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Please nerf the inserter access on rocket silo

Posted: Fri Jun 19, 2026 8:33 pm
by T10
The rocket silo can be used as big container with 36 inserterslots IN+OUT. You can skip balancer-mechanics and many logistic-problems that way. Please check if this is intended. Chaining rocket silos also works. 1 Foundy can output up to 840 (7x120) items per second to one silo and distribute it to 2 cargo wagons with another silo (iron sticks or t1 belts may get close to this number with beacons) without belts.

I could provide an example of a cheesy blueprint if allowed.

Re: Please nerf the inserter access on rocket silo

Posted: Fri Jun 19, 2026 11:29 pm
by mmmPI
You should probably post in "show your creation" the blueprint, it doesn't sound cheesy, to me, why not load the wagons directly from the foundry instead of using a silo ?

Re: Please nerf the inserter access on rocket silo

Posted: Sat Jun 20, 2026 8:35 am
by T10
Direct load is limited by the size of the foundy. You can load 1 wagon directly with 5x120items/s or 2 wagons partialy direct with 3x120items/s each. Aligning foundries symetrical to wagons also limits the throughput per wagon and the available space for the foundry-input and beacons. Direct load works better for simple recipes like iron sticks. And you are right, direct load or chests+belts should be the way to go and not a less efficient or more difficult option.

Another example for silo abuse is puting multiple recyclers into a silo to merge and balance the output. You can build upcycler-factories with a silo-bus more easier as with belts. The only problem you might run into is clogging a silo with mixed item stacks.

A good nerf would be limiting or removing the inserter-output of a silo. Or move the ability of inserter-output into only-in or only-out state of the silo. I expect the silo to tranfer items to space and not as a container. I think the only reason to tranfer items away from the silo is for scrubbed launch or inserting wrong items before a launch.

Re: Please nerf the inserter access on rocket silo

Posted: Sat Jun 20, 2026 9:10 am
by ichVII
Then you are missing spoiled items. Removing spoiled or spoiling items from a silo is a very relevant thing to be able to do. If you have a silo with biter eggs sitting around, that doesnt get requested, not being able to remove and dispose them means you get 500 big biters hatching in your base. Also you would then have e.g. gleba science or bioflux spoiling in rockets and have to launch the spoilage to space, as you cannot remove it. The "exploit" is not that much more then what can be achieved with stationary cargo wagons, however they can even get filtered inventory slots, making them way more useful.

-1 Please dont do this.

Re: Please nerf the inserter access on rocket silo

Posted: Sat Jun 20, 2026 9:58 am
by T10
good point with spoilable items, outputing them should always be possible.

my intention of nerfing silos is same as nerfing space casino. you can skip the parts of fiddling-process by using a building that probably serves a different purpose to a purely ground-based logistic-hub.

Re: Please nerf the inserter access on rocket silo

Posted: Sat Jun 20, 2026 10:05 am
by radical_larry
I think it's the other way around. They should give us some stationary multi-tile container so we can stop using train wagons or rocket silos.

Re: Please nerf the inserter access on rocket silo

Posted: Sun Jun 21, 2026 10:21 pm
by T10
I was able to find my savegame with silo experiments and share screenshots of this pattern.

balancer pattern
Image
2*746 iron sticks/second to 2 wagons

upcycler pattern
Image

2*9 recyclers for quality normal foundries.
the silo-bus is transfering higher quality items upwards and normal downwards to reuse them for normal foundries.
18 recyclers would require ~5-6 sushibelts, which would require more space, splitters etc.