This video helped me so much prior to today, Had several of these just looping ingots, sadly now the update has broken it and we get surplus copper wires and not ingots :(. Back to the drawing board and expirements. Thank you for your service
On the one hand, I doubt this is intended and will be patched as an exploit. On the other, the seablock player in me loves this dearly. I actually think it's more interesting right now before we get proper belt management or circuitry systems that makes setting this up easier - it's a nice challenge to extract the materials safely with the current limited toolkit
They've already said "use it while you can" on steam, it's not intended. There's no reason to do this since 1. there's thousands of hours of nodes available, and 2. you'll have to kill all of this when the update patches it.
Keep in mind this video is outdated, the iron and copper isn't quite infinite anymore using this method. Setting up blast mining is very easy though and might be a solid alternative (check this one out: ua-cam.com/video/D3yePhoO6ro/v-deo.html)
@@TheDutchActuary Just took a look at this in the 1.0 release (current game) and most of the items cannot be threshed back to raw materials... What I have found to be threshable: Plant Frames (1 frame yields 2 fibre compared to 6 fibre or 5 Kindlevine stems to manufacture them), Relay Circuits (which require Atlantum to make and only yields 10 Adv. Circuits), Iron Mechanism (yields 25 Iron Components costs 2 iron slabs or 100 iron components to make), Wire Spindle (yields 25 copper wire and requires 100 copper wire or 2 copper slabs to make), and Reinforced Iron Frame (yields 5 iron frames, these require 6 iron ingots or 10 iron slabs and 2 sesamite Gel to make 160 iron frames 🤨), Gearbox (yields 25 mechanical components and costs 100 mechanical components or 2 copper slabs and 4 iron slabs to make), Carbon Brick (yields 125 carbon powder and costs 500 carbon powder to make)... In short - there is no item that you can create an infinite resource loop with that I can see... But I'm only up to Sierra T2 so perhaps something opens up further along than where I am at now? There is the seed multiplication but this burns a lot of resources to make more seeds... Helpful for increasing some production but not the metals. I'd like to hear your thoughts or knowledge on where this issue is within the full release of the game please? Thanks again for the video but you might consider taking it down as its now misinformation unless you know otherwise. I suspect the same is going to be true for the infinite biobricks but I've not looked into that yet. Re the blast miners. Thanks for this video too! I like your mining charge input method (its cleaner than mine). There might be an opportunity with this to make infused copper and iron chunks but when I played with this in the early access it was prohibitively slow! Too slow to consider using at scale to increase yields. The other question is does using more charges to mine with actually increase the total yield of ore from the metal node? Or does it only speed up the collection of that resource node? I've not actually tested this by mining a node with say 1 charge per cycle vs 5 (ie reload a saved game and remine the same node with a different number of mining charges) or more charges per cycle and seeing if more total chunks of metal are made.
@@SusannaSaunders It is my understanding that using more charges does increase the yield, but i'll admit i'm not 100% sure. The materials last so long it doesn't really matter unless you're playing on low resource difficulties. (60 hours in, only my level 1 nodes ran out thus far...)
@@TheDutchActuary I'm doing an experiment at the moment to find out. I'm mining part of a copper node with double charges and then I'll reload the save and remine it with max charges (5) and see if there is a difference in the number of chunks recovered. This should prove whether there is a difference in actual yield or not... I'll let you know what I find! ☺ BTW, I found that the copper and iron nodes underneath the starting position (with the old machinery that you can't delete) goes down a long way with LARGE deposits at the bottom of both of them... The iron node nearest the elevator is quote small but these two nodes go down a long way! Obviously there are plenty of other nodes too on higher levels.
I discovered an extremely OP exploit once you have enough of the tech tree to unlock the third tier of group pickup or however it's worded. You can use it to empty containers inside facilities without having to unlock the doors. Right now I have 6 MK 2 smelters and a MK 2 Thresher, and have not opened any of the doors to the areas. As long as you can drag the cursor over a large enough cube to clip the walls, you can empty the boxes. Granted you still have to eventually come back for whatever scanables inside, but you can get the sweet, sweet rewards early.
Love how you explain everything and how it works!! One step I can't see clearly from the video is what do you have the filter inserters set to on the machine making the belts?
honestly, i doubt they will. the devs said that the nodes are NEAR infinite, but they do run out. once thoes nodes run out, how are we going to keep making iron/copper/limestone and atlantum once they run out? sure, it'll take quite a while until you syphon all of thoes nodes, but they WILL run out eventually.
@@AlcibienZandal I think, from my POV anyway, that when all the nodes are empty I'm done with the game. I also think they will add an option for infinite nodes later on.
i think its pretty safe. the threshers dismantle it assuming its hand made. assemblers make double what you make by hand. so there will always be something net positive.
@@tmkongen on one hand, you're right. though not everyone want's to put the game down once all the nodes are empty though. who knows, the devs may very well nerf this, probably much further down the line, most likely in the Desert MIRAGE update. my guess is we're going to be going to the surface at some point based on the story so far
Devs is saying, that there is a legit way to produce iron/copper when all veins are empty. I guest it has something to do with copper infused lime. But perhaps they refere to this trick....
Yep, as Wheels35 mentions below this is the infused limestone route. But that's a bit underdeveloped at the moment if you ask me, as there's a lot of effort going into that for a small return. That said, if you manage to run out of ores in the current version of the game.... i'd say you're done ;)
@@Wheels35 I just looked Iron infusion Takes 10 iron ore 4 shiverthorn extract 94 limestone For 40 iron ore/16 limestone back So 30 ore gain for 2 shiverthorn extract and 88 limestone
This feels like why most factory games don't have uncrafting. Especially Factorio with the "productivity" bonuses to give free things. We would just craft + uncraft. I love any build with weird mixed belts though.
Yeah but they had to put a huge penalty on it where we lose 75% of the materials, and a cap of +300% productivity, so it can never make a positive loop. I didn't think of solving it that way. I like any reason to make loops though!
I replicated your setup and everything worked fine now only copper rings are spitting out and the threshers stopped producing iron can you tell me why?
If it is going to get patched I'd be put in so many storage containers up in enlarging that facility as big as I possibly could before they do that way you can store up as much copper and iron before they do
ok I made a dumb contraption that basically makes me cooling systems and processor units for free "mostly" (limestone needs to be hand fed but u can furnace kindlevine extract it but it's slow and I usually store my excess limestone from mining underground for my base). taken advantage of this plus the trashing with purple inserters.
Weird... I've literally had one miner fill 4 boxes of iron bars, 2 boxes of iron frames, 1 box of iron components, 1 box of electrical components and 1 box of mechanical components and it's still going. That's enough resources to finish all the current content. Why would they make them last that long but not be infinite? The only time I've ever seen a miner look like it's mined all of something like the start of the video is at an update when the ore node changed shape
probably not just probably them leaving old recipes in thrasher recpies vs updating them. A lot of the newer stuff added in generally give back what the assembler.
Surely its as simple as the fact they haven't done a pass on all the threshing of old items and just did a blanket fast dirty implementation. I dont understand why copper wire makes 8wire to 1 bar in the first place OR why the machine holds 500 bars. I can manually load a machine to make 4000 wire. Seems busted from several standpoints. What leads to this too is their system of 2x production from machines vs handcrafting. Im not sure ALL steps should be giving 2x. An item that takes several steps to make doubles each step making it way too efficient to make the item in assemblers. Like as an example = if you hand craft 10 sub parts but a machine makes 20 sub parts. Then the end result you craft 1 end item from those 10 sub parts but the assemblers makes 2 from 10, so they make 4 from 20.. this example is 4x more product from assembler vs handcraft using the same raw materials since we doubled both steps.
I do actually really enjoy the 2x factor on all machines. It avoids your facility bloating too much, and highly encourages automation over handcrafting. So I hope they keep that in. This recycling part though, I can imagine not being in game forever :)
Honestly not surprised this is a thing. A factory game with "limited" resources without creative options to navigate around it for hardcore players to tinker with seems like bad design. And I don't feel like these devs are the types to make bad design decisions. Sure leaving stuff out of a 0.1 build such as metrics with the intent of adding it later is bound to happen, but the intent to do so down the road still exists rather than being a conscious choice not to include it. With the Unreal Dev and QA in me out of the way... good job finding the creative options ;) Going to make use of this myself next playthrough in an attempt to maintain the beautiful handcrafted world as much as possible rather than pulling a ficsit and demolishing everything in my path.
This video helped me so much prior to today, Had several of these just looping ingots, sadly now the update has broken it and we get surplus copper wires and not ingots :(. Back to the drawing board and expirements.
Thank you for your service
This was bound to be fixed, but it was fun while it lasted!
@TheDutchActuary it was indeed, shame, but is what it is.
On the one hand, I doubt this is intended and will be patched as an exploit. On the other, the seablock player in me loves this dearly. I actually think it's more interesting right now before we get proper belt management or circuitry systems that makes setting this up easier - it's a nice challenge to extract the materials safely with the current limited toolkit
They've already said "use it while you can" on steam, it's not intended. There's no reason to do this since 1. there's thousands of hours of nodes available, and 2. you'll have to kill all of this when the update patches it.
I know they are adjusting threshers and adding new machines to replace the threshers in recipers its very possible this wont be broken later on.
seems to have been patched in the latest update. Powerfloors and MK1 Conveyors now yield copper wire .
This is awesome! 😎 thank you so much for this! 5* video!
I'll check out the biobrick video next!
Keep in mind this video is outdated, the iron and copper isn't quite infinite anymore using this method. Setting up blast mining is very easy though and might be a solid alternative (check this one out: ua-cam.com/video/D3yePhoO6ro/v-deo.html)
@@TheDutchActuary Just took a look at this in the 1.0 release (current game) and most of the items cannot be threshed back to raw materials...
What I have found to be threshable:
Plant Frames (1 frame yields 2 fibre compared to 6 fibre or 5 Kindlevine stems to manufacture them), Relay Circuits (which require Atlantum to make and only yields 10 Adv. Circuits), Iron Mechanism (yields 25 Iron Components costs 2 iron slabs or 100 iron components to make), Wire Spindle (yields 25 copper wire and requires 100 copper wire or 2 copper slabs to make), and Reinforced Iron Frame (yields 5 iron frames, these require 6 iron ingots or 10 iron slabs and 2 sesamite Gel to make 160 iron frames 🤨), Gearbox (yields 25 mechanical components and costs 100 mechanical components or 2 copper slabs and 4 iron slabs to make), Carbon Brick (yields 125 carbon powder and costs 500 carbon powder to make)...
In short - there is no item that you can create an infinite resource loop with that I can see... But I'm only up to Sierra T2 so perhaps something opens up further along than where I am at now?
There is the seed multiplication but this burns a lot of resources to make more seeds... Helpful for increasing some production but not the metals.
I'd like to hear your thoughts or knowledge on where this issue is within the full release of the game please?
Thanks again for the video but you might consider taking it down as its now misinformation unless you know otherwise. I suspect the same is going to be true for the infinite biobricks but I've not looked into that yet.
Re the blast miners. Thanks for this video too! I like your mining charge input method (its cleaner than mine).
There might be an opportunity with this to make infused copper and iron chunks but when I played with this in the early access it was prohibitively slow! Too slow to consider using at scale to increase yields.
The other question is does using more charges to mine with actually increase the total yield of ore from the metal node? Or does it only speed up the collection of that resource node? I've not actually tested this by mining a node with say 1 charge per cycle vs 5 (ie reload a saved game and remine the same node with a different number of mining charges) or more charges per cycle and seeing if more total chunks of metal are made.
@@SusannaSaunders It is my understanding that using more charges does increase the yield, but i'll admit i'm not 100% sure. The materials last so long it doesn't really matter unless you're playing on low resource difficulties. (60 hours in, only my level 1 nodes ran out thus far...)
@@TheDutchActuary I'm doing an experiment at the moment to find out. I'm mining part of a copper node with double charges and then I'll reload the save and remine it with max charges (5) and see if there is a difference in the number of chunks recovered. This should prove whether there is a difference in actual yield or not... I'll let you know what I find! ☺
BTW, I found that the copper and iron nodes underneath the starting position (with the old machinery that you can't delete) goes down a long way with LARGE deposits at the bottom of both of them... The iron node nearest the elevator is quote small but these two nodes go down a long way! Obviously there are plenty of other nodes too on higher levels.
@@SusannaSaunders Let me know how that goes!
I discovered an extremely OP exploit once you have enough of the tech tree to unlock the third tier of group pickup or however it's worded. You can use it to empty containers inside facilities without having to unlock the doors. Right now I have 6 MK 2 smelters and a MK 2 Thresher, and have not opened any of the doors to the areas. As long as you can drag the cursor over a large enough cube to clip the walls, you can empty the boxes. Granted you still have to eventually come back for whatever scanables inside, but you can get the sweet, sweet rewards early.
A year later did they ever patch this ?
The intersection where you have the three splitters works fine, on game reload one of the splitters gets removed. Does this happen for you?
Yep
I haven't noticed this happening myself, but the splitters do act a bit wonky when I place them sometimes. Definitely a ' work in progress '
Love how you explain everything and how it works!! One step I can't see clearly from the video is what do you have the filter inserters set to on the machine making the belts?
Can you use MK-II threshers/assemblers?
Sadly I couldn't feed in power floors into a thresher now, look like they patched it.
Pretty cool but definitely seems like something the devs will want to patch out once they’re aware of it.
Definitely. I wouldn't base my whole factory on it, but it's a fun early access exploit.
honestly, i doubt they will. the devs said that the nodes are NEAR infinite, but they do run out. once thoes nodes run out, how are we going to keep making iron/copper/limestone and atlantum once they run out? sure, it'll take quite a while until you syphon all of thoes nodes, but they WILL run out eventually.
@@AlcibienZandal I think, from my POV anyway, that when all the nodes are empty I'm done with the game. I also think they will add an option for infinite nodes later on.
i think its pretty safe. the threshers dismantle it assuming its hand made. assemblers make double what you make by hand. so there will always be something net positive.
@@tmkongen on one hand, you're right. though not everyone want's to put the game down once all the nodes are empty though. who knows, the devs may very well nerf this, probably much further down the line, most likely in the Desert MIRAGE update. my guess is we're going to be going to the surface at some point based on the story so far
Devs is saying, that there is a legit way to produce iron/copper when all veins are empty. I guest it has something to do with copper infused lime. But perhaps they refere to this trick....
infusion is pretty broken, but takes up way more space then this does. Infusion takes 4 (total) ore in, and outputs 5
Yep, as Wheels35 mentions below this is the infused limestone route. But that's a bit underdeveloped at the moment if you ask me, as there's a lot of effort going into that for a small return.
That said, if you manage to run out of ores in the current version of the game.... i'd say you're done ;)
@@Wheels35
I just looked
Iron infusion
Takes
10 iron ore
4 shiverthorn extract
94 limestone
For 40 iron ore/16 limestone back
So 30 ore gain for 2 shiverthorn extract and 88 limestone
This feels like why most factory games don't have uncrafting. Especially Factorio with the "productivity" bonuses to give free things. We would just craft + uncraft. I love any build with weird mixed belts though.
Factorio is getting a recycling mechanics in DLC (comes in about 1 year) and plays important part in getting quality things.
Yeah but they had to put a huge penalty on it where we lose 75% of the materials, and a cap of +300% productivity, so it can never make a positive loop. I didn't think of solving it that way. I like any reason to make loops though!
I replicated your setup and everything worked fine now only copper rings are spitting out and the threshers stopped producing iron can you tell me why?
This method was patched out about 3 weeks ago. Unfortunately you'll have to get your resources the hard way now ;)
u can also get infinite yellow inserter and chips with purple inserter trashing.
It's not a perfectly balanced build?
Well, I'd say it's a perfectly balanced game with no exploits.
*the sniffing brit has joined the game*
Hahaha that should have been the title of this video, as a homage to a certain britisch creator :)
@@TheDutchActuary can we get a name lol. :P
@@heyz13 it's a reference to @thespiffingbrit
If it is going to get patched I'd be put in so many storage containers up in enlarging that facility as big as I possibly could before they do that way you can store up as much copper and iron before they do
ok I made a dumb contraption that basically makes me cooling systems and processor units for free "mostly" (limestone needs to be hand fed but u can furnace kindlevine extract it but it's slow and I usually store my excess limestone from mining underground for my base). taken advantage of this plus the trashing with purple inserters.
I like it!
I think it will be nerfed in further updates...
I can't get this to work, im starting to think they fixed this because it's not letting me thresh the power floors. 😭
Nope, they fixed it a little while ago!
another dupe u can do is purple cores they dont dupe copper wire (it gives back the same cost) but they do dupe mechanical parts.
Nice one!
If you want those infinite biobricks as well, here's the build! ua-cam.com/video/N74hnuM4woc/v-deo.html
Please look how well BEE went so far in South Africa
The veins run out? Wasn't aware of that.
Honestly I thought they were infinite for a long time. They do run out though, but it takes MANY hours of constant production to reach that point.
Weird... I've literally had one miner fill 4 boxes of iron bars, 2 boxes of iron frames, 1 box of iron components, 1 box of electrical components and 1 box of mechanical components and it's still going.
That's enough resources to finish all the current content. Why would they make them last that long but not be infinite?
The only time I've ever seen a miner look like it's mined all of something like the start of the video is at an update when the ore node changed shape
I've wondered that as well, the veins last so long that they might as well be infinite.@@ViridianFlow
Thats surely broken. It cant be intended
probably not just probably them leaving old recipes in thrasher recpies vs updating them. A lot of the newer stuff added in generally give back what the assembler.
Surely its as simple as the fact they haven't done a pass on all the threshing of old items and just did a blanket fast dirty implementation. I dont understand why copper wire makes 8wire to 1 bar in the first place OR why the machine holds 500 bars. I can manually load a machine to make 4000 wire. Seems busted from several standpoints.
What leads to this too is their system of 2x production from machines vs handcrafting. Im not sure ALL steps should be giving 2x. An item that takes several steps to make doubles each step making it way too efficient to make the item in assemblers. Like as an example = if you hand craft 10 sub parts but a machine makes 20 sub parts. Then the end result you craft 1 end item from those 10 sub parts but the assemblers makes 2 from 10, so they make 4 from 20.. this example is 4x more product from assembler vs handcraft using the same raw materials since we doubled both steps.
I do actually really enjoy the 2x factor on all machines. It avoids your facility bloating too much, and highly encourages automation over handcrafting. So I hope they keep that in.
This recycling part though, I can imagine not being in game forever :)
This is now patched but you can still get infinite lime stone bc you can thresh kendilvine extract
А железо и медь можно получить из известняка
This is already null and void.
this no longer works
This seems a bug.
or you can just use copper, iron, and atlantum infused limestone :/
Sure, but that's either created as a byproduct or requires a lot more setup to go infinite. It also isn't available until much later into the game.
Honestly not surprised this is a thing. A factory game with "limited" resources without creative options to navigate around it for hardcore players to tinker with seems like bad design. And I don't feel like these devs are the types to make bad design decisions. Sure leaving stuff out of a 0.1 build such as metrics with the intent of adding it later is bound to happen, but the intent to do so down the road still exists rather than being a conscious choice not to include it.
With the Unreal Dev and QA in me out of the way... good job finding the creative options ;) Going to make use of this myself next playthrough in an attempt to maintain the beautiful handcrafted world as much as possible rather than pulling a ficsit and demolishing everything in my path.
this video not work any more you can not trash stuff only higer tier like Reinforced Copper Frame, and dat give 10 back on Copper Frame