My first ship design!

Self Sufficient, doesn’t require any planet resupply.

  • Only 1 smelter, 1 chemical plant, 1 assembler, 1 crusher
  • Any item over a predefined limit are thrown overboard
  • Prioritize production of Bullets, then Repair Packs, Then Rockets, Then Red Ammo

The Design is kinda boxy, its a first draft POC- shaking out the bugs! There are so many bugs.

  • Smelter
    • The tricky bit was ensuring the inserter only grabs iron plates in stacks of five so it doesn’t get stuck. Used a simple logic that iron plates must be > 950, before we try to pick them up and a stack size override of 5
  • Crusher
    • Every recipe on a decider with a priority by signal count, a selector grabbing the highest priority, and a latch that holds any selection for 1200 ticks.
  • Assembler
    • Same as crusher
  • Chemical Plant
    • Same as crusher, PLUS filtered pumps to sort the output of the chemical plant.
  • Defense
    • Of course, surrounded bu turrets, and rocket defenses filtering for HUGE targets, and a few tesla towers for flavor.
  • Cethin@lemmy.zip
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    1 day ago

    Nice design. Small critique, I’d rotate the design 90°. Long and thin means you’ll run into fewer asteroids and need less ammo.

    • jet@hackertalks.comOP
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      11 hours ago
      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.

      • Galapagon@sh.itjust.works
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        1 day ago

        Thanks! Is it able to stay in orbit above Aquilo once it has enough rockets, or does it need to turn around at some point? Do you have a name picked out for it?

        • jet@hackertalks.comOP
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          1 day ago

          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!

  • jet@hackertalks.comOP
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    2 days ago

    This design is now making milkruns to Aquilo without issue.

    Swapped out red ammo for yellow.

    • Cethin@lemmy.zip
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      1 day ago

      First self-sufficient ship and already at Aquilo? Were you shipping ammo up before? That sounds really expensive…

      • jet@hackertalks.comOP
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        1 day ago

        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.

  • Deestan@lemmy.world
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    3 days ago

    Nice! My first-ship mistake was to fill it to the brim with engines, so it faceplanted every single asteroid at light speed before the guns could handle them or even reload

    • rustyfish@lemmy.world
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      3 days ago

      Oh thank the gods. I thought I was the only one who constantly goes overkill with the rockets.

      • Deestan@lemmy.world
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        3 days ago

        I solved it by going triple overkill with turrets and ammo stockpile during parking.