u/Cubehamster
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 unitsAverage Speed: 250 km/sMax Speed: 285 km/sLogic Circuits: 96Cargo Bays: 10Turrets: 8Smelters: 16Ammo Assemblers: 4Chem Processors: 12Asteroid Crushers: 6Asteroid Collectors: 6Thrusters: 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
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 unitsAverage Speed: 205 km/sMax Speed: 230 km/sCargo Bays: 10Turrets: 8Smelters: 16Ammo Assemblers: 4Chem Processors: 12Thrusters: 4Asteroid Collectors: 6Crushers: 6Thrusters: 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
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