[SA] Where to make purple science in late game?
[SA] Where to make purple science in late game?
Where do people like to make purple science in late game (after the "win")? It requires a lot of stone, which rules out Gleba (limited stone), but it also requires lots of plastic, which rules out Vulcanus (limited coal). Does it make sense to keep it on Nauvis?
Re: [SA] Where to make purple science in late game?
I've not got to that point in the game yet, but why not make it on Vulcanus using imported plastic?NineNine wrote: Thu Feb 13, 2025 10:50 pm Where do people like to make purple science in late game (after the "win")? It requires a lot of stone, which rules out Gleba (limited stone), but it also requires lots of plastic, which rules out Vulcanus (limited coal).
Re: [SA] Where to make purple science in late game?
I do it on Vulcanus.
The plastic isn't a problem, while initially plastic is problematic, once you're doing proper coal liquefaction and are stacking productivity bonuses the coal consumption becomes a non-issue.
The productivity bonuses can be optimized by using Biochambers for the heavy and light oil cracking (import bioflux from Gleba, or biter eggs or fish from Nauvis) which gets you +50% productivity and 1 extra productivity modules. Using a Cryogenic plant for Plastic allows 5 extra productivity modules. Also the plastic is going to red circuits and prod1 modules, and the +50% productivity and extra module slot from the EM plant help with that. Finally there is plastic productivity research and on the coal side of things mining productivity research (and you can also use quality big mining drills to reduce coal depletion rate), with all the productivity bonuses that can be stacked you can be easily reduce your coal consumption to like 5% or even 1% of what it would've been in the early game.
The plastic isn't a problem, while initially plastic is problematic, once you're doing proper coal liquefaction and are stacking productivity bonuses the coal consumption becomes a non-issue.
The productivity bonuses can be optimized by using Biochambers for the heavy and light oil cracking (import bioflux from Gleba, or biter eggs or fish from Nauvis) which gets you +50% productivity and 1 extra productivity modules. Using a Cryogenic plant for Plastic allows 5 extra productivity modules. Also the plastic is going to red circuits and prod1 modules, and the +50% productivity and extra module slot from the EM plant help with that. Finally there is plastic productivity research and on the coal side of things mining productivity research (and you can also use quality big mining drills to reduce coal depletion rate), with all the productivity bonuses that can be stacked you can be easily reduce your coal consumption to like 5% or even 1% of what it would've been in the early game.
Re: [SA] Where to make purple science in late game?
Oh wow... Both good responses. Now I have to figure out whether it's more efficient to ship over plastic or ship over bioflux and make it there...