm shipping absurd quantities of other science back to the home world. Plus, it means the recyclers aren't as busy munching up things making their second or third pass.
Oooh, very nice. I've been doing my 3-splitter solution all wrong for ages... you've shown me the way! And, various other ideas for a rework of my fulgora base! Thanks!
Amazing tutorial, thanks! I'm just getting ready for my first trip to Fulgora and this guide is very helpful :) Can't wait for similar for Gleba and Aquilo. Tschüss!
I have a simple setup: Just recycle the scrap and siphon off all components into provider chests with sorters from the belt. Everything that is not used gets split into its own lane and down the path of a line of recyclers that ends with removing the parts entirely. Along the way, other provider chests take out every lower tier item that is used. In this configuration, you can recycle endlessly, even without using anything, because even if all chests are full, at the end of the chain, everything is gone anyway. Its a huge resource waste, but there is plenty of scrap for ages and you can always cut the main scrap supply if you are not using anything.
Avadii this is fantastic, what a novel way to keep things flowing and save a ton of time on belting/splitting logistic work. While I initially thought this was so wasteful, it's really not more than you'd be forced to be anyways. Anything not consumed has to be dealt with somehow. Reading through some of your comments to other users, I'm really interested in how you've expanded on this and scaled it up. I would love a Part 2 video on how to do that.
I subscribed and I watched a couple of your videos, and I really like your style. You explain the basics of the planets. And then it's up to us to make that work in real life. I like this style a lot more than sophisticated blueprints of this and that and everything. The fun in Factorio is to make it yourself - after understanding the concepts. Thanks!
This is ingenious! My solution was to send everything into the robotics network and request items to discarding scrapers if there are more than a set amount of them in the network. It uses trains and is modular, so I can set up multiple recycling stations. I like your design way more though! Wish I will find a large enough island to build a sushi base on + rails and stations
That was the first time ive seen this idea...It's very cool. I suppose what you give up for its simplicity is that you are unable to balance the inputs before it enters the factory, and your throughput is 1 belt (although you can change this).
A neat thing to consider is, that you can use foundries to make the holmium plates, giving you a 50% productivity increase, easing the use of holmium solution a bit.
Ngl. I haven't played Factorio in years by this point but vidoes like this still get my mind racing with ideas on how to handle this. I love the sushi belt. What I like the most is how easily you could just siphon off any other item. If you really went hogwild you could probably do massive exports with the excess of all those refined goods.
before going to vulcanus i was doing so much blue circuits and low density structures on fulgora that i was shiping those out to nauvis, heck even now my original LDS factories on nauvis are idle because im still importing blue circuits and LDS from fulgora, now i use vulcanus for blue circuit production
Interesting, will try this out in my newly started playthrough. On my first one I built a bus with recyclers at the start, sorting and storing all 12 materials, output on the bus, split into new recyclers to get missing stuff like plastic, iron/copper plates etc, storage for this Items and then more recyclers for each item to get rid of them. All controlled by circuit. When the storage is full, scrap recycling stops, when a part is missing/runs low it starts again and excess material with max storage cap is recycled to other parts or into nothing. Works perfectly and looks really cool.
This is a really good way to set up Fulgora for "Fulgora Uniques" -- where indeed holmium is the bottleneck. If you also want to use Fulgora for "quality rolling", or maybe producing yellow science, it can be useful to keep a buffer of all sushi belt items into storage chests, and heavily lean on bots for transport. It can be a much more finicky balance though, you don't want yellow science production to eat so much into your LDS that rocket launches are getting limited for example, and once you load up your recyclers with quality modules your sushi belt also loads up with useless items like "epic ice".
😂 Epic Ice *can* be used to craft Epic Space Science or Epic Cryogenic Science; Just two useful recipes that I remember. I was treated yesterday to the sight of a Vulcanus Foundry producing High-Quality Stone with Quality Recycling, while dumping the excess Copper Plates into the Lava.
This is the solution for the annoying resource management i need! THANKS!!!!! (I've started to play SA again recently to do it differently than 1st run and I am about to land to Fulgora soon, so this is all I wanted!)
Really thank you for this setup. I got done with fulgora before but it was a really mess based on bots. With this belt it is so super easy and scales well! Even after 1500 hours of factorio i learned something :)
I did a 100% bot manufacturing after scrap was processed. I ended up using filtered splitters to make short sub belt sections for each resource with 2 inserters into 2 chests, it doesnt catch all but thats ok. The rest continue and go into OTHER recyclers that make the sub products. End result is that all 12 are sorted, stored and processed where at the very end of these is more recyclers that eat anything I cant use. I made 3 of these to capture more holmium. Its worked VERY well UNTIL.. green circuits ended up blocking as I didnt build a way to actually eat those. I wrongly assumed theyd never end up blocking it.. 30 hours later it did happen hehe. Now I have a way to ditch those also. I really LOVE your belt solution and I do usually prefer belts myself.
I was stuck on Fulgora and really couldn't wrap my head around it. I kept trying to separate everything and it was all so frustrating. Now that I've embraced the sushi, I'm up and running properly and actually understand it all. Thank you!!
This is the video that finally broke Fulgora open to me enough to start making some use of it. Things run incredibly slow due to the drip-feed of resources, but they're _running_ in the first place, so that's a step forward.
Sure if you have enough energy to support prod modules. But it's actually better to go efficiency and build more scrap miners and add more recycling loops just for holmium. You can also build an outpost with a small loop just making holmium.
Very interesting approach. I ended up just using bots for everything, just make sure to use active provider chest, a lot of storage and then I setup up a combinator network, which would recycle anything with a higher level than a constant C in the network, which started at 1k for me, but I kept it at 25k when I left Fulgora. I especially like your splitter trick so items do not get missed.
Haha, I built a massive sorting mechanism that perfectly fit on an island that sorts four turbo belts into 12 trains and recycles the overflow into oblivion. This seems a little easier, but it seems like it is restricted to one island in scope? with the train system I was able to set up entire islands just for processing individual types of outputs.
With Rocket Silos, it does not matter where on the surface they are launched; This approach could be used to make factories on many islands that would answer the demand for those sweet Holmium Plates and other assorted goodies.
robots is the best way because you can craft them very fast on the planet. i have set up a big circle of recyclers with requester chests that request every item that counts higher than 10k and recycle it into nothingness so no item is overflowing.
I have the sushi belt set up right now until I can amass a _lot_ of recyclers and also have a good enough power setup to support that many robots, eventually I'll probably be transitioning over to that.
@@VioletIsOnTheNets Other than lightning, my power now comes from burning solid fuel. The heating tower from Gleba helps a lot and does not require science packs to unlock (just hand mine a rock). I supplement my water/ice with a permanent platform in orbit. Fulgora provides plenty of resources for rockets and platforms, or you can of course ship in a platform starter pack from Nauvis if you prefer.
Honestly, I did it the easy way and just used bot-based logistics. Belts of scrap go into recyclers feeding active provider chests. The outputs get sent to filtered storage chests, which I have 5 of for each of the 12 outputs of scrap recycling as well as for the 5 other products (iron plate, copper plate, plastic, brick, and green chips) produced by further recycling. (Technically you also get iron ore from recycling concrete, but I don't need it for anything, so I just recycle it all away immediately.) I then have additional recyclers, fed from requester chests and outputting into active providers, for each of these 17 materials. These recyclers are circuit controlled based on the contents of my buffers with the following logic: - < 0.5 chests of a material: Recycle other materials to get more of this - < 1 chest: Recycle scrap to get more of this - < 1.5 chests: Activate production lines to produce this stuff from raw materials. (Green chips and batteries only; theoretically I could make production lines for other things, but I worked out the numbers and those are the only ones I don't get enough of just from recycling things I have in excess.) - < 2 chests: Do not recycle this stuff, even if one of the things it recycles into is under a half-chest. (Besides making sure I don't recycle something I actually need in its original form, there are a number of items which can be produced by multiple paths, e.g. iron which can come gear or batteries or green chips; this restriction acts as a simple sort of balancer.) - > 4.5 chests: Recycle it just to get rid of it Everything else just runs off requester chests and a fluid bus. (For small production lines, each machine takes from its own requester chest and inserts into a filtered storage; for larger ones, I use standard input and output belts that connect to a whole line of machines, which in turn feed or are fed from a single common storage/requester chest.)
Using bots is probably a good alternative. Especially because Bot Speed Upgrades is a fulgora science pack research. How much energy does the network consume?
@@AVADIIStrategy Honestly, the robotports aren't the problem in terms of power. The EM plants are real power hogs - just one of them filled with Prod2s is about 8 MW. But even then, the lighting provided more than enough power, even just with lighting rods, once I had enough accumulators to store it all.
I'm breaking the nice number of 69 comments, sorry, but I wanted to thank you once again for your content and encourage you to make more videos -you're ideas are a source of inspiration and provide me with motivation to continue to tackle Factorio's space age challenge (I wasn't ready for big mods that add more production chains with multiple items)
My first complete "no-mod" run on Factorio SA, I did a full bot-base on Fulgora. It was successful, but had its own set of headaches involving Storage Chests and needing to recycle/destroy items overflowing them. No matter which approach is used, it appears the Recyclers will need to be used to destroy items. This approach seems to be a bit more trouble-free than my current belt-base approach of Scrap -> Recyclers -> Separate using the filter splitter -> Process items as needed into other items -> destroy buffer overflow using Recyclers.
I did something similar but also very different. I started the Quality production as fast as possible, then split the output into it's quality steps, then did recycle most low level components (beside Ice and Holmium) and then put it into a buffer that then can Overflow into recyclers.
very nice idea for the sushi splitter, the only think i would add is just the addition of parametrized blueprints to place them down faster which is rather easy to make for this type of split
you could also use the entire belt of scrap by just dedicating the outputs of the recyclers to their own line. I have one that pulls overflow items, breaks blue chips, red chips, and basically the things that break into more intermediary items. so blue chips becomes green chips? recycle those first so they lose the 75% belt volume they had. (not actually but its usually less than if we kept the initial items from scrap) we can return everything to the "main" belt. then we have more to pull green circuits and reds and the like, also their own dedicated set of recyclers. then after these two sets we end up with green circuits and copper wire, and after all 3 sets, we just have non-recyclable items and they go to chests and overflow is pointed to two recyclers facing each other. ive found that while a sing side of the belt backs up periodically, even with 60% scrap prod I can consume a whole belt of scrap. A good way to think about it is you recycle scrap, then filter off multi-recyclable items until you are left with just the items that cant be recycled.
Thank you for the short video that explained the planet, apparently wasn't smart enough to grasp how to do it properly. Ill scrap what i tried to make and do something similar to this setup.
That’s pretty clever actually. I set up a sorting system that feeds into a main bus, which I am happy with, I have a nice bus and lots of useful stored resources. But this is so simple and effective, taking advantage of the sushi belts main feature, having everything on it. Splitting off my main bus is a challenge, I enjoy belt splitting a lot, but this is so much easier. The only real issue would be throughput of the belt, but any of tungsten belts, stacking or adding belts would solve this or even just having multiple recycler sub factories. Not to mention Fulgoras science input needs are low, just a lot of recycling.
Excellent i was wondering how i would get around the clogged belts. I like clean organized settups but unfortunately i must step out of my comfort zone for this 😢.
For my setup, the ice is the constricting factor, I can't get enough water for everything, granted I also use it for steam power which I've heard is a bad idea. It's just a nice backup/support. Also love the 3 splitter idea
i finished refactoring my fulgora starter base after looking back at my space platforms and getting inspired from them, then i see this... uncannily like how i figured it out on my own lol
I went the separation way the first time and built a recycling loop for every item with some merging together like blue circuit get their red circuit output into the red circuit recycling loop. Every intermediate product was stored until the chest filled up, then it was up to more recycling and final destruction. The base is very efficient and only comes to a stop when Holmium is full (as it should be). But I had a headache and a near mental breakdown building it. I still will steal your idea, way less of a hassle and who cares if I waste resources, at some point you got the big miners with 200% productivity, at least 50% resource drain and a patch with millions of scrap.
I’m looking forward to seeing your take on Gleba after watching this video given your less orthodox approach to Fulgora. I’ve been pretty firmly of the opinion that Gleba is intended to be a bot base because of how it makes disposing of spoilage dead simple, but everywhere I look people build belt/bus bases anyways. I’m really curious to see what your approach is!
i built each product as a cell that's only fed fruit and bioflux, each cell is designed to self start when it receives food and they are designed to pass through excess material to the next cell. no belt is allowed to terminate. every machine has dedicated input for nutrients and dedicated output for spoilage, spoilage and nutrients share a belt since it tends to rot so fast its easier to just assume itll spoil than try to filter it. at the end of the line the core materials rotate back to the front where they are fed back into the machine, with filters to catch any spoilage logi bots are only used to move science to the launch pad, every other function is belts and inserters, the factory runs perfectly without intervention
This is the same conclusion I came to: a sushi belt that loops back into recyclers. My system uses multiple belts, with a number of those belts being "protected" belts. Protected belts bypass the recyclers and are fed back into the system through a balancer. Recycled products likewise hit the same balancer, and all is distributed equally through the system. This assures items are allowed at least one full loop without being recycled, so even if the machines needing these items are behind the producers in the loop, they will still get the item. All items are input onto protected belts, and items are pulled off the loop from both protected and unprotected. For those more ratio-inclined, you can use production rates and simple geometric series to calculate pretty much anything your heart desires pertaining to factory efficiency. The one inescapable is the initial ratios of recycled scrap, or as I like to call it "Slop." Slop will always be 1/3rd gear wheels, 1/15th steel, 1/20th red circuits, etc. so plan your scale according to your most needed of these initial slop components.
4:55 почему я сам до этого не догадался, когда строил свой космический корабль? Я использовал манипуляторы, чтобы забирать ресурсы с огромного sushi belt и именно они всегда были этим узким местом, потому, что из-за компактности я не мог позволить себе поставить больше 1 манипулятора в некоторых местах. Эта схема настолько простая, что гениальная
I have done the same error as you in the first 2 hours, it was madness. Then I have changed with logistic setups. First I split the main belts into all the resources (no backup feed), everything is then stored in storage chest with logistic filters. I then have "recycling malls" activated by circuit conditions. I check the network resources if the items are > amount I want It get recycled down with . The input of the mall are Requester Chests where I set the amount from the circuit network. The output of the recycling mall is Active provider that force the material to be loaded into storage chest again that are counted in the network. Finally you need to setup storage chest connected to network for mid products like green circuits, plastics, etc.. The downside is if you improve belt speed you need more "recycling malls" to be able to trash more items. So far is working without any clog
Lol, I spent like 5 hrs devising an organizing system and dealing with all the by-products and backups. The main problem with sushi is that anything you can build WILL eventually work, not by a lot tho so to me it looks like the difference is spending a lot of time with a de clutter system up front or deal with slow production due to the nature of a sushi belt. I've also heard of just putting recyclers into active provider chests and letting the bots sort everything, but the problem there is the need for a LOT of logi bots and the power they consume
:D we had the same starting idea but i wasnt brave enough to "waste" intems and recycle them again although i though about that being the solution to the filter-spliter setup. clogging up. I will give this setup a try later. Thank you :)
I made a small script to calculate "sort recycled resources by their chance of clog the belt long term". I used that data to sort the outgoing part of the loop and place them into the yellow storage chest (with logistic filters too). and then using bots for everything else.
I bot malled this the first time and it was straight cancer. But this is so simple. Ive noticed that the simpler you go with space age 2.0, the easier it actually is. If you over engineer everything, it gets too complicated.
i ended up doing a main bus splitter with an overflow system, overflow goes into a quality scrap recycler and anything rare is put into logi for high quality crafting later, this way you don't ever back up but you also don't fully waste material if you back up, even high quality stone is useful, the only truly garbage item is high quality ice which i have a special system to destroy. hq fuel is dubious but you can make very fast cars with it, so it's at least fun to have with this process my meager fulgora base produced huge volumes of everything i needed and its my first stop for quality materials, thousands of banked blue red and green circuits in epuc rarity i am very interested in trying this sushi belt idea though
I am that wierdo that prefers to drop on a new planet with nothing (except construction bots for personal use). You just saved me from an overdesigned starter base that would have been a bit too grindy to set up.
Yeah, the sushi belt is perfect to start. If you want to setup some late game design you have to have rail support foundations for 2k science already. Also mecharmour really helps for 5k science.
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While this is very easy to build and expand, this is unfortunately not 100% resource efficient, so i shall proceed to create the worst spaghetti ever concieved by mankind
dude fulgora have infinity scrap all around you only trains limits you :/ if you really care about resource efficiency do it this way and add buffers after filtered belts with some circiut logic to roll the sushi belt only when there is lack of necessary stuff
The best solution is to setup recyclers that turn excess resources into quality products by crafting them into resource hungry buildings. Say iron gears can be crafted into red undergrounds, that way you can consume all the trash with only a tiny amount of assemblers, while grinding for quality.
The limited resource on Nauvis never was ore, it was biter free pollution areas. The planets are unlimited - embrace processing speed above all.
@@vitamin_c9923 basicaly every resource on fulgora can be crafted from infinite pool of lava on Vulcanus
@@ciniss i love this comment section, such colorfull opinions
If you guys went to vulcanus first use rhe foundries in making the holmium plates. That base 50% productivity is godsend
But if you bite through to the mechsuit Vulcanus becomes so much easier or if you are really insane and went gleba first the new labs safe you mountains of science packs. All 3 routes are viable, awesome game design.
@@David_randomnumber yeah, but deep oil rail support require Vulcanus+Fulgora science. You can do it in whatever order, but order defines benefits.
The deep oil foundation is pretty much useless. I was able to connect my base to a scrap mining spots with ease without it.
@@goofyahhsound I was able to deal with Vulcanus without jetpack too, but you know, we are talking about convenience here.
@@goofyahhsound i mean its useless at that stage of the game but if you want to scale you will need way more trains
that tech where you can have a splitter that doesn't jam is gold, thank you
Right? I've been doing a variation on this 3-splitter thing for ages, but where the odd splitter is the one that filters... this is so much better, because it _will_ take out everything if it _can_ take out everything, it just also won't back up if it can't! Beauty!
The guy claims it catches all target items and moves it onto the side belt, but from my experience that actually isn't true
since holmium ore is the bottlenek i would NEVER use speedmodules inside the production: use productivity and double or triple the amount chemical plants to compensate the loss of production speed
otherwise its quite a nice solution: im more on the robotsside on the planets. feels kinda natural to use robots when going to a new planet and not mess with belts. so this is quite a nice idea if you dont want to robot everything up. well done!
Agreed, foundries with max production modules is the way to go, then if you have the power and space you can add beacons to improve speed, but I do not have enough holmium for that anyway :) Two foundries can currently keep up to the point where I had to increase storage for the plates.
Just double or triple the amount that you're scrapping and use speed modules to make it faster
@@crowxar usually i would agree, however in this specific case its about starting a new base, so the amount of scrap is (at this moment) limited.
and with a belt approach i would argue, that a belt has only so much throughput, especially on sushi belts
but generally you are right:
if you need more, just get more =D
I think this planet is actually perfect for robots. Use active chests on all of the scrap processing recyclers. Stop recycling when there is too much scrap by using circuits connected to the bot network to read contents. Make recyclers specifically to recycle items down into components, and recyclers to get rid of items if you reach an excess amount of items. I got to the point where I even had to recycle holmium ore. It's far more compact. I didn't have a starting island nearly as large as the one in this video so I needed the absolute most compact design possible.
Great video, Fulgora really is about embracing the sushi! I especially like how you demonstrate the failures of other layouts, and why an up-front splitting approach has so many pitfalls.
One tip for your item-branching blueprint - replace the green "upgrade planner" with a "parameter" so it will automatically bring up the GUI to configure the splitter's filter whenever you place the blueprint. Really helpful in situations where you use a value multiple times across entities in one blueprint. There's even a conversion option for an existing blueprint to turn defined values into parameters to generify the blueprint (It's the green and purple button at the top of the blueprint editor - "Parameterise").
Thanks, and keep up the awesome content!
Embracing blueprint parametrization is a very good idea.
I'm aware and use it already for multiple things. But i didn't want to make the video more complicated and focus on Fulgora.
Else i would have to explain how it works if i use it in the video.
@@AVADIIStrategy Yes please do video on blueprint parametrization splitters if you get the time.
Love this, had no idea this feature existed but I can see so many uses for it already
I use the separation solution BUT with a twist on the splitter idea from the video so any thing split of have an overflow.
I also have quality mixed in, all the way from the miners, so yes its a LOT of splitting going on but I results in massive amount of rare components and massive amounts of holmium plates.
The three splitters with output priority is absolutely genius and it’s exactly what I needed for my space platform asteroid processing to be more efficient
Just for safety I added input priority to the third one at the deconstructor planner side, to make sure the overflowing items can re-enter the main belt.
I really struggled to understand how to properly farm holmium... thanks to this Video I finally embraced the sushi belt. Truly the superior solution! And the Splitter is absolutley genius in its simplicity! Very nice!
I took Fulgora as an opportunity to try out a logistical train network for the first time. A big scrap processing island where everything is separated and loaded to trains, where they are taken to different islands for various purposes. Intermediate components can be crafted on their own islands and shipped to other places that need them. Every material can be sent to scrap yards with lower priority to get deleted when they overflow. This makes it easy to expand because you can just add more island subfactories as needed and link it to the train network. Once I got quality going, those scrap yards are given quality modules to passively farm high-quality base materials
One downside is that the train networks are awful until you unlock building rail supports on deep oil ocean
In a way a LTN is kind of like a big sushi belt
Good idea for the late game!
Oh, using lower priority train stops for recycling is genius. My approach was to feed excess resources into recyclers with quality modules to get higher quality items.
My main base also had a bunch of these quality recyclers for excess materials.
@@einargs You can set up a simple combinator to control the priority level by making it proportional to the % of items in a chest at the station using blueprint parametrization formulas.
Not really important in the long run but helps get it started mainly, focusing the distribution of lower volume items like Holmium plates.
the only thing i dislike about this is that you didnt make it sooner.... the spaghetti bot base of shame i currently have ...
If you are trying to maximize holmium production then you want one set of recyclers that only processes scrap and another set that deals with the rest. Feeding the recycler output back into self lowers the amount of scrap you process significantly AND this lets you capitalize on scrap recycling productivity. When you mix scrap with non-scrap you often lose progress in any given recycler.
Great content in any case. I've taken to using your train loading and unloading setups because of how simple they are and how little material they need to have something very effective.
I actually have a 2 step recycling system just like you describe in my actual base. But without scrap productivity it doesn't make a difference.
But what it allows you to do is filter out items from scrap recycling that you know do not need to go on the main sushi belt.
For example i filter out gears right away and have a dedicated gear recycler to turn them into iron before putting the iron on the sushi belt.
No items in my factory need gears.
This actually increases throughput because gears make up 20% of scrap output.
I also filter out ice and solid fuel right away because both have only one purpose and use a dedicated recycler as well.
Did you even watch the video?
@@Obbliteration What are you trying to point out?
@@Novicks he did exactly what you wrote with the two lines of recycling
@@Obbliteration No he didn't in the video, what @Novicks means is having 2 setups recycling items, one ONLY recycles scrap, the other recycles everything else that comes after scrap. This way, with the scrap recycling productivity research, you won't lose productivity progress when recycling scrap. Every time a new item is recycled, the productivity progress resets. If you first recycle 10 gears and then toss in a green chip, the productivity progress will reset back to 0 when the green circuit is recycled. If you only process one item (like only recycling scrap), you will get additional resources for free due to the productivity reaching 100% over and over instead of resetting for a new item.
I have tried several versions to make fulgora productive. By far this is the best solution I’ve seen. I would love to see an expanded vid on how to set up quality production. Thanks for your awesome explanations. 👍
Really helpful video! Im still on Vulcanus but Fulgora is next. This will give me a good start! Danke dir!
Have fun!
Speaking as a "not professional but not shite either" Factorio player, this was exactly the kickstart I needed for Fulgora. Perfect or not, it is a fantastic way to start to work with the challenges in the new environment and solve new challenges. Thank you!
Easily the best video about Fulgora out there. The splitter setup is incredibly simple and effective.
I've made an automated train station (based on DocJade's autotrains) that serves all 12 items after scrap recycling. Overflows go into quality upcycle, overflows from that go into trash/recycler loop.
It was a pain in the ass to set up, the circuit spaghetti is awful, but now I can move all required resources out from my recycle island and setup a conventional production without sushi belts.
Another benefit is that it fits the modular design very well and I can use most of the Fulgoran islands if they can fit 3-5 train stations and a factory.
The downside is building the train stations, otherwise it works really well and can scale.
This is the best explanation and example of a solution that I've seen related to Fulgora, great job!!
I definitely made the same mistake of separating all materials and had the exact problem of everything bottlenecking everything while still having no holmium.
10/10 vid can't wait to destroy my base and start again.
I did the same but addet a recyclers facing each other to void stuff. Resulting in a chain of 3 or 4 recycler. For exemple the first toke gears with a direct output in the next to reduce the amount of iron plates, that step gets repeated and the last recycler in the line faced backwards to create a loop. These voiding Array is fed only when the sorted belt has a certain amount.
I was so caught up in trying to not waste any resources - realizing too late that it was not reasonable on my first attempt. Embracing the sushi instead of spaghetti would definitely have been the correct approach for me. I was later wondering if straight up using the Sushi belt itself would make more sense, and now I see this video - simple but awesome concept. Mildly annoyed at myself to not figure it out
Nice, thank you
A really great way to handle the scrap mechanics at fulgora. Thank you very much for sharing your ideas.
For me, Fulgora is either: "Embrace the sushi!" or "Embrace the Bots!" :D
After setting up the electromagnetic science, I looked at the rest of my belt and thought, "there's everything here for the 5 Nauvis sciences, so let's make them!" This is Factorio, and that is what we do. The holmium based products come first, but I'm shipping absurd quantities of other science back to the home world. Plus, it means the recyclers aren't as busy munching up things making their second or third pass.
its a great planet for purple and orange science for sure
Oooh, very nice. I've been doing my 3-splitter solution all wrong for ages... you've shown me the way! And, various other ideas for a rework of my fulgora base! Thanks!
Amazing tutorial, thanks! I'm just getting ready for my first trip to Fulgora and this guide is very helpful :) Can't wait for similar for Gleba and Aquilo. Tschüss!
I have a simple setup: Just recycle the scrap and siphon off all components into provider chests with sorters from the belt. Everything that is not used gets split into its own lane and down the path of a line of recyclers that ends with removing the parts entirely. Along the way, other provider chests take out every lower tier item that is used. In this configuration, you can recycle endlessly, even without using anything, because even if all chests are full, at the end of the chain, everything is gone anyway. Its a huge resource waste, but there is plenty of scrap for ages and you can always cut the main scrap supply if you are not using anything.
I absolutely LOVE this design. So elegant, and appears to be so efficient!!! Can't wait to try it when I get to Fulgora :)
Avadii this is fantastic, what a novel way to keep things flowing and save a ton of time on belting/splitting logistic work. While I initially thought this was so wasteful, it's really not more than you'd be forced to be anyways. Anything not consumed has to be dealt with somehow.
Reading through some of your comments to other users, I'm really interested in how you've expanded on this and scaled it up. I would love a Part 2 video on how to do that.
Thanks for saving my day and saving my baso on Fulgora. Just landed there last week and I'm already devestated how many times my belt got clogged up
Great video. I was close to figuring this out but the urge to not waste materials was holding me back. I'm jealous of your huge island btw!
I subscribed and I watched a couple of your videos, and I really like your style. You explain the basics of the planets. And then it's up to us to make that work in real life. I like this style a lot more than sophisticated blueprints of this and that and everything. The fun in Factorio is to make it yourself - after understanding the concepts. Thanks!
This is ingenious! My solution was to send everything into the robotics network and request items to discarding scrapers if there are more than a set amount of them in the network. It uses trains and is modular, so I can set up multiple recycling stations. I like your design way more though! Wish I will find a large enough island to build a sushi base on + rails and stations
That was the first time ive seen this idea...It's very cool. I suppose what you give up for its simplicity is that you are unable to balance the inputs before it enters the factory, and your throughput is 1 belt (although you can change this).
you could easily build an array to output a bus of sushi though I'm sure scaling up would give you weird distribution artifacts
Your design are really clever. Every video I'm like : what the hell, took me 10s of hours to produce something half as efficient !
A neat thing to consider is, that you can use foundries to make the holmium plates, giving you a 50% productivity increase, easing the use of holmium solution a bit.
That's super awesome! I was thinking about doing a proper bus for my next playthrough, but this is so much cooler!
Factorio and German efficiency, perfection! Many thanks sir, this is an elegant solution.
Ngl. I haven't played Factorio in years by this point but vidoes like this still get my mind racing with ideas on how to handle this.
I love the sushi belt. What I like the most is how easily you could just siphon off any other item. If you really went hogwild you could probably do massive exports with the excess of all those refined goods.
Thank you for the insights, especially about the triple splitter and the sushi belt recycling itself!
before going to vulcanus i was doing so much blue circuits and low density structures on fulgora that i was shiping those out to nauvis, heck even now my original LDS factories on nauvis are idle because im still importing blue circuits and LDS from fulgora, now i use vulcanus for blue circuit production
Interesting, will try this out in my newly started playthrough.
On my first one I built a bus with recyclers at the start, sorting and storing all 12 materials, output on the bus, split into new recyclers to get missing stuff like plastic, iron/copper plates etc, storage for this Items and then more recyclers for each item to get rid of them.
All controlled by circuit. When the storage is full, scrap recycling stops, when a part is missing/runs low it starts again and excess material with max storage cap is recycled to other parts or into nothing. Works perfectly and looks really cool.
This is a really good way to set up Fulgora for "Fulgora Uniques" -- where indeed holmium is the bottleneck.
If you also want to use Fulgora for "quality rolling", or maybe producing yellow science, it can be useful to keep a buffer of all sushi belt items into storage chests, and heavily lean on bots for transport. It can be a much more finicky balance though, you don't want yellow science production to eat so much into your LDS that rocket launches are getting limited for example, and once you load up your recyclers with quality modules your sushi belt also loads up with useless items like "epic ice".
😂
Epic Ice *can* be used to craft Epic Space Science or Epic Cryogenic Science; Just two useful recipes that I remember.
I was treated yesterday to the sight of a Vulcanus Foundry producing High-Quality Stone with Quality Recycling, while dumping the excess Copper Plates into the Lava.
This video really helped me getting out of a literal and mental gridlock on Fulgora
This is the solution for the annoying resource management i need! THANKS!!!!!
(I've started to play SA again recently to do it differently than 1st run and I am about to land to Fulgora soon, so this is all I wanted!)
I've never thought of this, thank you!! This made my life on Fulgora much easier!
Best content for Factorio. Spot on and very efficient! 👏
Really thank you for this setup. I got done with fulgora before but it was a really mess based on bots. With this belt it is so super easy and scales well! Even after 1500 hours of factorio i learned something :)
Omg this video has changed my life. Amazing tyty for this.
i like the idea of using this as a starter base, nice vid!
Seeing your priority splitter after repeatedly struggling with clogs, all I can say is: DOH!
(and thanks)
I was using the priority splitter trick everywhere except on my main sushi bus, somehow it didnt occur to me... facepalm
I did a 100% bot manufacturing after scrap was processed. I ended up using filtered splitters to make short sub belt sections for each resource with 2 inserters into 2 chests, it doesnt catch all but thats ok. The rest continue and go into OTHER recyclers that make the sub products. End result is that all 12 are sorted, stored and processed where at the very end of these is more recyclers that eat anything I cant use. I made 3 of these to capture more holmium. Its worked VERY well UNTIL.. green circuits ended up blocking as I didnt build a way to actually eat those. I wrongly assumed theyd never end up blocking it.. 30 hours later it did happen hehe. Now I have a way to ditch those also. I really LOVE your belt solution and I do usually prefer belts myself.
Then concrete, then solid fuel, then gears, then blue circuits, and so on. The clog NEVER ENDS! haha
You're a life saver! You've definitely earned a sub with this video alone. :)
Super helpful in under 10 minutes. Thanks!
I was stuck on Fulgora and really couldn't wrap my head around it. I kept trying to separate everything and it was all so frustrating. Now that I've embraced the sushi, I'm up and running properly and actually understand it all. Thank you!!
I got the most help from this video. Mind blown.
You're a damn genius. I adore this method. Liked + subbed
Love your videos. so clear, comprehensive and fun!
You're an elegant genius madman and I love you, thank you
yeah, I am starting to lean towards this direction, my fulgoras base really needs a rework :P
This is the video that finally broke Fulgora open to me enough to start making some use of it. Things run incredibly slow due to the drip-feed of resources, but they're _running_ in the first place, so that's a step forward.
Because holmium ore is such a limiting factor, I always productivity mod it instead of speed
Sure if you have enough energy to support prod modules.
But it's actually better to go efficiency and build more scrap miners and add more recycling loops just for holmium.
You can also build an outpost with a small loop just making holmium.
Very interesting approach. I ended up just using bots for everything, just make sure to use active provider chest, a lot of storage and then I setup up a combinator network, which would recycle anything with a higher level than a constant C in the network, which started at 1k for me, but I kept it at 25k when I left Fulgora.
I especially like your splitter trick so items do not get missed.
Haha, I built a massive sorting mechanism that perfectly fit on an island that sorts four turbo belts into 12 trains and recycles the overflow into oblivion. This seems a little easier, but it seems like it is restricted to one island in scope? with the train system I was able to set up entire islands just for processing individual types of outputs.
With Rocket Silos, it does not matter where on the surface they are launched; This approach could be used to make factories on many islands that would answer the demand for those sweet Holmium Plates and other assorted goodies.
man that idea is worth its weight in gold. thank you so much for that!
Purple Chest -> Storage Chest -> Requester Chest....and done!
Seriously. There’s not need to overcomplicate it. A small amount of bots can handle a vast amount of filtering.
robots is the best way because you can craft them very fast on the planet. i have set up a big circle of recyclers with requester chests that request every item that counts higher than 10k and recycle it into nothingness so no item is overflowing.
I have the sushi belt set up right now until I can amass a _lot_ of recyclers and also have a good enough power setup to support that many robots, eventually I'll probably be transitioning over to that.
@@VioletIsOnTheNets
Other than lightning, my power now comes from burning solid fuel.
The heating tower from Gleba helps a lot and does not require science packs to unlock (just hand mine a rock).
I supplement my water/ice with a permanent platform in orbit.
Fulgora provides plenty of resources for rockets and platforms, or you can of course ship in a platform starter pack from Nauvis if you prefer.
Amazing video, so many great ideas!
Honestly, I did it the easy way and just used bot-based logistics. Belts of scrap go into recyclers feeding active provider chests. The outputs get sent to filtered storage chests, which I have 5 of for each of the 12 outputs of scrap recycling as well as for the 5 other products (iron plate, copper plate, plastic, brick, and green chips) produced by further recycling. (Technically you also get iron ore from recycling concrete, but I don't need it for anything, so I just recycle it all away immediately.)
I then have additional recyclers, fed from requester chests and outputting into active providers, for each of these 17 materials. These recyclers are circuit controlled based on the contents of my buffers with the following logic:
- < 0.5 chests of a material: Recycle other materials to get more of this
- < 1 chest: Recycle scrap to get more of this
- < 1.5 chests: Activate production lines to produce this stuff from raw materials. (Green chips and batteries only; theoretically I could make production lines for other things, but I worked out the numbers and those are the only ones I don't get enough of just from recycling things I have in excess.)
- < 2 chests: Do not recycle this stuff, even if one of the things it recycles into is under a half-chest. (Besides making sure I don't recycle something I actually need in its original form, there are a number of items which can be produced by multiple paths, e.g. iron which can come gear or batteries or green chips; this restriction acts as a simple sort of balancer.)
- > 4.5 chests: Recycle it just to get rid of it
Everything else just runs off requester chests and a fluid bus. (For small production lines, each machine takes from its own requester chest and inserts into a filtered storage; for larger ones, I use standard input and output belts that connect to a whole line of machines, which in turn feed or are fed from a single common storage/requester chest.)
Using bots is probably a good alternative.
Especially because Bot Speed Upgrades is a fulgora science pack research.
How much energy does the network consume?
@@AVADIIStrategy Robo ports are by far the most power hungry things though
@@AVADIIStrategy Honestly, the robotports aren't the problem in terms of power. The EM plants are real power hogs - just one of them filled with Prod2s is about 8 MW. But even then, the lighting provided more than enough power, even just with lighting rods, once I had enough accumulators to store it all.
A bit late maybe but I craft concrete into hazard concrete before recycling, because concrete is slow to craft and therefore also slow to recycle
thanks, the splitter filter is especially useful.
I'm breaking the nice number of 69 comments, sorry, but I wanted to thank you once again for your content and encourage you to make more videos -you're ideas are a source of inspiration and provide me with motivation to continue to tackle Factorio's space age challenge (I wasn't ready for big mods that add more production chains with multiple items)
My first complete "no-mod" run on Factorio SA, I did a full bot-base on Fulgora. It was successful, but had its own set of headaches involving Storage Chests and needing to recycle/destroy items overflowing them.
No matter which approach is used, it appears the Recyclers will need to be used to destroy items.
This approach seems to be a bit more trouble-free than my current belt-base approach of Scrap -> Recyclers -> Separate using the filter splitter -> Process items as needed into other items -> destroy buffer overflow using Recyclers.
I did something similar but also very different. I started the Quality production as fast as possible, then split the output into it's quality steps, then did recycle most low level components (beside Ice and Holmium) and then put it into a buffer that then can Overflow into recyclers.
very nice idea for the sushi splitter, the only think i would add is just the addition of parametrized blueprints to place them down faster which is rather easy to make for this type of split
thank you sooooo much man for this awesome design
you could also use the entire belt of scrap by just dedicating the outputs of the recyclers to their own line. I have one that pulls overflow items, breaks blue chips, red chips, and basically the things that break into more intermediary items. so blue chips becomes green chips? recycle those first so they lose the 75% belt volume they had. (not actually but its usually less than if we kept the initial items from scrap) we can return everything to the "main" belt. then we have more to pull green circuits and reds and the like, also their own dedicated set of recyclers. then after these two sets we end up with green circuits and copper wire, and after all 3 sets, we just have non-recyclable items and they go to chests and overflow is pointed to two recyclers facing each other. ive found that while a sing side of the belt backs up periodically, even with 60% scrap prod I can consume a whole belt of scrap. A good way to think about it is you recycle scrap, then filter off multi-recyclable items until you are left with just the items that cant be recycled.
Love this design philosophy. Wish I had seen this video a week ago when I started Fulgora.
Amazing video, great tips! Will use this when I play Space Age!
Thanks! :)
Thank you for the short video that explained the planet, apparently wasn't smart enough to grasp how to do it properly. Ill scrap what i tried to make and do something similar to this setup.
That’s pretty clever actually. I set up a sorting system that feeds into a main bus, which I am happy with, I have a nice bus and lots of useful stored resources. But this is so simple and effective, taking advantage of the sushi belts main feature, having everything on it. Splitting off my main bus is a challenge, I enjoy belt splitting a lot, but this is so much easier. The only real issue would be throughput of the belt, but any of tungsten belts, stacking or adding belts would solve this or even just having multiple recycler sub factories. Not to mention Fulgoras science input needs are low, just a lot of recycling.
It took me a bit to realize that on Fulgora blue circuits are infinite and I don’t need to worry about trashing them.
Yeah, the only thing that you don't want to waste is holmium.
Mine as much as possible which automatically means recycle as much as possible.
@@AVADIIStrategy Yes I ended up having to add a second mine to get enough holmium. I went to Fulgora first so no big drills with productivity.
you still want to make the most of them though, whether its their ingredients, or exporting the circuits elsewhere
Excellent i was wondering how i would get around the clogged belts. I like clean organized settups but unfortunately i must step out of my comfort zone for this 😢.
For my setup, the ice is the constricting factor, I can't get enough water for everything, granted I also use it for steam power which I've heard is a bad idea. It's just a nice backup/support. Also love the 3 splitter idea
i finished refactoring my fulgora starter base after looking back at my space platforms and getting inspired from them, then i see this... uncannily like how i figured it out on my own lol
I went the separation way the first time and built a recycling loop for every item with some merging together like blue circuit get their red circuit output into the red circuit recycling loop. Every intermediate product was stored until the chest filled up, then it was up to more recycling and final destruction.
The base is very efficient and only comes to a stop when Holmium is full (as it should be).
But I had a headache and a near mental breakdown building it.
I still will steal your idea, way less of a hassle and who cares if I waste resources, at some point you got the big miners with 200% productivity, at least 50% resource drain and a patch with millions of scrap.
thx man, I rebuild my fulgora and now I have 4x the output of my old science packs production
I’m looking forward to seeing your take on Gleba after watching this video given your less orthodox approach to Fulgora. I’ve been pretty firmly of the opinion that Gleba is intended to be a bot base because of how it makes disposing of spoilage dead simple, but everywhere I look people build belt/bus bases anyways. I’m really curious to see what your approach is!
i built each product as a cell that's only fed fruit and bioflux, each cell is designed to self start when it receives food and they are designed to pass through excess material to the next cell. no belt is allowed to terminate. every machine has dedicated input for nutrients and dedicated output for spoilage, spoilage and nutrients share a belt since it tends to rot so fast its easier to just assume itll spoil than try to filter it.
at the end of the line the core materials rotate back to the front where they are fed back into the machine, with filters to catch any spoilage
logi bots are only used to move science to the launch pad, every other function is belts and inserters, the factory runs perfectly without intervention
This is the same conclusion I came to: a sushi belt that loops back into recyclers. My system uses multiple belts, with a number of those belts being "protected" belts. Protected belts bypass the recyclers and are fed back into the system through a balancer. Recycled products likewise hit the same balancer, and all is distributed equally through the system. This assures items are allowed at least one full loop without being recycled, so even if the machines needing these items are behind the producers in the loop, they will still get the item. All items are input onto protected belts, and items are pulled off the loop from both protected and unprotected. For those more ratio-inclined, you can use production rates and simple geometric series to calculate pretty much anything your heart desires pertaining to factory efficiency.
The one inescapable is the initial ratios of recycled scrap, or as I like to call it "Slop." Slop will always be 1/3rd gear wheels, 1/15th steel, 1/20th red circuits, etc. so plan your scale according to your most needed of these initial slop components.
4:55 почему я сам до этого не догадался, когда строил свой космический корабль? Я использовал манипуляторы, чтобы забирать ресурсы с огромного sushi belt и именно они всегда были этим узким местом, потому, что из-за компактности я не мог позволить себе поставить больше 1 манипулятора в некоторых местах. Эта схема настолько простая, что гениальная
I have done the same error as you in the first 2 hours, it was madness. Then I have changed with logistic setups. First I split the main belts into all the resources (no backup feed), everything is then stored in storage chest with logistic filters.
I then have "recycling malls" activated by circuit conditions. I check the network resources if the items are > amount I want It get recycled down with . The input of the mall are Requester Chests where I set the amount from the circuit network. The output of the recycling mall is Active provider that force the material to be loaded into storage chest again that are counted in the network. Finally you need to setup storage chest connected to network for mid products like green circuits, plastics, etc..
The downside is if you improve belt speed you need more "recycling malls" to be able to trash more items. So far is working without any clog
Big brain moment!! Will do this on fulgora
Lol, I spent like 5 hrs devising an organizing system and dealing with all the by-products and backups. The main problem with sushi is that anything you can build WILL eventually work, not by a lot tho so to me it looks like the difference is spending a lot of time with a de clutter system up front or deal with slow production due to the nature of a sushi belt. I've also heard of just putting recyclers into active provider chests and letting the bots sort everything, but the problem there is the need for a LOT of logi bots and the power they consume
:D we had the same starting idea but i wasnt brave enough to "waste" intems and recycle them again although i though about that being the solution to the filter-spliter setup. clogging up. I will give this setup a try later. Thank you :)
You have opened my mind today
I made a small script to calculate "sort recycled resources by their chance of clog the belt long term". I used that data to sort the outgoing part of the loop and place them into the yellow storage chest (with logistic filters too). and then using bots for everything else.
Thanks for the video, great content as always!
Appreciate it!
This has convinced me to go against my entire brain and embrace sushi.
wow this is very helpful and a fun new way of playing the game!
I bot malled this the first time and it was straight cancer. But this is so simple.
Ive noticed that the simpler you go with space age 2.0, the easier it actually is. If you over engineer everything, it gets too complicated.
That was a great help, thank you so much :)
wow man, great video!
i ended up doing a main bus splitter with an overflow system, overflow goes into a quality scrap recycler and anything rare is put into logi for high quality crafting later, this way you don't ever back up but you also don't fully waste material if you back up, even high quality stone is useful, the only truly garbage item is high quality ice which i have a special system to destroy. hq fuel is dubious but you can make very fast cars with it, so it's at least fun to have
with this process my meager fulgora base produced huge volumes of everything i needed and its my first stop for quality materials, thousands of banked blue red and green circuits in epuc rarity
i am very interested in trying this sushi belt idea though
I am that wierdo that prefers to drop on a new planet with nothing (except construction bots for personal use). You just saved me from an overdesigned starter base that would have been a bit too grindy to set up.
Yeah, the sushi belt is perfect to start.
If you want to setup some late game design you have to have rail support foundations for 2k science already. Also mecharmour really helps for 5k science.
landing with nearly nothing is imo the most fun way to play the expansion