Don't add the while your around bit.
I'm going to work on improving my language, and I'll be mindful going forward, it's a very deep habit, so please bear with me.
Don't add the while your around bit.
I'm going to work on improving my language, and I'll be mindful going forward, it's a very deep habit, so please bear with me.
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
Hey! Thanks for pointing out that website. It's really awesome.
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 book
Here 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
Using shuttles to send up rockets for ammo is not super efficient.
Lucky flying around the inner system will fill you with asteroids that you can use to make the rockets.
Goonies meets Stranger Things in space?
I hope it's good.
It doesn't have enough power to make rockets fast enough to stay at Aquilo, solar panels are very limited there; So I set a over-ride to leave Aquilo no matter what once rockets goes below 1000.
I call it the Proof of Concept.
Working on the next version now!
Blueprints
https://factoriobin.com/post/2y121g
The snippits were too long for lemmy.
It is just a proof of concept build, so some of the circuits are messy. Don't go to aquilla until you have at least 600 rockets.
If you change the fluid latch above the current 1200 ticks, you will have to adjust the output delay product of ticks*output and make sure its < the storage container overhead, otherwise the fluid system can get stuck.
Even if it only works sometimes, there is still a use case with a benefit. I.e. speed throttling on tethering
This design is now making milkruns to Aquilo without issue.
Swapped out red ammo for yellow.
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.
Version 25