Trade: Food Pack, Slag, etc

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Updated
12/30/25
Created
04/14/25

Description

Trade

Slag into Fertilizer II

Food Pack & Sausage & Fertilizer II

Dirt into Gold

Sulfur into Diesel

Sulfur into Hydrogen

Hydrogen into Gold

Dirt into Power

v3.0 - added Late Slag into Fertilizer II for mass production

This set of facilities is intended for trading what are essentially the waste products of your industry or converting lower-value resources into higher-value ones.

1. Slag into Fertilizer II

This facility is designed to process the sour water received from trading it for slag. To achieve maximum benefit from this trade — and consequently maximize fertilizer production — your concrete production should exclude slag as a component, meaning it should be based only on rock. Here is the blueprint for such a rock-based concrete production https://hub.coigame.com/Blueprint/Detail/622

The blueprint comes in three versions: one for the early-game stage, the second for the mid-game, and the third for large-scale late-game production. The mid-game version also includes graphite production from coal, since this process generates sour water as a by-product — which this facility is specifically designed to consume. Additionally, this facility can process any excess sour water produced by your other industries.

Note: When constructing, you’ll need to manually add 1 Fluid Module and 3 Loose Module for Cargo Depot opposite the corresponding storages. Also manually select the contract to start the trade.

Resource Productivity:

Sour water ( Slag ) Limestone Electricity Coal Chlorine Fertilizer II Graphite Water Sulfur
Input 84 ( 210 ) 12 4.8 MW 12 6 - - -
Output - - - - - 72 24 47 12

Maintenance staff: 110

The facility processes just over 1,000 Sour water per year, which corresponds to the annual export of 2,500 Slag generated by your industries (ratio 2.5 : 1).

Note: If your yearly slag production is significantly lower, you can pause the ship and contract until the slag storage fills up.

1.2. Late Slag into Fertilizer II

https://imgur.com/a/md9QnQc

The facility is designed to convert large volumes of Slag, generated during mass metallurgical production in the late game, into Fertilizer II through trade. It is balanced to match the Sour water supply capacity of 1 ship for 8 Modules (5 Modules for Slag and 3 Modules for Sour water). It can also be easily scaled to handle any required processing volume.

Note: To start the cycle, water needs to be delivered a few times. After several runs, however, the facility will begin generating its own water, so the water storage should then be set to export.

Resource Productivity:

Sour water ( Slag ) Limestone Electricity Fertilizer II Water Sulfur
Input 288 ( 720 ) 36 13.3 MW - - -
Output - - - 216 144 36

Maintenance staff: 140

We also receive water as a by-product from slag trading. Sulfur can be either reconverted into slag or, more efficiently, turned into coal, diesel, hydrogen through trading. Fertilizer II can either be used directly in agriculture or traded for wheat.

2.1. Food Pack & Sausage

https://imgur.com/a/iQ68cem

These facilities produce a special trade resource — Food Packs — which can be exchanged for crude oil, uranium ore, and ammonia. They are also a key component in crew supply production. There are three versions of the factory: two that produce only Food Packs (early and late versions), and a third that also includes Sausage production. The first two are ideal for settlements with highly productive agriculture and a surplus of raw materials. The third allows you to get back up to 2/3 of the wheat used in production through sausage sales, thanks to a trade contract that lets you exchange sausages for wheat. The early version can later be upgraded into the late one by upgrading half of the assemblies and removing the rest, which is why it has a slightly clunky design. The late-game version can also store meat trimmings instead of composting them https://imgur.com/a/hOdfxJ1, allowing them to be used for producing additional sausages in the Compact Food Factory (https://hub.coigame.com/Blueprint/Detail/994). One Food Pack factory generates enough meat trimmings to supply additional sausage production for one Compact Food Factory.

Resource Productivity:

Wheat Corn Water Salt Electricity Computing Food Pack (Crude Oil / Uranium Ore / Ammonia) Sausage (Wheat) Сompost/Meat trimmings
Input Food Pack early 96 64 171 6 4.1 MW - - - -
Output Food Pack early - - - - - - 96 (528 / 144 / 576) - 4
Input Food Pack late 96 64 171 6 3.8 MW 18 TFlops - - -
Output Food Pack late - - - - - - 96 (528 / 144 / 576) - 4/12
Input Food Pack & Sausage 122 - 138 18 3.1 MW 11 TFlops - - -
Output Food Pack & Sausage - - - - - - 58 (320 / 88 / 350) 48 (77) -

2.2. Food Pack into Fertilizer II

https://imgur.com/a/etm6PNk

Food Pack production can also help scale itself up: by spending just a small portion of the produced Food Packs on importing ammonia and converting it into fertilizer, agricultural output can be significantly boosted — providing even more raw materials for further Food Pack production. It's a self-reinforcing growth loop.

Tip: In case of limited agricultural production early on, you can start Food Pack factory with only half of the buildings constructed, leaving the rest paused, and complete the setup once fertilizer production reaches the necessary level.

Resource Productivity:

Ammonia ( Food Pack ) Sulfur Limestone Electricity Fertilizer II
Input 48 ( 8 ) 24 24 2 MW -
Output - - - - 144

By spending just 8 Food Packs per month on importing ammonia, it can produce 144 Fertilizer II — enough to boost around 12-14 wheat-and-corn Greenhouses II to their maximum yield of 140%. Just imagine how substantially the yield of these crops can increase. Thus, Food Packs can have a broader impact on other production chains as well, since they can boost overall agricultural productivity — which, for example, allows more grain to be converted into gold or electricity via the facilities described below.

All production setups are easy to scale thanks to their modular cell design.

3. Dirt into Gold

https://imgur.com/a/EXHhHpI

To convert dirt into gold, you’ll need to establish two trade contracts: one to exchange dirt for fuel gas, and another to exchange diesel for gold. You’ll also need two corresponding Cargo Depots (preferably with 6 modules for dirt – fuel gas) and the BioSoil Diesel Cell, which is connected to them via pipes and a conveyor.

This facility can be functionally divided into two parts: one that produces dirt from compost, biomass, or grain, and another that converts fuel gas into diesel. The installation will primarily use available dirt and, in decreasing order of priority, will produce it from compost, then biomass, and only if those are unavailable, from wheat or corn.

Tip: If you already have plenty of ways to extract Dirt, you can pause building half of the facility with Mixers and Crushers entirely and build only the Storage for Dirt — this part serves solely as a backup in case your Dirt supply suddenly becomes limited.

Resource Productivity:

Dirt Compost / Biomass / Wheat / Corn Rock Electricity Diesel Water
Input 192 96 / 144 / 120 / 160 96 7.1MW - -
Output - - - - 240 60

Maintenance staff: 210

So, this facility converts 192 Dirt into 240 Diesel, which, at an exchange rate of 1:12.5, yields 19 Gold. Alternatively, in the absence of Dirt, the same outcome can be achieved by processing 120 Wheat into Dirt.

4. Sulfur into Diesel

This facility is designed to process Sludge — obtained through Sulfur trade or collected from Wastewater treatment plants — into Diesel.

Note: When constructing, you’ll need to manually add 1 Loose Module for Sulfur and 3 Loose Module for Sludge in Cargo Depot opposite the corresponding storages. Also manually select the contract to start the trade.

Resource Productivity:

Sludge ( Sulfur ) Electricity Diesel Сompost Water
Input 173 ( 38 ) 1.2 MW - - -
Output - - 48 27 12

5. Sulfur into Hydrogen

A modification of the previous facility, aimed at producing hydrogen through sulfur trading and sludge processing.

Note: When constructing, you’ll need to manually add 1 Loose Module for Sulfur and 3 Loose Module for Sludge in Cargo Depot opposite the corresponding storages. Also manually select the contract to start the trade.

Resource Productivity:

Sludge ( Sulfur ) Water Electricity Hydrogen Сompost CO₂
Input 173 ( 38 ) 4 1.2 MW - - -
Output - - - 56 21 54

Note: Designed to ensure that the coastline is accessible for Seawater Pumps and Liquid Dumps.

6. Hydrogen into Gold

The facility processes crude oil using hydrogen to achieve the maximum possible diesel output. The diesel is then traded for gold, which is used to purchase crude oil — and the cycle repeats. The profit margin from these trade operations accumulates in storage as gold. In essence, hydrogen acts as the expendable resource that gets converted into gold.

The setup consists of 1 refinery and 2 Сargo Depots connected by pipes and conveyors. Their relative placement can be arranged freely — one possible configuration is shown in the screenshot 5 and included in the blueprint folder. The system can later be expanded with an additional refinery if needed. The refinery is a Diesel Hydrogen-boosted Cell, which is part of the hydrogen economy: https://hub.coigame.com/Blueprint/Detail/613.

Note: Cargo Depots can consist of at least 6 modules (8 is preferable), 1 of which is a Unit Module for gold, with the rest being Fluid Modules. Accordingly, in the first Cargo Depot, we select a contract to sell diesel for gold, and in the second, a contract to buy crude oil for gold.

Note: Hydrogen for this facility can, for example, be supplied by the previously described Sulfur into Hydrogen setup.

The refinery comes in two versions — an earlier one with coal boiler, and a later one with electric boilers.

Resource Productivity:
Crude oil Hydrogen Limestone Coal Electricity Diesel Fertilizer II Sulfur Water
Input coal 240 60 12 21 3.2 MW - - - -
Output coal - - - - - 336 72 12 12
Input electric 240 60 12 - 16.2 MW - - - -
Output electric - - - - - 336 72 12 12

Here is how the process economy works: the refinery produces 336 diesel per month. Refueling ships consumes 50 diesel monthly in economy mode, leaving 286 diesel for trade. At an exchange rate of 1:12.5, that brings 22.8 gold. Purchasing the 240 crude oil needed to produce this diesel costs 12.6 gold at a rate of 1:19. This results in a net profit of 10 gold per 60 hydrogen used plus electricity. As a bonus, fertilizer is produced as a byproduct.

Note: To initiate the trade cycle, an initial source of crude oil is needed to produce the first batch of diesel for sale. After the first trade operation is completed, the crude oil storage can be removed.

Note: To start the cycle, water needs to be delivered a few times. After several runs, however, the facility will begin generating its own water, so the water storage should then be set to export.

Advantages over traditional gold mining and refining industry:

  • The process is endless and independent of ore deposits, since all essential inputs are obtained through trade.
  • It’s fully automated — no need to periodically expand new mining zones.
  • Logistics are extremely simple and efficient: just 2 Cargo Depot and 1 refinery, which can be placed right next to each other and connected with pipes and conveyors.

7. Dirt into Power 50/100MW

This facility uses new trade options to convert Dirt into 50MW or 100MW of electric power. It is self-sufficient in water, supplies its fuel-delivery ship with hydrogen, and converts CO₂ emissions into graphite. The setup relies on a trade contract exchanging Dirt for Fuel Gas. It can use dirt mined from terrain or produce it internally from compost, biomass, and, only when all other options are exhausted, from wheat or corn.

More installation and startup instructions, as well as screenshots, can be found here: https://hub.coigame.com/Blueprint/Detail/821

Earlier Versions (10)

Version Copy to Clipboard Release Date Downloads
10 (Current) 11/05/2025 425
9 08/01/2025 290
8 06/26/2025 164
7 06/22/2025 20
6 06/21/2025 10
5 06/17/2025 10
4 06/10/2025 23
3 06/09/2025 4
2 06/09/2025 0
1 05/04/2025 107

Comments (11)

On the "Slag into Fertilizer II" you've left an assigned truck on the slag container requester, not sure if it's intended.
YuS
Bigger or smaller truck? I guess I assigned the bigger one so that the smaller ones could handle other tasks.
At lower loads, the foodpack/sausage factories were getting a bit clogged up with eggs delaying carcass deliveries for sausage production, so I split eggs and carcasses onto two separate belts. For the power plant, I changed the priority on the pipe balancer for water to only prefer cooling towers. Seems to be operating super smoothly after those two minor tweaks.
YuS
@3dsmax Were there any problems with the power plant’s operation?
Hi @YuS First of all, amazing work! I am relatively new and inexperienced, so I hope I didn't mess anything up while building/setting up/etc. https://imgur.com/a/300mw-feature-bug-F9IYmSf
YuS
@3dsmax Is the seawater supply sufficient, and the brine discharge — there aren’t any issues with that, are there?
None that I can find :( I'm going to ramp up consumption soon by adding more arc 2's, and will monitor how it performs under higher loads. Maybe it's just an artifact of being underloaded at the moment. Either way, your ideas, and especially the concept of looking for "added value" have been very transformative for me and how i play the game.
YuS (edited)
Ah, I think I’ve got it now. Restore it to how it was: set the priority for water supply from the CT and TD, and leave the supply from the water storage without any priority. Otherwise, you’re blocking the water output from the DT or CT, and that’s what happens on your side if even one of them is set equal to the supply from the storage. They should have a higher priority so that the system doesn’t get blocked. Water from the storage only makes up for water shortages and cannot serve as an equal water supplier. There was supposed to be a single shared pipe for the CT and TD, but since no pipe has a throughput above 900, there are two pipes — not because one of them needs to be set to a higher priority.
Thank you, will give that a go
YuS
You are welcome! I started the power plant again today in a new game — I had no problems at all.
YuS (edited)
@3dsmax I tested the power plant under a significantly underloaded condition. In this mode, the station starts generating more water than it consumes, so you just need to switch the storage to export water. And here, you need to keep an eye on it to switch back to import when the load increases.