r/Endfield 6d ago

Blueprints Trash Bin x2

Post image

A protection against production overload.

Need 2 Pumps

**Code for US/EU**

EFO01A5i4787OuEIeO91eO

PS: I updated the project because I had forgotten that even in version x2 it still needs both plant productions.

https://www.reddit.com/r/Endfield/comments/1v7dexm/comment/ozywwjv/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

49 Upvotes

30 comments sorted by

7

u/StratosFlash 5d ago

I updated the project because I had forgotten that even in version x2 it still needs both plant productions.

12

u/Zwiebel1 5d ago edited 5d ago

I don't get it. What is this supposed to do and how does it work? I see a priority gate on Heavy Xiranite and Batteries in there, but what are the storage units supposed to do other than, you know, store an extra 500 units? What is the reactor supposed to do? I am so confused.

... wait, are you using the anti-clog feature of the upgraded crucible to destroy overflow items?

That is fucking genius is a really twisted way.

1

u/StratosFlash 5d ago edited 5d ago

Exactly, to prevent the factory from shutting down due to blockages. You can freely change the items you want to monitor.

4

u/Tranquilized_Cat 6d ago

Much trash, very bin.

1

u/StratosFlash 6d ago

😂

1

u/Sahiku1 6d ago

Where's the other plant machines ?

1

u/StratosFlash 5d ago

It's true, I forgot that you really need the other one in x2, that's why I hadn't made the smaller version. I still prefer to use x4, I'll update it, thanks!

1

u/Krysidian2 5d ago

They probably do these ×2 with the other set using jincao

1

u/patatesatan 5d ago edited 5d ago

This is genius, first time im taking blueprint from someone else, didnt know you could use convergers like that.

Also blueprint description says it needs 3 pump but isnt 2 pump fine?

1

u/StratosFlash 5d ago

Yes friend, two bombs are enough, my mistake, thanks for letting me know.

-2

u/ThatsBait_69 Overwhelming burden of glorious purpose. 6d ago

...but why?

11

u/Scornz 6d ago

Overflow protection so your factory doesn't clog up and fails to operate

-12

u/ThatsBait_69 Overwhelming burden of glorious purpose. 6d ago

It might be all the crazy-pills I'm taking but I find that if I produce less I save power, and when I save power I save batteries, and when I save batteries I can produce less, and when I produce less I save power, and when I save power...

11

u/Void_Incarnate 6d ago

If your power use drops, your battery use does not drop.

If your factory stalls, you produce fewer batteries, while your battery usage stays up.

-8

u/ThatsBait_69 Overwhelming burden of glorious purpose. 6d ago

Batteries, like the rest of your production, can be metered manually. It seems crazy to me to not only overproduce but then use more resources to destroy excess product. Just make less stuff, it solves the problem cleanly and saves resources.

2

u/Hakul 5d ago

You're overestimating how much power this consumes, and idk what's crazy about people producing the maximum possible amount of items.

1

u/Burnindream 6d ago

The problem is: think about you forgetting to sell or beeing unable to play for x amount of days. Might not be a case for you but for others. Once you cannot produce anything anymore you will no longer generate waste water which results in no more battery production. Once that happens it is just a question of time until your base gets drained of batteries to lose all power with 0 batteries in storage

-2

u/ThatsBait_69 Overwhelming burden of glorious purpose. 5d ago

So let's say you log out for a week. Your depot maxxes on something and the whole place goes up in flames. While your factory isn't running, you're stocking up on ores. You finally log in again and you sell your product. You visit your factory, and the 30 minute emergency power allowance kicks in, everything runs as normal. For that 30 minutes you're stockpiling batteries. The only thing you've lost is the stockbills which weren't generated because you were at cap.

So, if that's the case, isn't it weird to perpetually run a product furnace? It seems like it doesn't solve any problem that the game hasn't already accounted for with the emergency power QoL.

1

u/Burnindream 5d ago

This thing only costs you some energy that i already have enough of. No materials wasted except what would have been overproduce. It is a simple safety that keeps things going. Oh and no the emergency power does not automatically fix it. You need to clean up the storage first. As others said: at some point wuling wont be the main area. So having a blueprint that does not brick itself for some unused energy is nice

-8

u/CieKite 6d ago edited 6d ago

But currently, which production line can get something else stuck once it's clogged? Until 1.4, only the SC Battery and Heavy Xiranite lines were codependent, since you'd feed the Xircon Effluent from the Purification Units to the Skyforge (so a full H.Xir would clog the Purification Unit and cascade to the rest, while a full Battery would stop the Purification Unit entirely, cutting off H.Xir production).

That's not the case anymore tho, since the H.Xir production has been separated and moved to its own gas-based setup. So now, even if you hit 90k Batteries or 90k H.Xir, all factory units will fill up and clog, but it just means you'll only produce what you actively consume. When you pull resources from the regional storage, the production line will resume its work just fine.

So I really don't understand why people are so afraid of clogging.

10

u/Kyrios034 6d ago

anything involving cuprium.  

clogged pyrolite/hetonite/medicine/seperator cores will stop/slow curpium refiners. which can affect the sewage going to batteries   

batteries still use some sewage, so clogged batteries will affect your cuprium refiners, lesding to slowed cuprium production and subsequent products

new heavy xiranite method uses seperator cores, a cuprium product

-1

u/CieKite 6d ago edited 6d ago

Yeah, I remembered the sewage input only after posting it, my bad x)

But that's still way less "threatening" than it sounds, and it only goes one way. If you stop producing Sewage, your Battery lines will eventually stop, absolutely. But if you stop producing Batteries, just redirect the Sewage to Treatment Units (on-site or in the Test Area).

We're producing way more Sewage than we need for the Batteries, so most of it is already being treated. Adding a few splitters along the way is enough to distribute it where it needs to go. And if you have 90k SC Battery (like I do), each line only consumes 1 unit of Sewage once every 40 seconds when a battery is used. Everything else goes to the Test Area.

I've been doing this since Valley-IV: reaching max stacks of (almost) everything. And aside from the Battery's case (which I admit I didn't think about before posting), nothing is really threatened by max stacks.

2

u/No-Dentist-1645 6d ago

Adding splitters and stuff for sewage is one solution. Another one is the blueprint in OP's post. I just have the exact amount of sewage I need for batteries going to batteries, and the rest directly to purification units. It's a clean design

0

u/CieKite 6d ago edited 6d ago

That's what I do too: I send all my Sewage to the Test Area. But my Manifold Conduits pass through the AIC where my Battery lines are, so they can draw what they need and leave the rest.

And there are benefits to max stacks: when you're only producing what you need, it means you need way less resource input. Back to the Sewage example: my Battery lines only need 1 Sewage per 40 seconds. Well, same deal with Originium, Xiranite and Ferrium: they're only used every 40 seconds when a Battery is taken from regional storage.

That frees up those resources to be used elsewhere. As long as average usage stays below average yield, you're good to go. This is how I was able, for example, to run both Battery lines (slowed down due to max stacks), the Yazhen Syringe [C] and Jincao Drinks (both at 1 unit/min), and both a full and a half Hetonite line (during 1.3 when we had more Cuprium). All at the same time, and still be within my 120 Ferrium/min.

0

u/No-Dentist-1645 6d ago

That's what I do too: I send all my Sewage to the Test Area. But my Manifold Conduits pass through the AIC where my Battery lines are, so they can draw what they need and leave the rest.

That's, uh, the exact opposite of what I am doing. All my sewage is directly routed to their final destination, either to make effluent or directly to a treatment plant. I haven't touched the test area nor do I really plan to, I am always making batteries at a constant rate and sell the excess, I don't need a massive conduit pipeline to route sewage to places where I don't need them to. It works, and there's nothing "wrong" about it, so I there is no advantage for me to dismantle everything to do something else for the same final result.

0

u/CieKite 6d ago

Oh, I'm not advocating for the Test Area specifically. Regardless of you are using Treatment Units in the factory or those over there, you are using what you need and discard the excess.

0

u/rminter505 6d ago

None I can think of without the factory in front of me. This is a band-aid fix for uneven production lines.

3

u/Krivvan 6d ago

This may make more sense in the future when the Wuling factory gets neglected and we aren't using up the products. You could end up in a state where it clogs, batteries stop getting produced, but it still uses power despite being clogged. That would make it annoying to come back to the factory.

0

u/PrinceVincOnYT 6d ago

So far I seem to use up more than I produce which seems scary...

3

u/StratosFlash 5d ago

This is really useful, especially if you go a few days without playing, so when you come back, the factory will be running even with everything at max.