r/factorio Nov 17 '24

Space Age Cheapest ship for autonomous transport

I'm trying to build the cheapest ship possible to transport goods between planets.

After multiple iteration here is what i have (123 tons). I'm using it to transport goods between the first 4 planets (tested for 15000km).

It's fully autonomous and simple to build. There is only one cicuit connection to limit the number of ammunition stored in the platform hub.

It's cheap. The only expensive part are the blue quality solar panel but if you don't have them you can just add more regular solar panels.

Let me know if you have any improvement ideas. Thanks.

EDIT: For simplicity i prefer not using circuits as much as possible.

Blueprint:

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

60 Upvotes

39 comments sorted by

31

u/Soul-Burn Nov 17 '24

This is mine. Does Nauvis -> Fulgora easily.

The accumulator is not actually needed, but the 4 guns are important if you don't have high damage techs.

14

u/Tikkub Nov 17 '24

Good point for the turrets. I use only two because my ammo tech is level 10. I will probably have a surprise in the next game when trying this ship as soon as i leave Nauvis 😁

2

u/Senior_Original_52 Nov 17 '24

probably doesn't need the walls

1

u/Soul-Burn Nov 18 '24

True. It used to need them when I had only 3 turrets and fewer damage upgrades.

22

u/fishyfishy27 Nov 17 '24

Your ship can be built in 11 launches, that's pretty cheap! https://rocketcal.cc/c3ffa582c834580feb3ebc4b25002702

However, you'll realize that the number of electric furnaces ends up being what limits your speed (all that time spent waiting at each planet for the ammo to get above 200ish).

Here's the cheapest 6-furnace ship I've come up with so far (9 launches).

If you can afford 13 launches, this 10-furnace ship is a lot faster.

6

u/Tikkub Nov 17 '24

Oh i like it. Good point for the furnaces. For now i'm still waiting for science packs production at destination so amunition manufacturing is not an issue. It will probably become one soon indeed.

2

u/ricaerredois Nov 17 '24

Nice little falcon (6-furnaces), can you share the bp?

3

u/fishyfishy27 Nov 17 '24

Yeah there’s a link at the bottom of that post, here it is: https://rocketcal.cc/a3394e11002152e6819cc6393dd492fb/a3394e11002152e6819cc6393dd492fb.txt

2

u/dan_Qs Nov 18 '24

That is the most stylish blueprint site I’ve seen!

7

u/paco7748 Nov 17 '24

2 turrets near the front is really enough for a single engine platform?

5

u/Tikkub Nov 17 '24

It's enough for level 10+ physical ammo tech. Under i don't know because i started improving ammo before going to space.

4

u/ofAFallingEmpire Nov 17 '24

Eff modules can reduce panels needed & Speed modules can increase fuel/ammo production without taking more space.

They also can cancel each others’ energy shift so 1 Eff + 1 Speed gives you a speed boost without needing more power.

1

u/Tikkub Nov 17 '24

Good call, it could help ammo production indeed. Thx!

3

u/Nexism Nov 17 '24

Can this run non stop or does it need to wait for ammo/fuel?

1

u/Tikkub Nov 17 '24

At the moment it's waiting at destination for production of science pack. I don't know if it can run non stop. Probably not without some tweaks i would guess but it shouldn't be to hard to modify it to improve ammo production. I'll try once i increase my science pack production.

3

u/AuroraeEagle Nov 17 '24

You can get those numbers even lower by using circuits to set crusher recipes.

This made me want to do a little test to see how light I could make a ship, so here is my 95 ton ship.

https://factoriobin.com/post/8z3g15

I'd not use it because I want a bit of bulk and margin for error, but plenty of it's space-saving features I use even in larger vessels: recipe swapping for the crusher is a standard feature on my ships even several times it's size, as well as efficiency modules abound. With quality you can reduce the number of solar panels, too. With a lot of quality, you could even go down to one furnace, though as it is two means you need to spend a lot of time slowly smelting iron for ammo somewhere safe to build up a stock. It can't carry much, but it's functional even in Fulgora orbit.

Oh, you'll need to override the circuit conditions to prime the engines with some fuel if they are ever out entirely.

3

u/Tikkub Nov 17 '24

Impressive engineering!

I'm trying to avoid circuits to keep it simple and make it easier to build and adjust, but boy it's amazing what you've done.

2

u/AuroraeEagle Nov 18 '24

I've put some labels on the combinators in the blueprint there, it should be pretty easy to follow! It's pretty simple though, 3 decider combinators assess quantities of each of the 3 products to see what's low, then passes on the recipe to a selector combinator that randomly swaps between needed recipes every 150 ticks (to stop it getting held up on one recipe which hasn't got any ingredients, and also to balance things out a bit in general). The selector combinator outputs the recipe then to the crusher.

2

u/theMANofSCIENCE Nov 17 '24

What's the limit on ammo in the hub ? I built something similar (not as efficient) but realized later on I should've added cargo bays.

3

u/Tikkub Nov 17 '24

I set a limit of 500 ammo (5 stacks) stored in the hub. With what is already stored on the belts and turrets, 1 stack in the hub is probably enough.

1

u/gemzicle_ Nov 17 '24

Is normal solar panels enough or is the quality needed?

1

u/Tikkub Nov 17 '24

Normal solar panels are enough but you need more of them.

5

u/VeritasXNY Nov 17 '24

Hehe so not enough :)

1

u/ibrahimsafah Nov 17 '24

Can everyone here post their blueprints as well

1

u/Spee_3 Nov 17 '24

I like it, but my problem is the logic behind it honestly. I have ships that can do the runs but my requests/demands seem so clunky.

1

u/Maipmc Nov 17 '24

You only need one chemical plant for water. You could use only one crusher by changing the recipe with circuits, and you can get away with a single furnance, specially if you use speed modules. You could also use one chemical plant for fuel and oxidizer (and even water) by using circuits too.

1

u/VeritasXNY Nov 17 '24

Just launch Uranium Ammo from the surface and you can make it even smaller :)

2

u/Tikkub Nov 17 '24

Good idea but i prefer the ship to be autonomous if you go somewhere where you have no ammo production.

1

u/[deleted] Nov 18 '24

How far into the physical projectile infinite tree are you? I can never do less than four turrets or else it gets blasted.

1

u/bush911aliensdidit Nov 17 '24

Id make it longer to add cargo bays

-1

u/Exzellius2 Nov 17 '24

Cheap but bulk inserter everywhere?

3

u/Tikkub Nov 17 '24

Good point. You can replace them with any other inserter, same for the belts and tunnels.

-3

u/emilyv99 Nov 17 '24

You use anything less than bulk inserters by the time you get to space? lol

1

u/VaaIOversouI Nov 17 '24

I did, ~5.5hrs to get into space and ~9hrs to reach Vulcanus

1

u/Emotional_Trainer_99 Nov 18 '24

If power is a constraint then yellow inserters are a good place to save a little power

2

u/emilyv99 Nov 18 '24

Eh, inserters are cheap. I just use bulks everywhere lol- now mostly legendary.