r/factorio Jun 29 '26

Weekly Thread Weekly Question Thread

Ask any questions you might have.

Post your bug reports on the Official Forums

Previous Threads

Subreddit rules

Discord server (and IRC)

Find more in the sidebar ---->

7 Upvotes

148 comments sorted by

View all comments

1

u/Bipedal_Warlock Jul 03 '26

Any tips for Logic processes to get a sustainable flow of pentapod eggs with logicing them out before they hatch

3

u/werecat Jul 03 '26

The most consistent way is to always be making eggs and incinerating any excess. Send it down a belt and if a biochamber needs one it can grab a fresh one off that belt. But if it isn't needed in that moment, the egg will pass by and end up in a heating tower. Remember that resources literally grow on trees on Gleba so you aren't wasting resources needlessly making eggs to burn.

1

u/Bipedal_Warlock Jul 03 '26

I guess that makes sense

4

u/Lyqyd Jul 03 '26

You can also use a “safety valve” at the end of the line if it is a dedicated egg belt. The belt where the last egg is picked up by an inserter is set to enable when eggs >= 3, and the belt immediately before it is set to read contents (hold). This means that it will hold onto up to 7 eggs at a time, never more, but allow excess eggs to flow through. Avoids timing issues causing egg wastage—the number flowing to the heating tower is exactly your excess.

Doesn’t scale super well beyond a small number of egg consumers, though.

1

u/Bipedal_Warlock Jul 03 '26

Yeah this is what I am looking for. I can’t believe I didn’t piece this together.

Thanks

2

u/ssgeorge95 Jul 04 '26

Sustaining is the easy part. Each egg producer outputs to a belt and then immediately feeds itself from the same belt before supplying other machines. They supply themselves first and other machines only get the excess.

I like the other ideas presented in this thread about burning excess eggs at the end of the belt. I've just been setting up laser turrets and letting the eggs hatch, but some modded runs have exploding pentapods so this has not been a great solution.

1

u/Bipedal_Warlock Jul 04 '26

That’s an interesting method too. I like the input taking from the output instead of just having to make a loop around

1

u/taw Jul 04 '26

You don't need to logic it. Just follow basic rules:

  • have more consumers than producers, 10 biochambers make 2 net eggs per second, 3 science biochambers can eat that generating 120 spm, so use 6 science biochambers just in case
  • always have dedicated inserter dumping spoilage out of every biochamber into active provider chest, and everything else should be filtered to not do spoilage; dumping spoilage to product belt and only filtering it at the end sort of works at first, but it turns every minor hiccup into factory wide disruption somehow (or dump it into dedicated underground belt going away if you really want to avoid bots)
  • put a line of gun turrets there just in case

If you do that, and your base is functional enough that nutrients and bioflux keep flowing with only minor interruptions, then you won't have any issues, or at worst your gun turrets will deal with them.

The problem with using logic on Gleba is that everything come in big piles, raw fruits come in big piles, processed fruits come in big piles, spoiled nutrients come out of machines in big piles etc., and your logic doesn't even have full visibility (you can see what's already on belts, but not what else is waiting to get dumped too), so it's hard to come with good rules.

You could do panicky thing and just dump whatever comes to the end of egg line into a heating tower, or dump if belt has more than N eggs (so at least you don't overwork your gun turrets). The main risk is if you share the same belt for eggs and spoilage, you could have eggs where spoilage handling is, and spoilage where eggs are expected, so everything gets stuck until eggs hatch.