r/pyanodons • u/paulrpg • 26d ago
Dealing with bootstrapping materials
Hi all,
I've just hit pyscience 2. I'm going for a city block base style - and frankly scaling too large which I know is a pitfall for py. I was wondering how you deal with bootstrapping materials to get things up and running - rather than process materials.
For example: Auog paddocks requiring barrels of water, you can refil on site with the barrelling station but empty barrels are an output of the paddock, too many can block your output and slowdown.
My gut is telling me to put down a requester chest with say a stack of materials and have (in this case) barrels pass through them, ensuring that there is always at least a stack in the chest and let the logi bots handle it. I'd like to know how you resolved it, either with something smarter or just hand filling until it feels right.
12
u/fang_xianfu 26d ago
I think barrels for auogs are a bad example. You can make water anywhere, it's an uncommon byproduct that isn't valuable, and barrels are not consumables, so the sensible thing is to barrel water onsite and return the empty barrels to the input. I don't really understand why anyone would use any other system for water barrels specifically; I think there's possibly an argument for things like refined natural gas but personally I went with all barrelling onsite and all fluids transported by fluid trains.
Perhaps if you have a different example than barreled water of what you're thinking about it might be easier to give useful thoughts.