u/Cubehamster

▲ 104 r/factorio

I imagine there is a less convoluted way of doing this. What am I missing?

u/Cubehamster — 1 day ago

Overengineered Early Tech Cargo Ship

I spend a lot of time overengineering my solar powered transport marathon ship for the inner solar system. I'm still stuck on Nauvis on my current play-though but it was just to much fun squeezing as much as possible from one small ship.

I think I'm using 99% of the surface on the ship. Every aspect of the ship is controlled by logic circuits and all systems are fully intertwined. To balance asteroid collectors, crushers, ammo production, belt balancing, recipe changes, fuel management, battery management, speed control. Everything works in tandem with each other for maximum efficiency.

The ship is designed to never need any intervention from the engineer and just fly non-stop around the inner solar system. Depending on fuel and battery levels it flies with different modes:

- Race: 250km/s (with a little bit of downtime between flights)
- Normal: 200km/s (if flying nonstop)
- Economy: 150km/s (only ever happens when non-stop flying between Gleba and Fulgora)

Bonus Features:
- Speedometer
- Live Ammo Counter
- Flight Information Display
- Fuel Gauge
- Battery Status
- Asteroid Crusher Uptime Display
- Assemblers Uptime Display

Footprint: 1958 units
Average Speed: 250 km/s
Max Speed: 285 km/s
Logic Circuits: 96
Cargo Bays: 10
Turrets: 8
Smelters: 16
Ammo Assemblers: 4
Chem Processors: 12
Asteroid Crushers: 6
Asteroid Collectors: 6
Thrusters: 6

Blueprint: https://factoriobin.com/post/m8y3vu

Someone on the discord showed another design with a beacon. Something I hadn't considered.
So now its even better.

Design with Beacon: https://factoriobin.com/post/0jbkhh

u/Cubehamster — 4 days ago

Second attempt at a Logic Powered Inner Solar System Ship

Posted a design I made two days ago and got some good feedback so went back to the drawingboard. Slimmer design for more speed. Less chemplants, Less solar panels, and using logic circuits to manage asteroid collectors crushers and factories. No quality modules and no nuclear power.

Footprint: 1866 units
Average Speed: 205 km/s
Max Speed: 230 km/s
Cargo Bays: 10
Turrets: 8
Smelters: 16
Ammo Assemblers: 4
Chem Processors: 12
Thrusters: 4
Asteroid Collectors: 6
Crushers: 6
Thrusters: 4

Also comes with ammo display, speedometer, fuel gauge and power display.

Its 42% smaller then my previous design.

Old:
Blueprint: https://factoriobin.com/post/lnocgf

Improved (made many tiny optimizations).
Blueprint: https://factoriobin.com/post/ru3q3b
It now runs 100% reliably even when flying marathon-mode without stopping

u/Cubehamster — 6 days ago

Marathon Inner Solar System Transport ship

Tried to make a super reliable inner solar system ship for transport. Its designed to fly non-stop without interference. Its runs on logic circuits to balance, power, fuel, ammo and the different resources. All using non quality early tech.

I have been stress-testing it by non-stop flying back and forth between Gleba and Fulgora where the solar output is the lowest. It does slow down a little bit after going for an hour long without break. But it just keep going. Average speed of 135 km/s with 180 cargo slots.

It comes with speedometer, ammo counter, power and fuel counter as well as some alarm systems if things somehow do mess up.

I'm going to keep testing it a bit more, maybe try make it run all night. I do have pretty decent bullet damage upgrades, so I might try and squeeze in more ammo production for the lower damage and shoot speed upgrades. But honestly I'm stresstesting it in a way that will never happen in regular play.

Blueprint here: https://factoriobin.com/post/e29k1i

u/Cubehamster — 8 days ago