this post was submitted on 04 Nov 2024
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Factorio

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A Lemmy community for the game Factorio made by Wube Software.

Rules

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Iteration on my first ship design: https://hackertalks.com/post/4874276

Unique Features

  • Small footprint
  • Only one thruster
  • Can build anything with just two assemblers!
  • Totally self sufficient, builds rail cannon ammo, explosive rocket ammo, and normal yellow ammo.
  • Using a on demand JIT sushi belt to feed chemical plants, yellow ammo, rockets, astroid fragments, rail cannon, fusion power cells, and fluoroketone bottles... not the most efficient, but it saves space.

Improvements:

  • 6 Smelters!
  • 4 Crushers
  • 2 Assemblers
  • 4 Chemical Plants
  • Fusion Power (but could be replaced with Fission, no problem)
  • Thrusters kept at 76% efficiency!
  • Improved logic, less thrashing of recipes

Use:

  • Ship flies from planet to planet when it finishes processing all its collected astroid chunks.
  • Very extensible storage, just pull the nose up and add more cargo area.
  • Can drop raw materials off on poor planets/Aquilo - Good as space industry platform

Issues/Bugs

  • The Chemistry bus doesn't request the right amount of materials, so extra / needless items are put onto the sushi bus, even though nothing is picking it up.
  • I'm not really happy with the Want item circuit on the chemistry plants, I use one for the recipe contents, and one for the item contents, take the difference, and request the items on the bus. Plus asking for contents and recipe requirements creates weird signal feedback loops.
  • Rocket targeting is a bit too wide, wastes rockets.
  • All the rail guns are at the front, so parking at the edge is very risky.
  • Changing any of the fluid production may cause the chemical pipes to get stuck - reduce the upper limit on the target until it doesn't overshoot.

Logic

  • I tried to keep the logic circuits near where they are used. Recipes have priorities as defined by the count of the signal they give, some of them latch low and stop high to get more momentum in the efficiency curve.
  • Once a recipe is selected, it's latched for 1200 ticks, and sent to the factory, where it is held on between cycles by the use of a one delay accumulator.

I welcome feedback, or improvements, or just some good criticism.

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[–] jet@hackertalks.com 6 points 1 week ago* (last edited 1 week ago)

This did get me to the edge, and I was surprised when I saw this!

spoiler

Going to the edge used over 2,000 rockets, so... be prepared!

blueprint bookHere is the design book for the design, the survivor one at the end is the most up to date version.

https://factoriobin.com/post/jlelve

Is there a better way to share blueprints?

I really want to improve the recipe selection, latching, and running logic. I think it's a little too basic right now, too many circuits to do patches on previous decisions. I suspect it might get stuck latched on, when it shouldn't be

[–] jet@hackertalks.com 3 points 1 week ago

Loaded up the ship with 2k rail cannon rounds and flew by the shattered planet and picked up the red astroid chucks!

If does take a long time to rebuild the ammo stockpiles. This is a good ship for orbits inner system, the system edge and shatter plant probably need something with more explosive building capacity

[–] jet@hackertalks.com 2 points 1 week ago

Setup a automated red chunk run, and weirdly I lost both my front collectors, but no other damage, not sure why? They stick out too much? I think I need some more rockets inside the ship to prevent that from happening.

I'm also thinking that reducing the engine speed depending on my rail gun ammo stockpile is a good strategy.

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