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Projects In Progress


Everything going forward requires aluminum production. All Bauxite is way high up. Gotta find a node I can work with, and transport the materials down to water level to be turned into useful things.

This may take a while.

Ironworks Rebuild (Again)

We have a spreadsheet this time. We know exactly how many Smelters, Constructors, and Assemblers it takes to use up three pure Iron nodes' worth of raw material.

  • Smelters: DONE
  • Iron Plate Constructors: DONE
  • Clearing Storage Bins Out: DONE
  • Screws and Rods: DONE
  • Assemblers (RIPs, Rotors, ModFrames): DONE
  • Collect Overflow: NEEDED
  • Balance Ingot Flow: GOOD IDEA


Color Notes

We have 16 presets to work with

  • Row 1 Col 1 - 0 0 0.2 / 120 1 0.5 (Gray / Green) = Default slot, that's our "all buildings unless specified otherwise" option.
  • Row 1 Col 2 - 211 0.77 0.65 / 36 0.64 0.34 (Pale Blue / Brown) = Blue Site building (next to Hub, HMF and/or Computer site).
  • Row 1 Col 3 - 11 0.91 0.8 / 234 0.2 0.38 (Orange / Gray) = Unused, I think it's our "backup" of the default scheme.
  • Row 1 Col 4 - 147 0.6 0.25 / 0 0 0.2 (Olive Drab / Gray) = Motorworx Site building.
  • Row 2 Col 1 - 221 0.08 0.81 / 232 0.57 0.26 (White / Gray) = White Site building (Ironworx next to Hub).
  • Row 3 Col 1 - 239 1 0.87 / 0 0 0 (Blue / Black) = Hyper Tube entry/exit coloring.
  • Row 4 Col 1 - 36 1 0.7 / 232 0.58 0.07 (Gold / Gray) = Concrete works (for now) coloring.


Age Of Rail

A train station needs 5 foundations (centered on one platform for the rail line, two foundations on each side to accommodate the entire thing) and probably/ideally two more foundations on the "business" side for loading/unloading. An engine & three cars train needs just over 8 foundations' worth of length before accounting for the ingress/egress curves.


Immediate To-Do List

These are in rough priority order:

Storage Site near Space Elevator

Big bins with lots of conveyors pointed at, making sure we can get our body in and out as well as route conveyor belts. The shell of the building exists (it's over by the Caterium node) but until Smart Splitters are available there's no way for the logistics to pan out, since cramming a dozen or more individual-product conveyor belts into the building is a non-starter.

QUESTION Should we make sure there's an Awesome Sink somewhere in this process? Or will we need Programmable Splitters to actually make the storage site even work? There might be overflow and/or clogging issues.

Caterium (Mo' Betta Splitta')

The mine is in place and it's producing ingots into a Mk1 bin. Next goal is to get those ingots over to somewhere useful and/or set up Quickwire production because that's needed for a bunch of the following unlocks.

We got the Smart Splitters... and the Blade Runners and Mk2 Power Poles. And the worrying knowledge that Caterium is the new Copper. We're going to need so much Quickwire. The little facility we started up is barely a real start, we need to expand that out. Probably just build out at the mini-mesa as-is, honestly.

The MAM Caterium research chain also get us to Programmable Splitters but there's plastics work needed for that, so we'll be keeping this project in active rotation even after Smart Splitters are available.

Copper Processing At Coalfields

Replicate the Copperworks that's at the Hub site over at the Coalfields. Just build all over that rockpile where the copper node lives.


Completed Projects Of Note

Oil Power

First oilpower plant is done. We'll be building a 2nd of these once we have automated Computer & Heavy Mod Frame construction. And now that power usage is spiking more thanks to three fully operational rail lines (etc) the time has come for the 2nd oilpower plant. Huzzah!

This guide is still a good blueprint, with modifications:

NOTE We needed a 2nd pump just before the upward bend to get power back online after everything came to a halt after an hour-ish of operation. Prioritizing the pump tech upgrade may be on the docket.

Jet Fuel

To do the trains, we need to be airborne. To be airborne, we need Packaged Fuel for the jetpack. The general plan is to utilize our remaining "normal" Oil node thus:

  1. (1) Oil Extractor - 15 Motors, 20 E.I.B.s, 60 Cables
  2. (4) Refineries making Plastic - 40 Motors, 40 E.I.B.s, 120 Steel Pipes, 80 Copper Sheets
  3. (1) Refinery turning Residue into Fuel - 10 Motors, 10 E.I.B.s, 30 Steel Pipes, 20 Copper Sheets
  4. (1) Constructor turning Plastic into Empty Canisters - 2 R.I.P.s, 8 Cables
  5. (1) Packager putting Fuel into Empty Canisters - 20 Steel Beams, 10 Rubber, 10 Plastic

Plus various belts and pipes and at least one Smart Splitter so we can deal with overflow issues once production outstrips demand. (Eventually we'll want to use trains to transport Packaged Fuel to the big storage depot(s), but that's some way off yet.)


  • Computers: Screws, Cables, Plastic, Circuit Boards (Copper Sheets & Plastic).

We've built a road out to the coastal desert where a bunch of Iron and Copper nodes can be found, and first up we've started on the manufacture of oodles of screws. We'll also split off the Plastic supply right where it goes into the existing bins and head that out toward the Copper & Iron so we can set up a full Computer build site.

The first stage is basically done. Computers are only routing to a nearby storage bin but that's better than nothing, and it's only a short Hyper Tube trip away from the Elevator site. There's a Hard Drive near the Compuworx main building, though, that we need to go retrieve after clearing out the hostiles.

Heavy Modular Frame building

  • Heavy Modular Frames: Screws, Modular Frames, EIBs (Steel Beams & Concrete), Steel Pipes.
    • Heavy Flexible Frame recipe unlocked! Screws, Modular Frames, EIBs (Steel Beams & Concrete), Rubber.

Since we had Steel Pipes in abundance anyway, right nearby, we're going "original recipe." We built next to the Hub (after razing the "temporary" build structure so we could align with the Ironworks grid) and now have one dedicated HMF machine ticking away.

Ironworks Upward Mobility

  • Bottom Floor: Storage, as always. R.I.P. storage is over by the R.I.P. site tho'.
  • Middle Floor: First-stage iron products (Iron Plates, Iron Rods, Screws).
  • Top Floor: Second-stage iron products (Rotors, Modular Frames).

Oilfield Build - Plastic & Rubber

We have a Hyper Tube down to the site and foundations over to the island. Now it's a matter of bringing enough stuff to build everything (extractors, power plant, plastics manufacturing, whatever-else). We should absolutely make sure we have an Awesome sink for waste products.

We need motors to get the oil extractors, get on that?

Also, Refineries: Crude Oil becomes Plastic and Heavy Oil Residue. Send the Heavy Oil Residue to another Refinery to get Petroleum Coke, the overflow of which needs to go to the Awesome Sink to prevent shutting down the whole shebang due to backup. The H.O.R. comes out of the Plastic refinery at 1/4 of what the Petroleum Coke refinery can handle. Which suggests feeding 4 Plastic refineries and 1 Petroleum Coke refinery, and make sure both sets of pipelines have overflow into an Awesome Sink. Since 4 Plastic refineries can take all of what normal oil node can produce, we'll dedicate that node to the Plastic stuff.

This hasn't even touched on power generation yet, mind you. Which we'll do off of the pure oil site. 4 Fuel refineries can take all 240 of that and spit out 160/min of Fuel which will support just north of 10 Fuel Generators, which is plenty, thank you. Also, 120/min of Polymer Resin which...?

(On the downside, the stuff we need to build Fuel Generators comes from... Plastic-derived things. So I guess Plastic production comes first. Sigh. Also Rubber, somehow. Maybe diverting some Plastic production to that, since Rubber and Plastic take the same amount of source Crude.)

OK, the 4 Refineries to Plastic & Rubber plan looks something like this: but it generates so much Heavy Oil Residue that we need two Refineries making Petroleum Coke.

We're assembling a shopping list in Excel...


Is basically over for me. I'm just making snowballs directly from the presents coming out of the gift tree, cheap explosives. I have too many other things to focus on to keep at it, at this point.

Coal Power - Version Two

Make a big set of foundations, get some more coal powerplants arranged on it, pipe some water over there, and let's crank up the grid.

Generally speaking, 3 water extractors can feed 8 coal plants. A row of three water extractors joining one common length of pipe so that pressure is "maintained" throughout the length of coal-plant-feeding piping, one at each end plus one in the middle to "mid-fill" the pressure requirements. Note the need for pumps somewhere along the way (close-ish to the elevation bend) for each source pipe to get the lift needed to feed the plants.

A coal plant is a skosh more than 3 foundations long... and is a bit wider than 1 foundation. How convenient of them.

R.I.P. Site

Here's what that takes:

  1. (1) Mk1 miner - Mk2 belt to the smelters only, Mk1 belts are fine afterward
  2. (4) Smelters - fed by two pair of split belts, output paired to one belt for the Iron Plates assembly line, the other for the Iron Rods-to-Screws assembly line
  3. (3) Constructors making Iron Plates - fed by the one ingots belt split three ways, feeds into one combiner then into a two-way split
  4. (2) Constructors making Iron Rods - these are fed off of the aforementioned post-Smelter splitters
  5. (3) Constructors making Screws out of the Iron Rods - two belts to one high-cap belt split back out to three belts makes this reasonably load-balanced enough for our purposes
  6. (2) Assemblers making Reinforced Iron Plates - the Iron Plates and Screws come from a pair of belts leading from the preceding mess of equipment

The whole shebang eats up 83MW of power.

Here's the Production Planner layout.;pure

We're doing 2-to-1-to-3 and similar shenanigans to load-balance the belts, rather different from Satis-Calc's arcane setup.


Tech Tips


In the tilde console:

 r.DefaultFeature.AntiAliasing 0

FPS display

Also in the tilde console:

 stat fps
Page last modified on April 17, 2021, at 11:19 AM
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