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Gleba Sulfur Production
Temp Note: I'm not fully satisfied with this blueprint yet. I will revisit it as well as work on a different sulfur blueprint that will be more consistent but have an iron ore byproduct. Inputs: Jellynuts Yumako Spoilage Returns: Jellynut/Yumako Seeds Outputs: Sulfur (rate varies, see first topic) Spoilage x2 (yes, to prevent backups) Self Generated Spoilage and Input Spoilage ------------------------------------------ This system uses generated jelly to produce spoilage, but the first spoilage takes 4 minutes to be created after you start the system (then it keeps up at an inconsistent rate due to spoilage stack mechanics). You can use only the self generated spoilage, but it will not max the sulfur output. You will want to add your own spoilage from elsewhere. It takes 50 spoilage per second (25 per input) to maintain the system without relying on the self generated spoilage. About 20-25 spoilage split between inputs and the self generated spoilage will max out the sulfur output. Short Version ------------- To start the system, add nutrients to the top four biochambers and provide inputs. Alternatively, add about half a stack of spoilage to each assembler. Production system will slowly turn on as biochambers get nutrients and ingredients. This blueprint does have circuits. This is to stop inputs when sulfur backs up. Other circuits help nutrient production in the event of issues. Crop inputs will loop until used or spoil. Spoilage outputs are there to prevent spoilage backups. Seed returns should be sent back to your agricultural towers. Long Version ------------ There are circuits, but no combinators to keep things simple. (room for minor improvements if you're inclined to add combinators) Tested in sandbox for a long time on x64 speed. Spoilage is emptied from every building and belt as it occurs (and generally fed back in as an ingredient). The bioflux to nutrient biochamber empties its spoilage onto the center nutrient belt where it is later filtered. All other places will filter it's spoilage directly into spoilage belts. Most byproduct spoilage will be fed to the sulfur biochambers as ingredients. Spoilage will also loop near the sulfur biochambers. If you see these constantly filled, then it means you are providing enough or more than enough spoilage in the inputs. The top crop processors will feed the wood boxes above them. They DELIBRATELY spoil. These will feed the assemblers in the event of a nutrient outage. It checks to see if the crop on it's side is there (to ensure replenishment) and if the nutrient belt has zero nutrients. If these two requirements are met it will create nutrients from spoilage to jump start the system. The crop inputs are looped until used or spoiled. In the event of a sulfur backup (expected if you inevitably use less sulfur than you produce), the jellynuts and yumako inputs are stopped. Finally, the system will return seeds which is critical to keep producing your two main crops and keep your crop processing biochambers running. Between the nutrient and crop return circuits, the system can handle most issues and act on its own. It will stop in the event of sulfur backups or missing inputs but will restart fine when these problems have been dealt with. Having to deal with spoilage as an ingredient and a trash item makes things pretty messy on this blueprint.