Efficient Bioflux Production

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MBas
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Efficient Bioflux Production

Post by MBas »

Hello.

I finally made something responsible for producing Bioflux that meets my requirements 8-) . Here are the key features of this setup (listed by priority):
Rules
  • Fastest process for highly spoilable ingredients: All Yumako mash and Jelly must exist for the shortest time possible before consumption. This means they must be transferred directly from biolab to biolab by green inserters. Each biolab should hold no more than the necessary amount of Yumako mash or Jelly needed for subsequent production.
  • Resilience to bottlenecks: The system must not break if the Bioflux output becomes jammed or if there is a temporary shortage of Yumako or Jellynut. In such cases, the system should be capable of restarting using the spoilage generated within it.
  • No spoilage in normal operations: During regular operation, with sufficient Yumako, Jellynut, and no output jams, nothing should spoil—including nutrients.
  • Do not break ratios that much: You need 2.5 Yumako processing and 1 Jelly processing per 3 Bioflux processing. It is something nice to have but not entirely neccesary and should not by put higher in priorities above previous points.
The setup works as intended even without the additional circuit logic. The circuit here is merely an optimization to help achieve the goals listed above more effectively.

Yumako mesh processing creates a reasonable ammount of nutrients to feed other biolabs. But keep in mind its ingredient (yumako mesh) has short spoilage time.
Blueprint
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Small note: You might find it confusing why the picture shows only spoilage output from the nutrient processing to the belt on the left. That’s not the case. There is a controlled inserter with filters in place to ensure that no more than one nutrient is on the belt at a time.


Theory behind
Our aim is to create science packs with the highest possible freshness. The freshness of science packs is influenced by their sub-ingredients. In the production chain, almost all ingredients have a spoilage time of one hour or more, except for two: Jelly and Yumako mash. For example, 1 second of spoilage on Yumako mash results in the same spoilage impact as 20 seconds on Yumako. This creates a strong incentive to minimize the time Yumako mash and Jelly spend in the system. Let me explain the first trick.

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In the picture above, Yumako processing is conditional and operates only if the bioflux processing system has no more than the amount required for the current production cycle and the next one (2 * 15 = 30). Without a system like this, Yumako mash can accumulate, leading to an increased spoilage rate. This issue could be addressed by maintaining a perfect ratio of 5 Yumako mash to 6 bioflux production cycles. However, achieving this precise ratio is a logistical challenge and likely not feasible without negatively impacting processing speed.

It might be surprising, but this simple trick using just one wire within the Yumako mash processing system can achieve the same effect as upgrading your Yumako fruit transport from yellow belts to trains.

Now, let’s talk about nutrients. There is a lot to cover on this topic alone. As you may know, there are three different recipes for producing nutrients

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Each of these recipes has its own efficient way to be utilized.

Processing spoilage should not be your primary source of nutrients, as the ratio is highly inefficient. However, it is ideal for kickstarting your factory when recovering from an unexpected accident. Note: Among all these recipes, spoilage processing can be performed in a standard assembly machine, which does not require any additional nutrients to function. This makes spoilage processing even more suitable for resolving accidental scenarios.

Yumako mash processing generates a reasonable amount of nutrients to supply other biolabs. However, keep in mind that its main ingredient, Yumako mash, has a short spoilage time.

Bioflux processing generates a large amount of nutrients in a very short time, making it an excellent candidate for recipes that explicitly require nutrients. However, if it is used to supply only a few regular biolabs, there could be an issue where a significant amount of nutrients is produced at once, potentially leading to excessive spoilage.

Now let me explain another trick that helps reduce nutrient spoilage.

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Once again, this setup uses just one wire and condition in the biolab (and reading its content). The wire connects any pole to the biolab, ensuring that the biolab sends a signal to itself. This trick prevents the production of additional nutrients when the previous batch is still inside the biolab. Without this setup, nutrients could accumulate excessively, leading to an unnecessarily high rate of spoilage.

Speaking of nutrients in general, it is also recommended to reduce biolab consumption to the minimum limit (20%). This can be achieved using one of these common module choices.

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mmmPI
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Re: Efficient Bioflux Production

Post by mmmPI »

Very didactic approach ! Plenty of cool tricks used together and explained , i found it interesting to read and to see the system. I think i understand and agree with most of the points of the theory behind it but i have 2 little nitpicks
MBas wrote: Wed Nov 20, 2024 7:17 pm As you may know, there are three different recipes for producing nutrients
Here sorry i have to nitpick, because you didn't mentionned my favourite ! You can make nutrient from biters eggs !

In terms of efficency i think that comes late game, when making overgrowth soil biters eggs are required, but if "the chest of soil" is backed up, depending on how the logistic for them is set up, there may still be some shipment of eggs arriving from Nauvis by space platform that need to be disposed of on Gleba, and turning them into nutrient in such case is more efficient than burning them, those would then need to be inserted with priority over the other nutrient in your creation for even more efficicency on nutrient/bioflux. And when using modules and designs such as the one presented that are already very efficient on nutrient, the amount of nutrient generated by eggs disposal can represent a significant amount compared to the total production.

The second is that I was expecting to see as much nutrients as possible coming from the bioflux receipe (not from yumako) given the title of thread, even to feed the biolab and or the use of productivity modules or beacons, but then when reading the rules, i see you are not valuating the efficency on raw ressources with a particular rule, to me it seem the first rule leading to the shown setup makes a design oriented toward making always the freshest bioflux possible(for science) in a resilient way, and efficently, but only as a later rule, and it's the title of the thread, so it's somewhat the reason for the second nitpick. You are more about freshness than efficency really.


I see positive points i think you didn't mention :lol: , this is not using robots ! this may be too obvious from the pictures or to you to be worth writing but i wanted to point that out specifically because many players rely on robots on Gleba due to their ease of use. That makes the setup producing safely and without bots fresh bioflux. With some efficency also coming from a low power consumption for the logistic of the fruits. This seem particularly good for early/mid game to me, or "when-not-importing-energy-on-Gleba" , as it is a setup cheap to build (not requiring module 3 or quality) and to keep running regarding the spore/pollution production coming from its power drain. I think those points are also extra valuable in "early-game" because to me that's where most of the difficulty lies when trying to get something stable running, only later going for more efficient and beaconned or things. (no-bot early game worth more / more difficult than no-bot late-game).

Maybe you could add a little part about the expected inputs/requirements, show how agricultural towers are placing fruits on the belt and/or explain a little on the seed ratio production or why you use biochambers and not assembly for processing fruits as i think this is part of why the shown design works in the long run that may be not obvious if not explictly mentionned.
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MBas
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Re: Efficient Bioflux Production

Post by MBas »

I was trying to avoid writing a complete guide to Gleba. If I hadn’t, it would probably start with this advice right from the beginning:

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And if you think about it and try to develop this strategy into something smarter, it would look like this:

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And yes, I don’t value raw resources that much, which might just be my personal preference. In fact, I burn about one-third of the fruits directly in heating towers. My general approach is:
  • Take the fresh fruit. Is it taken? No? Burn it.
  • Produce eggs. You should have 5 biolabs per 2 science pack biolabs. I have 6. Pick up the fresh egg. Egg not taken? Burn it.
  • I have too much bioflux. It can’t be burned directly. Wait… place it into a chest, let it spoil, and… burn it.
I’m not so strict with Yumako mesh, though. I catch them, keep 500 in a chest, and return fresh ones to the system as needed by splitter belt with lower input priority. Anything above 500 is taken out with spoilage prioritized for burning.

I also have a system for science pack storage: all science packs go in, with fresh ones prioritized for use to maintain the stock needed for ship delivery. What about low-freshness science packs? Wait for them to spoil and… (you know the answer).
(Note: I actually use multiple provider chests for this, split by 180 science packs per chest to optimize the mixing problem.)

Regarding the "all-burning" strategy: it gradually improves as the factory grows. With a 50% increase in production, I don’t end up with 50% more excess materials to burn—let’s say it’s only about 10% more. So, while there’s more to burn, it’s relatively much less.

About bots: I’m not using them at all (except moving packs and bioflux to rocket silo). To be completely honest, I don’t know why, but the idea of using them on Gleba seems very silly to me. Maybe it’s just poor judgment on my part. However, nutrient delivery for feeding biolabs isn’t such a bad idea—I’ll reconsider that. And it actually gave me a new idea for a bacteria farm.

And I completely forgot about bitter eggs and fishes! I’ve always thought of them as a "Navius thing." But perhaps I’ll give them a try as well.
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Re: Efficient Bioflux Production

Post by mmmPI »

MBas wrote: Thu Nov 21, 2024 9:37 am In fact, I burn about one-third of the fruits directly in heating towers.
I guess that regulate the seed production, since you are using biochambers, if you were to burn more than 1/3 of fruits without processing them it would run a seed deficit overtime, if you were burning less than a 1/3 you would have to recycle-void seeds but about 1/3 seems about right x).

I understand raw ressources are infinite on Gleba, but this approach ( "burn it all ") generate extra pollution , because spore are created when the trees are cut or at least "per tree". Maybe your defenses are good enough so you don't feel the need for a change, but i'm sure you could find some benefit to circuit controlled agri tower, if you were to read the input belts of the shown built :)
MBas wrote: Thu Nov 21, 2024 9:37 am I don’t know why, but the idea of using them on Gleba seems very silly to me.
It is very silly, i have a gleba without a single belt, and it's working. But it's a pain to setup in early game if one goes to gleba first or with limited external supply when bots are slow unlike your setup. It feels like cheesing the game.
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Re: Efficient Bioflux Production

Post by rollc_at »

I understand raw ressources are infinite on Gleba, but this approach ( "burn it all ") generate extra pollution , because spore are created when the trees are cut or at least "per tree".
No, the pollution (spores) output with this strategy is constant; what happens when you limit fruit production is that you sometimes get a smaller, sometimes a bigger cloud - and with it, sometimes a bigger problem. You just need to make your defences and ammo production outgrow the pollution/attacks. (Although a spider squad is always a good insurance policy.)

This is the best strategy I've found so far for dealing with spoilage - keep everything constantly fresh and always in motion. The final stop is always the incinerator.
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Re: Efficient Bioflux Production

Post by gulyman »

I played around with your design. I didn't want to rely on bots, but was having trouble figuring it out until I saw your post.

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