Honestly between the APG and Geothermal, I think you can skip all the way to Rocket Fuel in Tier 7/8 and be fine.
Nitro Rocket Fuel is absolutely the way to go from a simplicity point of view. It costs more resources, but it uses a fraction of the buildings (and power).
Plus there's always Somersloops if you're really wanting to go crazy.
Yeah if I ran this thing at full capacity it would eat a bunch of sulfur which is probably more efficient to use for nuclear if I'm power focused. But I am not building nuclear yet so now I have a massively scalable power plant and fuel factory for drones that will last me well into the nuclear age.
I'm debating just putting power shards in all the generators to use all this fuel without having to build so many machines.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
In my run I initially made a turbo fuel power plant from a fully OC'd impure node. Then later I made an adjacent Nitro Rocket Fuel plant from another OC'd impure node. Once that Rocket fuel was set up, I retrofit the turbo fuel plant to a rocket fuel plant
260 generators with a small siphon of turbo fuel and rocket fuel*
Placing the generators wasn't a big deal - i made a blueprint with 4x Generators, with a concrete foundation layer on the top of them so I could have another vertical layer of generators
* edit packaged turbo fuel and packaged rocket fuel
Honestly between the APG and Geothermal, I think you can skip all the way to Rocket Fuel in Tier 7/8 and be fine.
Nitro Rocket Fuel is absolutely the way to go from a simplicity point of view. It costs more resources, but it uses a fraction of the buildings (and power).
Plus there's always Somersloops if you're really wanting to go crazy.
Yeah if I ran this thing at full capacity it would eat a bunch of sulfur which is probably more efficient to use for nuclear if I'm power focused. But I am not building nuclear yet so now I have a massively scalable power plant and fuel factory for drones that will last me well into the nuclear age.
I'm debating just putting power shards in all the generators to use all this fuel without having to build so many machines.
Power Shards are plentiful. You can use Somersloops to double what you get from converting slugs, meaning you get 2/4/10 instead of 1/2/5. I've got a little smart splitter setup in my base that lets me dump slugs in and uploads the shards to the cloud.
Also if you overclock power generators to 240% they take exactly 10/min Rocket Fuel, which makes balancing things a lot easier. Means that for a fully utilized pure oil node, I need exactly 240 fuel generators, which in turn makes over 150k power, which is... A lot. Nuclear would be able double that at significantly more of a pain in the arse to do.
One other point on nitro Rocket Fuel - while on the surface it's expensive in coal and Sulfur, it actually spits out a ton of Compacted Coal. In the more efficient setups you use less coal and Sulfur, but you have to recycle all that Compacted Coal back into Turbofuel production to them feed into rocket fuel production. nitro, that Compacted Coal is just free to a good home, and there's some good late game uses for Compacted Coal, like the Turbo Diamonds recipe.
It's also the most efficient recipe if all you care about is the Oil.
It's absolutely more expensive on the Nitrogen Gas, but also, W/E. Unless you're really going nuts for maximum map utilization, you're realistically not gonna get near maxing out any of the resources on the map, so... Who cares?
Also There's 106 Somersloops, and a blender only takes 4 (I think no building goes above 4 in fact), so you can Do Some Shit with them if you're really straining on resources
One other point on nitro Rocket Fuel - while on the surface it's expensive in coal and Sulfur, it actually spits out a ton of Compacted Coal. In the more efficient setups you use less coal and Sulfur, but you have to recycle all that Compacted Coal back into Turbofuel production to them feed into rocket fuel production. nitro, that Compacted Coal is just free to a good home, and there's some good late game uses for Compacted Coal, like the Turbo Diamonds recipe.
When I did my turbofuel to rocket fuel retrofit, I fed back the Compacted coal from the Nitro Rocket Fuel line to the turbofuel line, which helped to free up Sulfur and coal for the Nitro Rocket fuel line
it took a bit of fuckery during the "get everything online" phase but it works fine now
Power Shards are plentiful. You can use Somersloops to double what you get from converting slugs, meaning you get 2/4/10 instead of 1/2/5. I've got a little smart splitter setup in my base that lets me dump slugs in and uploads the shards to the cloud.
Yeah god bless this. I have hundreds of shards just sitting around. So I overclocked my 40 gennies and I'll build more if I need them.
One other point on nitro Rocket Fuel - while on the surface it's expensive in coal and Sulfur, it actually spits out a ton of Compacted Coal. In the more efficient setups you use less coal and Sulfur, but you have to recycle all that Compacted Coal back into Turbofuel production to them feed into rocket fuel production. nitro, that Compacted Coal is just free to a good home, and there's some good late game uses for Compacted Coal, like the Turbo Diamonds recipe.
Yeah I am just sinking the byproducts right now just to make sure things keep running but I am planning to find some uses for it all eventually.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I actually just worked it out in the production planner.
Nitro Rocket Fuel costs me about 30 buildings and about 25% more Sulfur and Nitrogen in terms of base resources, and costs me about half the oil. (assuming running this thing at full speed)
If I remove Nitro and stick to the other recipes (including the alternates for turbo fuel), I would spend twice as much oil (meh), save 25% on the Sulfur/Nitrogen, and jump from 30 buildings to.... 129.
Yeah... I'm gonna spend the extra sulfur and nitrogen.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I have blueprints for 4-smelter per floor smelter towers that I can plop down super fast now to expand production. Saved variants for belts moving to the left or right, and various tiers of belts. All I do is place it down on the ceiling of the previous, connect the floor connections to the splitters/mergers, and connect power. done.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Oooh, vertically stackable smelter rigs is probably a good one to blueprintize, I've only got a couple of foundation arrangements saved for easier zooping and a smelter/constructor setup where two rows of them feed to a central manifold, which is efficient but not designed to verticalize.
I ate an engineer
0
webguy20I spend too much time on the InternetRegistered Userregular
Just unlocked compacted coal so potentially will use it to stretch out my coal energy that much longer.
My factories are my sprawling than vertical, but I tried my hand at a stackable smelter blueprint. I put foundation on the bottom and walls on the side, so if I stack them in blueprint build mode I end up with a gap in the wall. I was able to line it up how I wanted in regular build mode, but finding the right snap point was not easy.
I guess I could try making the blueprint with a top and no floor.
I set up some diluted fuel. I don't know how many canisters I need for the loop, so I just made a whole bunch and stuck a container in the loop.
blueprints would be a lot better if they could autosnap to connections. like if i make a vertically or horizontally tileable blueprint with connections on the edges i have to delete them all and place them again and it just sucks. half the time i find it ends up taking more time troubleshooting the connections now that i have the hoverpack and just can whip out huge factories in seconds flying around. the only vertically tileable blueprint i still use is my 4x4 manufacturer one because the belt routing is dumb.
I've spent the last few days trying to set up nuclear power. I was operating under the mistaken impression that plutonium pellets were SINKable.
Turns out they're not and now I have a shitload of plutonium pellets and the thought of trying to set up a factory just to turn the pellets into cells and then the cells into rods just so I can SINK those...
nuclear isn't worth the effort when the fuel chain especially rocket fuel is so wildly overpowered to the point where i have no clue what they think they're doing.
compared to the hassle of dealing with radioactive components you can just plop down some fuel generators from a single oil deposit and crank out almost 100 gw without any effort at all.
I've spent the last few days trying to set up nuclear power. I was operating under the mistaken impression that plutonium pellets were SINKable.
Turns out they're not and now I have a shitload of plutonium pellets and the thought of trying to set up a factory just to turn the pellets into cells and then the cells into rods just so I can SINK those...
I'm tired, boss.
I remember building my first.nuke plant in EA. I was so chuffed at unlocking it that I immediately built the plant downhill from my grassy base, and ran a direct uranium line out to the plant..
Wait, you have to PROCESS the ore before you can run a plant on it? And oh shit, I forgot about water, the closest supply I can sink an extractor to is HOW far away?
Then finally, oh shit, nuclear waste, what donI do now?!?
In my first game I built my nuclear faciliy above the big pit north of the Grass Fields. I built down as far as I could and I originally intended to full the entire space with storage containers.
Then Tier 8 dropped and I used all that space to build my nuclear recycling center.
I'm guessing you'll need nuclear for the final space elevator parts.
Nope, at no point is uranium required. Electromagnetic control rods are required so you have to research it and they're used for some alt recipes too but that's it
I'm guessing you'll need nuclear for the final space elevator parts.
Nope, at no point is uranium required. Electromagnetic control rods are required so you have to research it and they're used for some alt recipes too but that's it
You also probably want to get Nitric Acid unlocked, just for the extremly powerful Heat-Fused Frame & Quartz Purification Recipes
Here's mine from the outside, basic 3x5 box (I repaint them to show what they are smelting later)
Here's the innards, note no floor. Ore goes in one side, then up to the next floor, reverses direction, repeat as many times as needed. Likewise, bars come down floor by floor reversing direction as they go.
The first one you build you have to manually add a passthrough to the floor for ore to go in and ingots to go out. And I haven't figured out if I can make the lifts auto connect to the floor above... I bet I could, but I just build those manually for each floor as I do it.
Alternatively, you could build it with a floor, and then have no ceiling on the blueprint. Or do both and just delete the floor you are replacing before you build.
You can also get it down to a 3x3 footprint if space is really tight, by running the lifts outside like this.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
A few other ideas for blueprints that I have found particularly useful.
Power Plants with their inputs already set up (in this case, coal plants) so you just need to connect a few pipes and your're done.
Refiners with inputs and outputs arranged so as not to clip the belts and pipes etc...
And this one saved me a lot of fiddling in my Rocket Fuel plant. A Blender with all inputs and outputs already arranged. This is particularly handy for stuff like this and Manufacturers that have 4 inputs.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
+2
JedocIn the scupperswith the staggers and jagsRegistered Userregular
I should use more blueprints. So far all I've got is a hypertube cannon.
I dunno, though. The meditative process of plonking down and hooking up machines and conveyors is one of the things that keeps drawing me back into the game. And a block of smelters will never be as perfectly balanced as a hand-crafted manifold.
Fixit does not waste.
+2
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited October 1
Built the first eight coal plants out at the big coal lake. Took some finagling of the pipes as I built the pumps below the generators and ran the water up. A pipe on every other generator just would not transport water but deleting just those segments and rebuilding them fixed it. These will replace the eight power plants by my base. With this format and with the available coal I should be able to build 24 more plants in that same area. This also frees up the coal at my base to get turned into steel.
A few other ideas for blueprints that I have found particularly useful.
Power Plants with their inputs already set up (in this case, coal plants) so you just need to connect a few pipes and your're done.
Refiners with inputs and outputs arranged so as not to clip the belts and pipes etc...
And this one saved me a lot of fiddling in my Rocket Fuel plant. A Blender with all inputs and outputs already arranged. This is particularly handy for stuff like this and Manufacturers that have 4 inputs.
these are nice! I've made a few iterations of vertical builds and am gonna tinker a bit more when I get the T5 blueprint maker. one thing I really love is having blueprints be delete-able, which means that if I build everything to a 4x4 (or 5x5 when it's unlocked), if I drop the wrong building it's real easy to fix, even if you've got a tall stack
one thing I wanna do is make some prints where all belts and splitters are in a crawlspace, which is gonna make my stacks really tall but that's also gonna be fun. it's just a pain without the hoverpack
I really should simplify some of my bluueprints for stuff like Blenders where i'm likely to need a variable amount. Though i refuse to simplify my already clearly excellent 4 refineries in one block.
Tynnanseldom correct, never unsureRegistered Userregular
Set up 1200 aluminum ingots/min at the crater lakes area, and scaled up my two smaller aluminum lines so they're making the most of their miners. Now... to find something to do with all this aluminum.
Got manufacturers and trains unlocked, oil products are producing offsite. Time to move away from the starter base and begin building a proper megafactory.
So long, spaghetti nightmare. Keep on chugging.
I ate an engineer
+3
webguy20I spend too much time on the InternetRegistered Userregular
Enjoy Satisfactory in all its low res glory! just finished up everything through motors having a dimensional storage hooked up to it. Going to revamp my coal setup to use compacted coal then finally build a real plastic factory to get computers and heavy modular frames set up and hooked into storage, along with circuit boards and quick connectors.
For factory blueprints I make several versions, either with input/output reversed to each other or in line. If it has several inputs I sometimes also make variants where these are either reversed or same direction.
For my stackables I make two variants with input/output on opposite sides, so they can go on top of each other and be easily connected. This isn't necessary with the ones where the base blueprint is already made of two levels like my manufacturer one.
+1
sponoMining for Nose DiamondsBooger CoveRegistered Userregular
Just got to tier 3&4
Found a pure coal node and built a big ass bridge from it back to the ocean
Next up, refill the plant-based generators because everything went down while exploring
Set up 1200 aluminum ingots/min at the crater lakes area, and scaled up my two smaller aluminum lines so they're making the most of their miners. Now... to find something to do with all this aluminum.
(Thank you for posting the math, "The Zombie Penguin")
You're welcome. Once you hit T9 you'll have a great use for those ingots. Until then, Alclad sheets and casings are very handy!
I'm slowly, slowly building out my factory to do all the project parts for T8, Long Covid is making it a drag. As is sorting various annoyances like "Okay, i need to get limestone here, but where do i ship it in from". I think I have a plan, but also *Grumble*
I watched a beginner tips video on Youtube and actually learned something I didn't know: If you hold ctrl you can in-place replace splitters and mergers. Unfortunately you can't rotate while doing this, but at least you can upgrade a splitter to a smart splitter.
I watched a beginner tips video on Youtube and actually learned something I didn't know: If you hold ctrl you can in-place replace splitters and mergers. Unfortunately you can't rotate while doing this, but at least you can upgrade a splitter to a smart splitter.
There are so many little things like this I still don't know about even after playing for years
I watched a beginner tips video on Youtube and actually learned something I didn't know: If you hold ctrl you can in-place replace splitters and mergers. Unfortunately you can't rotate while doing this, but at least you can upgrade a splitter to a smart splitter.
It's weird that this doesn't work the way all the other upgrade/replacements work, but I suppose the splitters are very different objects in a way.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
i am so terribly annoyed that the exact method i watched in a video about how to manage fluid loopback, constructed in exactly the same way, and makes total sense how it should work, then doesn't work.
literally watching an unpowered pump which should zero out headlift fill an industrial tank to over 75% full and it's just so deeply frustrating when a game's mechanics don't work the way they are supposed to.
Posts
Yeah if I ran this thing at full capacity it would eat a bunch of sulfur which is probably more efficient to use for nuclear if I'm power focused. But I am not building nuclear yet so now I have a massively scalable power plant and fuel factory for drones that will last me well into the nuclear age.
I'm debating just putting power shards in all the generators to use all this fuel without having to build so many machines.
The harder the rain, honey, the sweeter the sun.
260 generators with a small siphon of turbo fuel and rocket fuel*
Placing the generators wasn't a big deal - i made a blueprint with 4x Generators, with a concrete foundation layer on the top of them so I could have another vertical layer of generators
* edit packaged turbo fuel and packaged rocket fuel
Power Shards are plentiful. You can use Somersloops to double what you get from converting slugs, meaning you get 2/4/10 instead of 1/2/5. I've got a little smart splitter setup in my base that lets me dump slugs in and uploads the shards to the cloud.
Also if you overclock power generators to 240% they take exactly 10/min Rocket Fuel, which makes balancing things a lot easier. Means that for a fully utilized pure oil node, I need exactly 240 fuel generators, which in turn makes over 150k power, which is... A lot. Nuclear would be able double that at significantly more of a pain in the arse to do.
One other point on nitro Rocket Fuel - while on the surface it's expensive in coal and Sulfur, it actually spits out a ton of Compacted Coal. In the more efficient setups you use less coal and Sulfur, but you have to recycle all that Compacted Coal back into Turbofuel production to them feed into rocket fuel production. nitro, that Compacted Coal is just free to a good home, and there's some good late game uses for Compacted Coal, like the Turbo Diamonds recipe.
It's also the most efficient recipe if all you care about is the Oil.
It's absolutely more expensive on the Nitrogen Gas, but also, W/E. Unless you're really going nuts for maximum map utilization, you're realistically not gonna get near maxing out any of the resources on the map, so... Who cares?
Also There's 106 Somersloops, and a blender only takes 4 (I think no building goes above 4 in fact), so you can Do Some Shit with them if you're really straining on resources
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
When I did my turbofuel to rocket fuel retrofit, I fed back the Compacted coal from the Nitro Rocket Fuel line to the turbofuel line, which helped to free up Sulfur and coal for the Nitro Rocket fuel line
it took a bit of fuckery during the "get everything online" phase but it works fine now
Yeah god bless this. I have hundreds of shards just sitting around. So I overclocked my 40 gennies and I'll build more if I need them.
Yeah I am just sinking the byproducts right now just to make sure things keep running but I am planning to find some uses for it all eventually.
The harder the rain, honey, the sweeter the sun.
Saved a lot of grief.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Probably overdid it with the storage tanks but I like having backup inventory!
Nitro Rocket Fuel costs me about 30 buildings and about 25% more Sulfur and Nitrogen in terms of base resources, and costs me about half the oil. (assuming running this thing at full speed)
If I remove Nitro and stick to the other recipes (including the alternates for turbo fuel), I would spend twice as much oil (meh), save 25% on the Sulfur/Nitrogen, and jump from 30 buildings to.... 129.
Yeah... I'm gonna spend the extra sulfur and nitrogen.
The harder the rain, honey, the sweeter the sun.
I have blueprints for 4-smelter per floor smelter towers that I can plop down super fast now to expand production. Saved variants for belts moving to the left or right, and various tiers of belts. All I do is place it down on the ceiling of the previous, connect the floor connections to the splitters/mergers, and connect power. done.
The harder the rain, honey, the sweeter the sun.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I guess I could try making the blueprint with a top and no floor.
I set up some diluted fuel. I don't know how many canisters I need for the loop, so I just made a whole bunch and stuck a container in the loop.
I've spent the last few days trying to set up nuclear power. I was operating under the mistaken impression that plutonium pellets were SINKable.
Turns out they're not and now I have a shitload of plutonium pellets and the thought of trying to set up a factory just to turn the pellets into cells and then the cells into rods just so I can SINK those...
I'm tired, boss.
compared to the hassle of dealing with radioactive components you can just plop down some fuel generators from a single oil deposit and crank out almost 100 gw without any effort at all.
I remember building my first.nuke plant in EA. I was so chuffed at unlocking it that I immediately built the plant downhill from my grassy base, and ran a direct uranium line out to the plant..
Wait, you have to PROCESS the ore before you can run a plant on it? And oh shit, I forgot about water, the closest supply I can sink an extractor to is HOW far away?
Then finally, oh shit, nuclear waste, what donI do now?!?
Then Tier 8 dropped and I used all that space to build my nuclear recycling center.
After some trial and error this is exactly what I did. I'll get some screenshots in a bit
The harder the rain, honey, the sweeter the sun.
Nope, at no point is uranium required. Electromagnetic control rods are required so you have to research it and they're used for some alt recipes too but that's it
You also probably want to get Nitric Acid unlocked, just for the extremly powerful Heat-Fused Frame & Quartz Purification Recipes
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Here's mine from the outside, basic 3x5 box (I repaint them to show what they are smelting later)
Here's the innards, note no floor. Ore goes in one side, then up to the next floor, reverses direction, repeat as many times as needed. Likewise, bars come down floor by floor reversing direction as they go.
The first one you build you have to manually add a passthrough to the floor for ore to go in and ingots to go out. And I haven't figured out if I can make the lifts auto connect to the floor above... I bet I could, but I just build those manually for each floor as I do it.
Alternatively, you could build it with a floor, and then have no ceiling on the blueprint. Or do both and just delete the floor you are replacing before you build.
You can also get it down to a 3x3 footprint if space is really tight, by running the lifts outside like this.
The harder the rain, honey, the sweeter the sun.
Power Plants with their inputs already set up (in this case, coal plants) so you just need to connect a few pipes and your're done.
Refiners with inputs and outputs arranged so as not to clip the belts and pipes etc...
And this one saved me a lot of fiddling in my Rocket Fuel plant. A Blender with all inputs and outputs already arranged. This is particularly handy for stuff like this and Manufacturers that have 4 inputs.
The harder the rain, honey, the sweeter the sun.
I dunno, though. The meditative process of plonking down and hooking up machines and conveyors is one of the things that keeps drawing me back into the game. And a block of smelters will never be as perfectly balanced as a hand-crafted manifold.
Fixit does not waste.
these are nice! I've made a few iterations of vertical builds and am gonna tinker a bit more when I get the T5 blueprint maker. one thing I really love is having blueprints be delete-able, which means that if I build everything to a 4x4 (or 5x5 when it's unlocked), if I drop the wrong building it's real easy to fix, even if you've got a tall stack
one thing I wanna do is make some prints where all belts and splitters are in a crawlspace, which is gonna make my stacks really tall but that's also gonna be fun. it's just a pain without the hoverpack
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
https://steamuserimages-a.akamaihd.net/ugc/2503528387611569264/292B89BDF50EC0460DC575883E96E88CF5F834FC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false
(Thank you for posting the math, @The Zombie Penguin)
So long, spaghetti nightmare. Keep on chugging.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
For my stackables I make two variants with input/output on opposite sides, so they can go on top of each other and be easily connected. This isn't necessary with the ones where the base blueprint is already made of two levels like my manufacturer one.
Found a pure coal node and built a big ass bridge from it back to the ocean
Next up, refill the plant-based generators because everything went down while exploring
You're welcome. Once you hit T9 you'll have a great use for those ingots. Until then, Alclad sheets and casings are very handy!
I'm slowly, slowly building out my factory to do all the project parts for T8, Long Covid is making it a drag. As is sorting various annoyances like "Okay, i need to get limestone here, but where do i ship it in from". I think I have a plan, but also *Grumble*
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
There are so many little things like this I still don't know about even after playing for years
It's weird that this doesn't work the way all the other upgrade/replacements work, but I suppose the splitters are very different objects in a way.
The harder the rain, honey, the sweeter the sun.
literally watching an unpowered pump which should zero out headlift fill an industrial tank to over 75% full and it's just so deeply frustrating when a game's mechanics don't work the way they are supposed to.