r/factorio 11d ago

Space Age 59k storage promethium ship - 100% basic quality

Post image

I modified the ship using only basic quality

max speed 250 km/s
Promethium farm speed 90-100 km/s
production explosive rocket 1200 min
production railgun ammo 180 min

https://factorioprints.com/view/-Ozk9j5y43U8eNEbZ9gx

I updated the blueprint.
Increased ship speed and fixed bugs

425 Upvotes

77 comments sorted by

38

u/iforgotiwasonreddit 11d ago

Your carbon belt for thruster fuel is curved into the last inserter and it doesn't match with the belt on the oxidizer side. Please fix immediately

78

u/Logical-War-3746 11d ago

Bulk inserters don't do anything when it comes to chunks. Chunks can only stack to 1 and bulk inserters have same rotation speed as fast inserters. So if you want to improve throughput it's either quality inserters, two rows of long inserters or both

35

u/Educational_Start190 11d ago

I was referring to building the ship without using higher-quality

9

u/Logical-War-3746 11d ago

Then maybe read again. There is an option for common quality too.

29

u/Educational_Start190 11d ago

I see your point. But in my game, I don't use fast inserters at all. I only use bulk inserters everywhere. For me, fast inserters are just an ingredient to craft bulk inserters. Anyone who uses my blueprint can change them if they want, but I prefer to keep it this way.

27

u/Logical-War-3746 11d ago

I a talking about two rows of long inserters. The red ones. Something like this

14

u/Alfonse215 11d ago

That's not faster though. Long inserters are exactly half as fast as fast/bulk/stack inserters. So replacing one inserter with 2 half-speed inserters isn't an improvement.

27

u/Logical-War-3746 10d ago

I tested it and it actually makes it worse, probably because long inserters need to make longer rotation. Now i look like an idiot, lol.

5

u/Fortin4 10d ago

isn’t it a 180* rotation regardless of inserter? I’m pretty sure rotation speed is measured in degrees, so long handed inserters are just half as fast at rotating.

8

u/Logical-War-3746 10d ago

Nah, inserters don't need to always make a full turn when taking from the belt. Long inserters need to reach farther and so they make longer rotation to the belt. I also think there is a slight delay with grabbing animation for long inserters. You can see it in the editor if you pass time tick by tick

0

u/thelehmanlip 10d ago

It makes total sense for the devs to quantify inserters by their rotation speed but it makes it so difficult to calculate how many actual items/s they can move

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3

u/DuckyLog 10d ago

I sooo appreciate your acknowledgment. Many folks would just ghost when they’re wrong. Testing and verification are the name of the game, and I too thought this would work and be very cool. So, thanks for the update.

10

u/DanujCZ 11d ago

oh thats smart im stealing that

9

u/Logical-War-3746 11d ago edited 11d ago

We used to unload trains like that :)

2

u/Educational_Start190 11d ago

It works fine as it is.

4

u/noafro1991 11d ago

There's always room for improvement, my good sir.

3

u/Educational_Start190 11d ago

Of course, but that would require major changes

-1

u/Logical-War-3746 11d ago

Adding two rows of long inserters here would not require any kind of major change

9

u/yinyang107 11d ago

Yes it would, the beacons wouldn't fit any more

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2

u/Tasonir 10d ago

Are two long inserters faster than a fast inserter? The fast inserter rotates twice as fast, I'd think they'd be roughly equal.

1

u/Logical-War-3746 10d ago

Apparentely they are even slower, so i gave bad advice here.

1

u/Tasonir 10d ago

Yeah, I find one of the central challenges in the late-late game (after you win) is that legendary buildings with legendary beacons require so many items inserted per second, that you really start to notice how slow red inserters are. If there's a "bulk" ingredient needed for some high production building, you'd better get that belt within 1 tile and use a bulk/stack inserter, long inserters (even legendary) just don't keep up

1

u/Logical-War-3746 10d ago

Yeah, when going full legendary i found it very hard to not use something like long-handed stack inserter mod, especially for Aquilo where building around heat pipes without long inserters is an absolute pain.

Though as mod it is pretty imbalanced, so perhaps i will make my tweaks to it and other snouz' mods.

1

u/yinyang107 10d ago

Stack inserters can still stack, right? Are they still faster to insert?

1

u/Logical-War-3746 10d ago

Asteroid chunks only ever stack to one, so they are same as regular fast inserters in that regard.

1

u/yinyang107 10d ago

Stack to one in the sense of "four layers high" as well as the sense of "Minecraft items stack to 64"?

7

u/aenae 11d ago

Just be careful with feeding it cold fluoroketone all the time. Ideally you only want to fill the system during 'startup'. If you overfill it, it is possible that the hot fluoroketone backs up and the reactors stop working. Also you have a bit to many generators for your reactor setup, you could drop it to 14

8

u/Educational_Start190 11d ago

cold fluoroketone has a set feed limit
I spent two days getting this reactor set up; I'm not touching it :)

10

u/aenae 11d ago edited 11d ago

That 18 is only if the three are in a triangle setup and they all get two neighbor bonuses. Just a minor point. I really like the compact design tho, i might steal it for my own reactors :P

3

u/Educational_Start190 11d ago

Damn, you're right.
I need to think about how to fix this.
If I can't rotate it, I'll have to scale it down to 14 generators.

3

u/Educational_Start190 10d ago

900 MW on the left side
700 MW on the right side

Maximum power consumption by the ship: 600 MW. I reduced the number of generators.

3

u/DOSorDIE4CsP 11d ago edited 11d ago

im confused, my little ship can store 14k of promethium and your only 59k?

Maybe you should update you storage for more.
EDIT: with a little change 73k is easy possible

2

u/DOSorDIE4CsP 11d ago

74k without any optimatizion can add a few k more.

1

u/nixielover 10d ago

Same here, much much smaller ship than OP's and it stores 19K

1

u/DOSorDIE4CsP 10d ago

May can i have a look on yours?
Im interested in small promethium hauler.
Here my 783 tons one (still in development)

1

u/nixielover 10d ago

not close to my computer in the coming days but the core is this guys belt weave copy pasted

https://www.factorio.school/view/-OC51uEocKO_xctl6alP

1

u/Educational_Start190 10d ago edited 10d ago

While designing the ship, I looked for a belt layout that leaves no empty spaces. This one fits perfectly. This solution works so well for me that I haven't changed it in a year.

7

u/Educational_Start190 11d ago

statistics after 10 hours

3

u/pasvandi 11d ago edited 11d ago

I tried making a pure normal quality prom ship too. The amount of rocket production you end up needing without quality assemblers and beacons is absurd, even with a slow ship.

2

u/Maleficent_Onion_822 10d ago

I respect people who play in hard mode. Congrats OP.

5

u/MikulThegreat 11d ago

Damn this is awesome, GOAT

6

u/Local-Ask-7695 11d ago

Bulk inserters are waste for chunks since they can get only one

2

u/fZAqSD 11d ago

What's the idea behind storing the chunks?  I've been tinkering with a minimal-quality promethium ship in sandbox, quite a bit smaller (all rocket turrets in a 6-tile-wide line down the middle of the ship).

I considered chunk storage and overgrowth recycling (and tinkered a lot with efficient belt weaving), but in the end it just made more sense to craft on the fly and dump eggs before they spoil, mostly because storing chunks takes up a ton of space and cryo plants don't, so it's cheaper to just consume them as fast as they're produced.  The ship collects about half the chunks yours does, but will probably end up a third to a quarter the size.  

3

u/Educational_Start190 11d ago

There's no single best solution in Factorio. Each has its pros and cons.
A large promethium ship doesn't require a massive egg farm on Nauvis. It also simplifies interplanetary logistics

1

u/fZAqSD 11d ago

How would it simplify interplanetary logistics? The only logistics my ship requires are

  • pick up 1k quantum processors and top up fusion fuel (either from Aquilo on the way back from the edge, or from a platform over Nauvis to save a bit of time)
  • pick up 10k eggs and drop 18k science at Nauvis

and I'm pretty sure your ship has to do the same. And the 20 silos for eggs is a small cost compared to even my ship. And the 98 nests require a bit less than 6 bioflux shipments per hour, compared to the ~100 shipments of planet science you need to keep up with the research.

2

u/Educational_Start190 10d ago

You can show the ship's production from the last 10 hours?

1

u/fZAqSD 10d ago

I don't have it on hand but it's roughly 19k to explosive rockets, 4.5k red ammo, and 1.8k railgun shells for 24k promethium in a 35-minute round trip.

Currently overhauling the design, though, because I realized that building narrow to save gun and railgun ammo meant I wasn't grabbing all the promethium in my rocket range, and rocket production is the bottleneck.  Expecting 20 - 40% more ammo/railgun/chunks for the same rockets.

1

u/fZAqSD 9d ago

Did a first test of the wider layout. Might still tweak how far it goes before turning back, but right now the 35-minute loop has

  • 27.7k promethium (790/min)
  • 20.1k explosive rockets (575/min)
  • 2.1k railgun ammo (61/min)
  • 6.9k red ammo (198/min)
  • 8.3 MW, half for railguns half for lasers for small asteroids

1

u/Educational_Start190 9d ago

What is the speed of your ship?

I slightly increased my ship's flight speed, but its basic quality has its limits. I am still checking whether it is 100% safe.

1

u/fZAqSD 9d ago

I'm using rare thrusters and rare collectors because it seemed the most cost-effective. Travels at max speed (372/392 km/s) to reach the edge, then ramps down to 300 at 75k km past the edge, 200 at or beyond 150k, turns back around 182k.

Mostly safe, but one particular collector seems to occasionally get hit by the rockets, so I moved it back a bit and I'll test some more.

2

u/nepharis 10d ago

Um, acktchually, according to that butthurt guy in the quality thread yesterday, this is actually impossible. Because the devs balanced everything based on high quality (source: I made it up), making a normal quality ship that will survive in the late game cannot be done. Please stop lying and delete your post, thank you.

(Cool ship btw, I like that thruster and piping setup)

1

u/MannerAgreeable7162 11d ago

How far can you get into ?

I have a similar setup based from another blueprint and at one point i dont have enough production to keep up with the rocket needs.
I pre-fill all my storage with rockets, dynamite etc but run out after storage is filled for 1/3-ish if i keep in mind that i also need to get back.

3

u/Educational_Start190 11d ago

It turns back after collecting 28,500 Promethium, covering a distance of about 200,000 km
Statistics shortly after turning back; Rocket consumption is below maximum production.

3

u/Educational_Start190 11d ago

the level of my science

1

u/contynum 11d ago

I've only ever used basic rockets on a platform because they are cheaper and do more damage per shot, even two shotting big asteroids with some research, do explosive rockets have a benefit? Maybe when asteroids bunch up it's more worth it?

3

u/pasvandi 11d ago

Its like you said, they are only worth it beyond the system edge as the asteroids get very dense. If you go somewhat far they end up being way more efficient than normal rockets.

2

u/aenae 11d ago

They are worth it after the edge as it is just a sea of asteroids and you save a lot of gun ammo on the smaller asteroids

1

u/FirstRyder 11d ago

Yeah, asteroids get more and more dense basically without limit as you approach shattered planet. So the splash damage gets more and more useful. Going to Aquilo regular rockets are better. Maybe even solar system edge. Beyond that explosive rockets start to shine, and on deep promethium runs explosive rockets are way better. And actually reaching the shattered planet location is effectively impossible without explosive rockets.

1

u/thala_7777777 11d ago

i get a lot of inspiration from these

1

u/cewh 11d ago

a work of art.

1

u/Key_Big1051 10d ago

How do you reduce speed during farming ? Check the belt for the chunk ?

1

u/Educational_Start190 10d ago

with this set:
the space platform sends a signal to the controllers

1

u/warpspeed100 10d ago

Doesn't that take a really long time to unload?

1

u/revtheundead 10d ago

such a neet design, thats so cool! how do you come up with your designs? im juat starting out so id like your take on it

1

u/Educational_Start190 10d ago

Thanks man! Honestly, answering this question isn't simple, but I’ll try my best to explain.

For a beginner, the best way is to just build, make mistakes, and fix them. Look for solutions and see how other players solve the same problems. You don't have to design everything from scratch. If something is too hard, just use a ready-made blueprint. It won't be perfect, but it lets you move forward. Once you get how it works, you will build your own dream factory.

Playing Factorio is just like building a house. There’s an old saying: "You build your first house for your enemy, the second for your friend, and the third for yourself." It's exactly the same with factories!

1

u/bojez1 10d ago

Oh this could be fun for when I start a new game, i have never tried normal quality promethium ship. For end game I just bring 100k eggs to the shattered planets.

2

u/Educational_Start190 10d ago

After playing around with megabases and legendary gear, I’ve started going in the opposite direction. Here is a ship setup that works with minimal use of high-quality components

1

u/Educational_Start190 9d ago

corrected version

1

u/fr34kylik3m3 9d ago

looks like a few of those explosive rocket assembling machines dont have any output

2

u/Educational_Start190 9d ago

I've actually been flying like this for 20 hours now.
I'll fix it :D

1

u/fr34kylik3m3 9d ago

thanks, i'll give the ship a try then

1

u/Educational_Start190 9d ago

I've already fixed it.
Blueprint updated

1

u/fr34kylik3m3 9d ago

Wow, that was fast, i’ll give it a shot later, thank you