#How to coal and plastics on Vulcanus?

1 messages · Page 1 of 1 (latest)

hollow mural
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more coal mines, or you could import plastic from gleba instead

slender hare
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also make sure you're using the advanced coal liquefaction recipe and not the basic one. much more petroleum per coal

rose trellis
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Coal is the one scarce Vulcanus resource.
Since there is no pollution and power is unlimited, use productivity modules.

little meadow
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Wasnt there a recipe to make carbon to coal ?
Or was it the other way around

rose trellis
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Questionable advise would be to make a platform that dumps carbon on the planet.
(If you do that, remember that the sulfur for coal synthesis is a lot cheaper via coal liquefaction than advanced asteroid crushing)
I say "questionable" because resource wise, it's easier to get a few levels of mining productivity. You can do it if you want.

rose trellis
little meadow
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Could drop carbon from space then

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If the conversion is easy and non lossy

hollow mural
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can also just drop coal from space if you're going that route

sage remnant
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  • Use coal liquification and not the really inefficient starting coal with acid recipe.
  • Throw in productivity modules into the entire chain. Especially higher tier and higher quality ones.
  • Use quality large miners to mine the coal. Each quality tier further increases their resource usage reduction. At legendary you get over 8x the resources out of a patch compared with regular common electric mining drills.
  • More mining productivity. High levels of this combined with legendary large mining drills allows for a 1 million ore patch to yield tens of millions of ore.
  • Use a cryogenic plant to make the plastic. With 8 module slots it can allow for well past 100% productivity using high tier and quality productivity modules.
  • There is literally an infinite technology to boost plastic productivity. Increasing it so that the machines work at the maximum 400% productivity is a huge boost. Literally 4 plastic for the cost of 1.
  • If all the above are still not enough, consider using biochamber for cracking. Although it needs bioflux imports for nutrients, this is an immediate +50% productivity per cracking stage.
slender hare
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seconding biochambers for cracking on vulcanus. they are a pain to set up and supply, but coal liquefaction produces much more heavy oil, so you'll be doing a lot of cracking.

sage remnant
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Oh and ore patches further away from map origin will be larger. So you get more millions of coal once you get to large demolisher area.

quaint glen
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Finally, if that isnt enough plastic, consider the infinite plastic loop by recycling and creating LDS, once you get LDS productivity research above +400%.

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Plastic and molten metals (fed by calcite) goes in, LDS comes out.

Recycle LDS, take the 75% loss (it doesn't matter because via LDS productivity you gained more plastic than you spent), get plastic and copper and steel.
Use a bit of plastic to make the next round of LDS, and throw the copper/steel away into the lava, or keep it for the next round using assembling_machine_3 if LDS is high enough without Foundry base productivity.

hollow mural
quaint glen
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+400% from the research, and Foundries themselves have a +50% built in.

hollow mural
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pretty sure prod caps out at 400% total, 100% normal craft + 300% prod bonus?

quaint glen
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Then what was the point of the loop again? Oh, to generate legendary Copper/Steel using legendary catalyst plastic.

hollow mural
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yes

quaint glen
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Damn, honestly thought LDS productivity research went further than a total of 400%.
Oh well, nvm then.

hollow mural
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i think they all might go higher, but the machines/crafting itself caps at 400% total?

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just mining prod and research prod go higher

sage remnant
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In any case plastic being expensive on Vulcanus can be combated using quality and productivity. Eventually plastic ends up fairly cheap there even though it is comming from coal.

quaint glen