#How to coal and plastics on Vulcanus?
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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
Coal is the one scarce Vulcanus resource.
Since there is no pollution and power is unlimited, use productivity modules.
Wasnt there a recipe to make carbon to coal ?
Or was it the other way around
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.
Both. You can turn coal into carbon and carbon into coal. The loop is lossy even with full prod though.
can also just drop coal from space if you're going that route
- 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.
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.
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.
Finally, if that isnt enough plastic, consider the infinite plastic loop by recycling and creating LDS, once you get LDS productivity research above +400%.
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
if LDS is high enough without Foundry base productivity.
i thought crafting and recycling LDS was plastic neutral?
how are you gaining plastic when you craft at 400%, then recycle to get 25% back?
+400% from the research, and Foundries themselves have a +50% built in.
pretty sure prod caps out at 400% total, 100% normal craft + 300% prod bonus?
Then what was the point of the loop again? Oh, to generate legendary Copper/Steel using legendary catalyst plastic.
yes
Damn, honestly thought LDS productivity research went further than a total of 400%.
Oh well, nvm then.
i think they all might go higher, but the machines/crafting itself caps at 400% total?
just mining prod and research prod go higher
How can min(400%, 400%+50%) be greater than 400%?
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.
As I said, I was under the impression total machine prod can go higher than 400%. I've learned it cannot, so the loop isn't viable.