Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
sulfur + carbon recipe: always running
enable carbon recipe only if sulfur = zero
disable carbon recipe if carbon > 0
you will have both sulfur and carbon without throwing anything
Read content on the crusher, and if it holds no sulfur but more than e.g. 10 carbon, add carbon to the filters of an inserter setting it onto the belt to be thrown into space. Some condition (on the same decider combinator even) the other way around for if it blocks on too much sulfur.
Advanced carbonic crushing produces carbon and sulfur in the exact ratio for making explosives, if you do not use productivity modules in coal synthesis.
So the problem the OP describes sounds like a buffering issue. Although I'm having trouble figuring out a failure mode where the crusher is full of sulfur. The failure mode I'd expect is if coal synthesis gets the carbon, explosives gets all the sulfur, and the crusher is blocked from doing more crafts by being full of carbon.
(Unless this is is a system that involves several crushers or something else is going on, like carbon being sent elsewhere)
It would be nice to see screenshots of the setup and all of the inventories involved to diagnose exactly how it went wrong.
I tend not to run out of asteroid chunks in my builds and went the reprocessing route, so I treat asteroids as an unlimited resource. So productivity modules in coal synthesis would actually be counterproductive anyways until I finally get around to making a beaconified platform. I'm not sure which way I'll prefer when I do, though.
Yup. That's exactly the failure mode you will get if you have a set up with three sulfur-filtered inserters direct-inserting sulfur into two explosives chem plants and snaking a small belt towards another chem plant for coal synthesis, which also direct inserts into those two explosives plants. A design shown on stream also by Nilaus iirc.
Inserters are daisy chained in order. So you get 1,2,3,12,3,etc. While actually, what you should get is 1,2,2,3,1,2,2,3. (assuming the 2nd feeds the coal synthesis.)
It's incredibly hard to hit the failure state, because as soon as one of the machines jams, surplus automatically flows to the other, so it should self-correct. But personally, I have in fact seen that very setup fail.
i had built the platform as compact as a could so there was no tile room to snake a belt to throw off the side. I had not anticipated the crushers to lock up with full output after the tech upgrades
Hazarding a guess - this probably has something to do with the output capacity.
Carbon output grows faster than sulfur output, so eventually the sheer scale will cause it to hit output capacity and block further recipe iterations, blocking the one more iteration the sulfur would need to compensate.
Combine that with high inserter hand-size directing sulfur output to one machine and one machine only per recipe iteration, and you've got the failure state on hand.
Out of curiosity: have you tried fixating the sulfur-transferring inserters' hand-size at something like 1 or 2?