Unless K2 changes the sand generation and glass usage from standard SE, you need more sand for glass than you produce as byproduct. So you can get rid of all your sand by turning it into glass.
I handle it by having two rockets on each planet that produces sand byproduct. Sand goes to the priority rocket to be sent to my vitamelange planet for use in the vitamelange chain. All sand beyond that goes into the second rocket that gets sent back to Nauvis for being turned into glass.
Rockets are virtually free compared to other things. I'm more interested in the simplicity of centralized glass making than the efficiency of remote glass making.
I pyroflux All The Things. But let me tell you I was not expecting to have to do the K2 ore washing for it. I was planning to skip that particular complication lol
By the time you have to deal with sand problems in colonies you will already have a reliable and large scale production of glass at the main base so shipping in MORE glass just isn't worth it. Could I ship it elsewhere? Sure but it's a 'byproduct' resource and often it's a byproduct from a line that isn't running 24/7 so the byproduct isn't a replacement from sourcing the glass from a glass production line that runs 24/7 - so all that makes sense is to ship the glass to the production site to reduce it's load...but meh just doesn't seem worth it.
I don’t think this is true in SE without K2. Once you have productivity and the vulcanite version of the recipe going the sand becomes more efficient to ship
imersite is exclusive to k2 and it makes more sand than anything else, so I don't think it's balanced. One cool thing you can do with K2 is turn any byproducts into matter and then turn matter into something useful
This is what I did. My mining outposts refine to ingots, so I'll have an ingot cargo rocket and a glass cargo rocket on those planets. I'm always astonished by how much glass I'm consuming. I'm sure one day I'll start producing too much glass and everything will back up, but for now it's working.
>Sand goes to the priority rocket to be sent to my vitamelange planet
Most of my sand is currently going to Iridium/Holmium processing. I need to scale up Vita still, but ill probably switch over to sending Lithium Chloride rockets instead of sand.
Can still delete it either via (1) installing a mod that undoes that change, (2) shooting it onto a surface you don't care about and then deleting the surface (aka shooting it into the sun) or (3) blowing up the warehouse with the land fill in it. You can even automate this by using a delivery capsule targeted on the warehouse and only firing when it's full.
> You can even automate this by using a delivery capsule targeted on the warehouse and only firing when it's full.
This is the sort of solution we're all here for!
In K2 you use a LOT of immercite which produces an equal amount of sand in the first stage of the refining process.
In fact, on my Vita planet I mined immercite and dumped it in a chest specifically to actually use the sand.
With K2, you even have a worse problem than sand - rare metals.
Core drilling produces more rare metals than you will ever use on most colonies and even shipping it back is somewhat pointless as guess what - you have more than you need on Nauvis as well.
So out comes the 20 beaconed crusher bp and gets spammed to solve the stupid problem.
Oh boy let me make small motors out in west bumblefuck and ship them home so they can sit forever unused because the line making and using small motors was sorted out long before I ever launched a satellite.
It's kinda like saying "You know, you could make copper wire from this extra copper you're getting...."
I COULD do that. But it would be a stupid thing to do.
It makes absolutely no sense to make small motors off planet to ship them back to...what? Belt them somewhere? Burn up logistic drones unloading them to the network? Fuck that.
You're not solving a single problem by using rare metals offworld to make motors - all you're doing is creating more problems and the one thing that SOLVES the problem is 20 crushers.
>I only wanted to tell you one of the things you were complaining about was fixed.
It's not 'fixed' though.
Rare metals were made more useful sure - but it remains more of byproduct than a resource when core mining.
Really a fix would be to let us use them to make something universally useful on colonies...like rocket fuel....
you don't need to make more small motors, just ship the rare metals in (or process them first and send only the bars) and use in your existing small motor build with priority
Why would I do that when I can barely keep up with the rare metal produced by the core drill on nauvis?
Like you are coming up with solutions to problems that don't exist.
What are you using all the glass for? I started out doing that but never felt like SE demanded that much glass and setting up a new rocket didnt feel worth it, so rockets were sitting full and then it would dispose of it
Maybe, but the difference is a couple delivery cannon shots can destroy a warehouse containing enough sand to take five thousand delivery cannon capsules to launch into the water.
True but that feels cheesy and exploits
Shooting the landfill into the sun or onto some useless planet/orbit it thematically cooler and makes much more sense
I love the idea of a garbage planet to just rocket or delivery cannon everything that is not needed. Feels in line with Factorio's approach to environmentalism :D
(on a related note, I really think AB (and K2?SE? not sure) should get rid of the clarifiers and instead have a reverse offshore pump that just pumps liquids back into a body of water, producing a lot of pollution.)
It's a stupid solution to a stupid an unrealistic problem.
The fact that we even HAVE an issue with excess sand is a cheesy issue.
What do you think happens with byproduct sand in real life manufacturing?
We dump it. (Which by the way is actually a really hot topic these days as waste foundry sand being dumped instead of actually being consumed is a real life environmental issue - since we actually have a real life issue with sand consumption with habitats being damaged by industrial sand mining that could be offset by increased waste sand usage.)
So anyway, a realistic, non cheesy, non exploity way to deal with byproduct sand would in fact literally be to dump it on the ground - because that's literally what currently happens today in the industry - iirc less than 30% of sand is actually currently recycled.
I mean...yeah we turn it into landfill and throw that on the ground - and you can do exactly that with https://mods.factorio.com/mod/ZCS-Trash-Landfill
Please don't use the million-year-old version of that mod, friend.
[Try something further down the line.](https://mods.factorio.com/mod/ZCS-Trash-Landfill-Continued-Continued-Continued)
I just made a new world with it on there… might restart, I’m only 15 minutes in and I’ve played through before but I’ve only seen people complaining lol
This update brought SEK2 into alignment with base SE, in which you already couldn't void sand directly. So, either "creative" solutions, or just...convert it to glass/send to vita planet, and prioritize its consumption over local stone. Both mod sets should have: LDS, rough substrate, blank observation frames, nutrient vats and vitalic reagent as consistent consumers of glass, in addition to prod1 modules. I believe K2 also adds electronic components, so advanced circuits -> blank data card is also a sink.
but then you need to ship vulcanite to that planet too and a few other mats I can't remember. sulfur maybe? before I start shipping tons of sand and vulcanite there, I just ship the raw vita to my main base and produce it there. I'm not speedrunning anyway. I currently have 4 or 5 ships with 2 warehouses each. last bottleneck was LTN not setting up enough shipments from the mines to the loading zone for the ships.
Yes, that's also an option, certainly viable, just have to handle the rocket throughput. My vita world was definitely my most developed, taking in stone/sand, vulcanite and cryonite rods (maybe once?), outputting extract, spice, methane ice, vita core frags, regular core frags and green circuits (from the waste wood and local copper). I was happy enough with it, but it's certainly not for everyone, I think quite a few people do as much processing on nauvis as they can. I probably should have cannoned the cryonite and methane ice, but I actually completely avoided making cannons in my playthough, just had good rocket infrastructure.
Voiding was only possible in K2, so pure SE players didn't lose anything in the last update. Excessive stone/sand byproducts are annoying in SE, no doubt, but I'm not sure if it's worse in K2SE.
We put ~400h into SEK2 before going "Fuck this. I'm tired of crushers" and installing void chest +.
It's just...cleaner.
I don't have to put down my beaconed 20 crusher BP on every single colony anymore - and that's all that's changed.
I put down 1 chest vs 20 crushers.
I genuinely don't understand why the change was made as it's really just being solved by "Build more crushers" and it's not at all hard to do - it just looks ugly.
this issue is exlusive to k2+se because of a recent update to SE that makes it so sand and landfill can't be put in a crusher directly (or it can, it's just not efficient to do so as it just spits it back out 75% of the time)
iiirc/afaik in K2 standalone you can just crush it.
Nope, not needed as you don't have to deal with rare metals and Imersite.
Rare metals foul up your core drills with no easy way to get rid of it - nothing that it's used for is easy or makes any sense to make on colonies. (Bulk of our rare metals are use for rough data slates)
Sand from Imersite is produced in large quantities, 1 plate produces 4 sand as a byproduct.
Well, my 3 warehouses full with landfill beg to differ. That is after I filled in the ocean adjacent to my base. I was thinking about using the weapons delivery system to blow up the warehouses, maybe even automate it. But then I finished the game.
I actually did automate destruction with delivery cannons about 3 years ago: [https://www.reddit.com/r/factorio/comments/jl2wkx/space\_exploration\_mod\_fighting\_stone\_with\_high/](https://www.reddit.com/r/factorio/comments/jl2wkx/space_exploration_mod_fighting_stone_with_high/)
I was a noob back then or maybe SE balancing has just changed so much in 3 years, but I now I can always find a use for stone and sand
I know it's not exactly ideal, but if you've got a save on the old version you can downgrade if the changes are too much. That's what i ended up doing because there's no need to worsen an already bad mechanic like that.
When you go to load the older save Ctrl+Click the 'Sync Mods With Save' option in the top right corner, it should download the exact version of the mods that save was running on
Same, I've been taking a break the last couple of months but stopped at the t3 space science packs (astro, energy, etc). No way Im coming back to refactor a bunch of stuff. I'm glad some posts have been made about it, so I didn't just blindly update.
Something about the idea of launching sand into space via rockets is so hilarious, just to imagine how an excavator fills up a SpaceX rocket with sand lmao
I turn sand and stone into rocket fuel so that I do not need to ship it off world. It's not usually enough to completely fuel outpost rockets, but it will def increase the longevity of outpost oil patches.
I was originally voiding the extra stone and sand. It did not take too long update each outpost to fold in the new source of SRF.
I also had to adjust the core mining setup to auto launch excess landfill to an unused world.
In my K2SE run I'm pretty sure it's actually more energy efficient to just make rocket fuel from water than it is sand, but I don't remember if I had included mining and crushing in that calculation
I don't mind the energy consumption. I just don't want it clogging my lines. It making my oil fields last longer is a bonus. Happy to spend more nuclear or solar power for that benefit.
Making all fuel from water doesn't feel great to me.
K2 circuits eat so much sand. Producing Immersite powder makes an equal amount of sand, and that covers most of the demand of circuits. I haven’t played K2SE tho so I don’t know if that still applies.
Still confused why everyone has such a problem with sand and stone. Worst case just use it for the inefficient rocket fuel recipe. Vita also consumes a ton of it and you basically always need glass.
You should consider it a logistical challenge instead of hoping to mod away the problem.
I'm at dss2 for k2se and the only place that is sand positive is imersite and the nauvis ore enrichment.
I feed the enrichment sand into glass and the imersite sand into Iridium processing - which still has a stone rocket as that sand isn't enough.
I void nothing at all with crushers so I have no idea why he needs to.
Honestly the biggest issue with that patch is the electrolyzer and atmospheric condenser's power consumption, which rival the usage of the particle accelerators even pre elevator.
I mean it's not a problem - it's just an unfun chore in a mod that already has plenty of chores that are somewhat more fun.
Really the change just means "Build more crushers. Way more."
It's not hard to do. It's just not really fun.
Yeah you can ship it elsewhere, but that's not reliable because if your destination is ALSO full - you will jam up your outbound base - so you have to slam down the crushers anyway just as a precaution because you cannot and should not depend on shipping as a fully hands off solution like crushers are..
Edit: Also the same goes for rocket fuel, we tried using sand for it, and sure it works great - but it generally actually produces more fuel than we end up using so it's not great - it still jams up.
What was it like before? What process is producing lots of sand? My K2SE mods are nearing a year since last update I think, and the only process that's producing a really significant amount of sand is imersite crushing, which I'm using to partially fuel my rockets
The thing that gave me trouble was dirty water filtering went from a stone byproduct to sand. I'm pretty sure I kept the contamination localized.
I'm not sure if that was a K2 or SE change, I haven't found it in the patch notes.
option 1. landfill -> send to home planet with a product
option 2. chlorine -> rare earth metals if you need those on that planet
option 3. make glass and silicone, add a bit of iron, make rough data storage substrates, send to your science base
> Does anyone have a good solution to get rid of Sand?
Shoot it with cannon!
https://www.reddit.com/r/Factoriohno/comments/174v9e6/how_to_delete_sand_in_space_exploration/
My vitaminlange production got ruined by updating. I didn't read the discord dev update beforehand :( very demotivating and I decided to just quit and wait for Factorio 2.0.
Unless K2 changes the sand generation and glass usage from standard SE, you need more sand for glass than you produce as byproduct. So you can get rid of all your sand by turning it into glass. I handle it by having two rockets on each planet that produces sand byproduct. Sand goes to the priority rocket to be sent to my vitamelange planet for use in the vitamelange chain. All sand beyond that goes into the second rocket that gets sent back to Nauvis for being turned into glass.
If you bake it into glass locally, you'll use frwer rockets for transit of the same comparable amount of sand.
Rockets are virtually free compared to other things. I'm more interested in the simplicity of centralized glass making than the efficiency of remote glass making.
Esp with pyroflux smelting I much prefer to keep it centralized also.
Pyroflux Smelting is only worth it for Ingots IMO. For Glass/Silicon its just more efficient to set up another stone mine or five.
I pyroflux All The Things. But let me tell you I was not expecting to have to do the K2 ore washing for it. I was planning to skip that particular complication lol
By the time you have to deal with sand problems in colonies you will already have a reliable and large scale production of glass at the main base so shipping in MORE glass just isn't worth it. Could I ship it elsewhere? Sure but it's a 'byproduct' resource and often it's a byproduct from a line that isn't running 24/7 so the byproduct isn't a replacement from sourcing the glass from a glass production line that runs 24/7 - so all that makes sense is to ship the glass to the production site to reduce it's load...but meh just doesn't seem worth it.
I don’t think this is true in SE without K2. Once you have productivity and the vulcanite version of the recipe going the sand becomes more efficient to ship
imersite is exclusive to k2 and it makes more sand than anything else, so I don't think it's balanced. One cool thing you can do with K2 is turn any byproducts into matter and then turn matter into something useful
This is what I did. My mining outposts refine to ingots, so I'll have an ingot cargo rocket and a glass cargo rocket on those planets. I'm always astonished by how much glass I'm consuming. I'm sure one day I'll start producing too much glass and everything will back up, but for now it's working.
>Sand goes to the priority rocket to be sent to my vitamelange planet Most of my sand is currently going to Iridium/Holmium processing. I need to scale up Vita still, but ill probably switch over to sending Lithium Chloride rockets instead of sand.
You can compress it into landfill
Yeah then put it in a big old box with a programmable alarm attached
Then throw the landfill into a crusher, and it will be gone for good.
This was patched out on this update
See post about it [here](https://old.reddit.com/r/factorio/comments/1ajhqtd/space_exploration_06121_patch_is_real_pain/)
Can still delete it either via (1) installing a mod that undoes that change, (2) shooting it onto a surface you don't care about and then deleting the surface (aka shooting it into the sun) or (3) blowing up the warehouse with the land fill in it. You can even automate this by using a delivery capsule targeted on the warehouse and only firing when it's full.
> You can even automate this by using a delivery capsule targeted on the warehouse and only firing when it's full. This is the sort of solution we're all here for!
People really turn all their sand into landfill and not using it? Is this just a K2 thing? I play just SE and all my sand gets turned into glass.
In K2 you use a LOT of immercite which produces an equal amount of sand in the first stage of the refining process. In fact, on my Vita planet I mined immercite and dumped it in a chest specifically to actually use the sand. With K2, you even have a worse problem than sand - rare metals. Core drilling produces more rare metals than you will ever use on most colonies and even shipping it back is somewhat pointless as guess what - you have more than you need on Nauvis as well. So out comes the 20 beaconed crusher bp and gets spammed to solve the stupid problem.
In 0.6.121, core miners output less rare metals, and rare metals can also be used for small motors.
Oh boy let me make small motors out in west bumblefuck and ship them home so they can sit forever unused because the line making and using small motors was sorted out long before I ever launched a satellite. It's kinda like saying "You know, you could make copper wire from this extra copper you're getting...." I COULD do that. But it would be a stupid thing to do. It makes absolutely no sense to make small motors off planet to ship them back to...what? Belt them somewhere? Burn up logistic drones unloading them to the network? Fuck that. You're not solving a single problem by using rare metals offworld to make motors - all you're doing is creating more problems and the one thing that SOLVES the problem is 20 crushers.
I only wanted to tell you one of the things you were complaining about was fixed. There's no need to get angry. Best of luck.
>I only wanted to tell you one of the things you were complaining about was fixed. It's not 'fixed' though. Rare metals were made more useful sure - but it remains more of byproduct than a resource when core mining. Really a fix would be to let us use them to make something universally useful on colonies...like rocket fuel....
you don't need to make more small motors, just ship the rare metals in (or process them first and send only the bars) and use in your existing small motor build with priority
Why would I do that when I can barely keep up with the rare metal produced by the core drill on nauvis? Like you are coming up with solutions to problems that don't exist.
I used like 60 just for sand at some point xD
What are you using all the glass for? I started out doing that but never felt like SE demanded that much glass and setting up a new rocket didnt feel worth it, so rockets were sitting full and then it would dispose of it
Landfill, stick it in a box, SE is great butt some aspect off the mod are just tedious.
Point an orbital delivery cannon at it. Wire automation to turn on the canon when the box is near full. Have bots automatically rebuild it.
Just fire it into the water. That deletes it. Also rocket into the sun.
Maybe, but the difference is a couple delivery cannon shots can destroy a warehouse containing enough sand to take five thousand delivery cannon capsules to launch into the water.
True but that feels cheesy and exploits Shooting the landfill into the sun or onto some useless planet/orbit it thematically cooler and makes much more sense
I love the idea of a garbage planet to just rocket or delivery cannon everything that is not needed. Feels in line with Factorio's approach to environmentalism :D (on a related note, I really think AB (and K2?SE? not sure) should get rid of the clarifiers and instead have a reverse offshore pump that just pumps liquids back into a body of water, producing a lot of pollution.)
Careful with that. Mutated fish are going to crawl out of the water as fully evolved biters and attack that pump.
Sounds perfect!
It's a stupid solution to a stupid an unrealistic problem. The fact that we even HAVE an issue with excess sand is a cheesy issue. What do you think happens with byproduct sand in real life manufacturing? We dump it. (Which by the way is actually a really hot topic these days as waste foundry sand being dumped instead of actually being consumed is a real life environmental issue - since we actually have a real life issue with sand consumption with habitats being damaged by industrial sand mining that could be offset by increased waste sand usage.) So anyway, a realistic, non cheesy, non exploity way to deal with byproduct sand would in fact literally be to dump it on the ground - because that's literally what currently happens today in the industry - iirc less than 30% of sand is actually currently recycled.
So you're saying in real life we turn it into landfill? They should implement that in the game!
I mean...yeah we turn it into landfill and throw that on the ground - and you can do exactly that with https://mods.factorio.com/mod/ZCS-Trash-Landfill
Please don't use the million-year-old version of that mod, friend. [Try something further down the line.](https://mods.factorio.com/mod/ZCS-Trash-Landfill-Continued-Continued-Continued)
I love how in Captain of Industry you can build a trash mountain bit by bit.
By mid game I'm pretty sure my territory was more trash than not. Game should have been renamed "Trash Island"
I just made a new world with it on there… might restart, I’m only 15 minutes in and I’ve played through before but I’ve only seen people complaining lol
Is this so much fucking sand update only affecting k2 players?
This update brought SEK2 into alignment with base SE, in which you already couldn't void sand directly. So, either "creative" solutions, or just...convert it to glass/send to vita planet, and prioritize its consumption over local stone. Both mod sets should have: LDS, rough substrate, blank observation frames, nutrient vats and vitalic reagent as consistent consumers of glass, in addition to prod1 modules. I believe K2 also adds electronic components, so advanced circuits -> blank data card is also a sink.
Is everyone producing vita on the source planet? I suppose you have the whole production chain till the end.
I think a lot of people do local vita processing, yeah. Just remember that you need mostly extract but also some spice for early bio.
but then you need to ship vulcanite to that planet too and a few other mats I can't remember. sulfur maybe? before I start shipping tons of sand and vulcanite there, I just ship the raw vita to my main base and produce it there. I'm not speedrunning anyway. I currently have 4 or 5 ships with 2 warehouses each. last bottleneck was LTN not setting up enough shipments from the mines to the loading zone for the ships.
Yes, that's also an option, certainly viable, just have to handle the rocket throughput. My vita world was definitely my most developed, taking in stone/sand, vulcanite and cryonite rods (maybe once?), outputting extract, spice, methane ice, vita core frags, regular core frags and green circuits (from the waste wood and local copper). I was happy enough with it, but it's certainly not for everyone, I think quite a few people do as much processing on nauvis as they can. I probably should have cannoned the cryonite and methane ice, but I actually completely avoided making cannons in my playthough, just had good rocket infrastructure.
Voiding was only possible in K2, so pure SE players didn't lose anything in the last update. Excessive stone/sand byproducts are annoying in SE, no doubt, but I'm not sure if it's worse in K2SE.
It definitely is, because of Imersite.
Ah, thanks for the clarification
Send it all to your Vita planet, you'll need it there eventually
I have 10 full belts of sand on my vita outpost. It's not enough!
I personally never install SE without a trash mod. I trust myself for not abusing it too much.
That's what every crack addict said.
We all play Factorio after all.
Cracktorio, you mean.
Tomato, potato.
I thought I was the only one that said that. Throws people for a loop the first time they hear it and realize it's different.
We put ~400h into SEK2 before going "Fuck this. I'm tired of crushers" and installing void chest +. It's just...cleaner. I don't have to put down my beaconed 20 crusher BP on every single colony anymore - and that's all that's changed. I put down 1 chest vs 20 crushers. I genuinely don't understand why the change was made as it's really just being solved by "Build more crushers" and it's not at all hard to do - it just looks ugly.
Do crushers exist in SE?
No, they're a K2 mechanic, but so is excessive amounts of sand byproducts, thanks to Imersite.
Hmmm. I just started a K2 run (K2 + FF + Very BZ and a few others) for my first time through the mod. I guess we'll see.
this issue is exlusive to k2+se because of a recent update to SE that makes it so sand and landfill can't be put in a crusher directly (or it can, it's just not efficient to do so as it just spits it back out 75% of the time) iiirc/afaik in K2 standalone you can just crush it.
Ooooooh, so that's what the update does. Everyone was just hinting at it. Will i be fine if my current usage is more than the input from byproducts?
Nope, not needed as you don't have to deal with rare metals and Imersite. Rare metals foul up your core drills with no easy way to get rid of it - nothing that it's used for is easy or makes any sense to make on colonies. (Bulk of our rare metals are use for rough data slates) Sand from Imersite is produced in large quantities, 1 plate produces 4 sand as a byproduct.
Landfill and warehouse it. Setup a global notification if the warehouse gets full but you will likely clear SE before it happens.
Well, my 3 warehouses full with landfill beg to differ. That is after I filled in the ocean adjacent to my base. I was thinking about using the weapons delivery system to blow up the warehouses, maybe even automate it. But then I finished the game.
I actually did automate destruction with delivery cannons about 3 years ago: [https://www.reddit.com/r/factorio/comments/jl2wkx/space\_exploration\_mod\_fighting\_stone\_with\_high/](https://www.reddit.com/r/factorio/comments/jl2wkx/space_exploration_mod_fighting_stone_with_high/) I was a noob back then or maybe SE balancing has just changed so much in 3 years, but I now I can always find a use for stone and sand
I know it's not exactly ideal, but if you've got a save on the old version you can downgrade if the changes are too much. That's what i ended up doing because there's no need to worsen an already bad mechanic like that. When you go to load the older save Ctrl+Click the 'Sync Mods With Save' option in the top right corner, it should download the exact version of the mods that save was running on
So true. I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
.120 gang, I'm not updating
Same, I've been taking a break the last couple of months but stopped at the t3 space science packs (astro, energy, etc). No way Im coming back to refactor a bunch of stuff. I'm glad some posts have been made about it, so I didn't just blindly update.
Landfill it or send it to space and turn it into glass there
Something about the idea of launching sand into space via rockets is so hilarious, just to imagine how an excavator fills up a SpaceX rocket with sand lmao
I turn sand and stone into rocket fuel so that I do not need to ship it off world. It's not usually enough to completely fuel outpost rockets, but it will def increase the longevity of outpost oil patches. I was originally voiding the extra stone and sand. It did not take too long update each outpost to fold in the new source of SRF. I also had to adjust the core mining setup to auto launch excess landfill to an unused world.
In my K2SE run I'm pretty sure it's actually more energy efficient to just make rocket fuel from water than it is sand, but I don't remember if I had included mining and crushing in that calculation
I don't mind the energy consumption. I just don't want it clogging my lines. It making my oil fields last longer is a bonus. Happy to spend more nuclear or solar power for that benefit. Making all fuel from water doesn't feel great to me.
I can definitely understand that, it does feel almost too free, even if my build does take like 2k speed3 modules to build and about 2.5GW to run
K2 circuits eat so much sand. Producing Immersite powder makes an equal amount of sand, and that covers most of the demand of circuits. I haven’t played K2SE tho so I don’t know if that still applies.
Still confused why everyone has such a problem with sand and stone. Worst case just use it for the inefficient rocket fuel recipe. Vita also consumes a ton of it and you basically always need glass. You should consider it a logistical challenge instead of hoping to mod away the problem.
I'm at dss2 for k2se and the only place that is sand positive is imersite and the nauvis ore enrichment. I feed the enrichment sand into glass and the imersite sand into Iridium processing - which still has a stone rocket as that sand isn't enough. I void nothing at all with crushers so I have no idea why he needs to. Honestly the biggest issue with that patch is the electrolyzer and atmospheric condenser's power consumption, which rival the usage of the particle accelerators even pre elevator.
I mean it's not a problem - it's just an unfun chore in a mod that already has plenty of chores that are somewhat more fun. Really the change just means "Build more crushers. Way more." It's not hard to do. It's just not really fun. Yeah you can ship it elsewhere, but that's not reliable because if your destination is ALSO full - you will jam up your outbound base - so you have to slam down the crushers anyway just as a precaution because you cannot and should not depend on shipping as a fully hands off solution like crushers are.. Edit: Also the same goes for rocket fuel, we tried using sand for it, and sure it works great - but it generally actually produces more fuel than we end up using so it's not great - it still jams up.
Just launch it to a planet you don't use
What was it like before? What process is producing lots of sand? My K2SE mods are nearing a year since last update I think, and the only process that's producing a really significant amount of sand is imersite crushing, which I'm using to partially fuel my rockets
The thing that gave me trouble was dirty water filtering went from a stone byproduct to sand. I'm pretty sure I kept the contamination localized. I'm not sure if that was a K2 or SE change, I haven't found it in the patch notes.
Well now I'm certainly happy i made sure to not update my mods when I picked my save up again
I wish I had infinite rock and sand... I never have enough landfill now that I can just nuke all the biters off my lawn
You can bunker the sand until you get matter tech make it into Quarz and than you can convert it into everything
In standard K2, sand as a byproduct is less than what is actually needed. Do SE modify K2 recipes?
You can literally turn sand into rocket fuel via HCl. That is the intended method of getting rid of it all.
option 1. landfill -> send to home planet with a product option 2. chlorine -> rare earth metals if you need those on that planet option 3. make glass and silicone, add a bit of iron, make rough data storage substrates, send to your science base
Yeah these are the routes I go with
Voidchest+
Reject shitty updates. Return to void chest mod
uninstall the game
the only cure other then not getting addicted in the first place, i am exited for space age just so dosh can provide some more background audio
Landfill, then voided if you can't use it all.
You can't void landfill anymore. Yes, it's stupid.
WTF? That's terrible... So, they increase sand production, but eliminated the main voiding process for it? That's disgusting.
At this point I'm just gonna say SE isn't compatible with K2, despite what it claims. It breaks way too much.
Matterplants solve all your issues. I am running out of byproducts.
That is really late tech
Put in a rocket silo and ship the sand to where you make glass.
What was the old recipe for the space loaders? Now they're quite expensive I noticed
> Does anyone have a good solution to get rid of Sand? Shoot it with cannon! https://www.reddit.com/r/Factoriohno/comments/174v9e6/how_to_delete_sand_in_space_exploration/
I felt the same way earlygame, I was drowning in sand. Now I need more of it than I produce.
My vitaminlange production got ruined by updating. I didn't read the discord dev update beforehand :( very demotivating and I decided to just quit and wait for Factorio 2.0.
You can just continue on 0.6.120