this post was submitted on 31 Oct 2024
96 points (100.0% liked)

Factorio

971 readers
57 users here now

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

Rules

founded 1 year ago
MODERATORS
 

The inserters for the 2 guns on the side are set to only turn on when the ship is stationary.

top 14 comments
sorted by: hot top controversial new old
[–] [email protected] 13 points 2 weeks ago (1 children)

What a weird looking penis...Well, my first one doesn't look much better. It's even still in use between Nauvis and Vulcanus. I'm just too lazy to upgrade it to a newer design.

Behold! The Indestructible 2!

[–] [email protected] 2 points 1 week ago

You might get a tad faster by removing 1 tile of wall on each side

[–] [email protected] 9 points 2 weeks ago

Middlefinger to those Asteroids !!

[–] [email protected] 6 points 2 weeks ago

My ship, the Norad II

[–] [email protected] 6 points 2 weeks ago* (last edited 1 week ago) (1 children)

Your ship is much smarter than mine.

Can you put the ammo straight into storage to buffer it? I assume so.

Interesting that you just yeet all the side products. I guess you get enough of them to begin with. I had a loop which stores 70 of each

[–] Cethin 4 points 2 weeks ago

You can, though this design doesn't seem to be doing so. I'm betting it becomes the meta solution for it. Belt buffering doesn't store enough I don't feel, but you can store far more than you'll need in cargo, and you can remove it when required.

[–] SuperSpruce 5 points 1 week ago

My ship is more spaced out and has twice the power, yet barely survived the trip to Vulcanus, only to be met with a blank screen because apparently your character needs to physically be on the spaceship.

[–] [email protected] 5 points 2 weeks ago (1 children)

You guys are automating ammo? That'll make more sense than shipping 500 a trip from nauvis...

[–] [email protected] 5 points 2 weeks ago (2 children)

Even with the ammo production, it can barely keep up. If the trip was any longer, the ship probably wouldn't survive.

[–] [email protected] 5 points 2 weeks ago

After filling up the turrets I start storing a couple of stacks of ammo in the ships inventory. Dumping that into the distribution system during flight makes things a little easier.

[–] [email protected] 4 points 2 weeks ago

My v3 model dumps into the cargo to make a buffer. I suggest adding some condition before you can go to check whoever there's enough ammo to go.

And add solar panels if you're going to Fulgura. I'm at least 50% panel....

[–] [email protected] 5 points 1 week ago (1 children)

Looks good! My ship is just a factory I strapped engines and guns onto. I ran out of ammo and power before I got to my destination (lightning planet) and now my ship is in orbit being slowly destroyed and I'm wondering how I'll get home 😅

Also wondering if I have to build a rocket silo and automate rocket parts again on this new planet. I guess so, since there isn't a passenger capsule like in Space Exploration to return home in.

I'm going into this mostly spoiler-free and I'm trying to get an achievement for researching an off-planet technology before yellow or purple science, but the only available tech is 1000 science packs. So I'm going I'm under-prepared and have to stay for a long time as my "ship" disintegrates above me 😅

[–] [email protected] 3 points 3 days ago (1 children)

No spoilers, but you'll find that building your rocket on fulgora is much, much easier than on nauvis

[–] [email protected] 3 points 3 days ago

Just finished upgrading my Fulgora base today, and yep!! I'm even exporting ingredients back to Nauvis to my main base