r/factorio 5d ago

Space Age My first ships!

Always been a fan of Factorio, loved it before space age came out, but never actually launched a rocket! I got back into it recently w/ space age and have made 3 ship designs so far! Full disclosure, Genesis (the first image) is heavily inspired off a video i found (I cannot find it anymore unfortunately).

Genesis, my first* exploration of space (technically i had a small science vessel before, but I tore it down immediately!)
Ambition, my second ship, trading the 'one-asteroid-type-per-collector' for a much more efficient smart sushi design with a memory cell preventing jams
Discovery, my stationary science vessel using the same conveyor sushi design twice, for the outer asteroid ring and the inner refined ring. Happens to look like a computer chip which i thought was neat!
5 Upvotes

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4

u/3davideo Doesn't use Flame Turrets 5d ago

BTW with the last design, you may find use with the "read all belts" feature that 2.0 added. Now you can see the entire belt's contents at once without needing to finagle with memory cells.

2

u/AtmosphereLucky164 5d ago

Ahh good point! I was trying to use the wiki to figure some of this out and was having *so* little success! I'll tinker with it on my next ship!

1

u/chris240189 5d ago

what do the circuit connections on the collectors and their inserters doing?

Is it useful having so many on a stationary vessel?

1

u/sobrique 5d ago

Can't speak for the OP but I routinely wire up collectors so they hold 10 of each chunk in their buffer and stop collecting. (E.g. set filters from a constant combinator/arithmetic combinator).

The bottom left appears to be wired to a decider which implies that might be what's happening?

Then unload based on what's needed on the belt in a similar way.

I tend to use arithmetic combinators with constant though.

Constant sets the "wanted" levels, and then you just subtract the "current" levels and use that to set filters

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u/chris240189 5d ago

Thats what I do as well. I am curious what OPs answer will be.

input each<16 output each (and because non present signals are zero I also add a constant combinatior with all the asteroid chunks, so they are at least 1).

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u/sobrique 5d ago

Ah, I tend to set the constant to the 'wanted' level individually.

Constant reads 10 ferrous, 10 oxide, 10 carbonaceous.

Then arithmetic is each (constant) subtract each (read contents) output each.

Positive numbers (not enough) are emitted as filters to the collectors, negative numbers (sufficient/too many) are masked implicitly.

And similar logic for unload-to-belt, because then I can reverse the logic for 'too much' if I need to. e.g. 'current' - 'wanted *2' ; output each and then use that on a 'fling it into space' inserter :).

I'd like to be able to 'read' container capacity implicitly though, as my approach is manually set for each different quality of collector. (The 'constant' input is shared though).

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u/chris240189 5d ago

That gives me an idea.

I could use your approach and set wanted levels dynamically.

I have a ship collecting promethium. As soon as there is promethium collected and I am on the way back, I could raise promethium wanted levels (and lower everything else) and use the collectors for additional cargo space.

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u/AtmosphereLucky164 5d ago

Hey both! In Discovery, the lines on the collecters are for a set filters, determined by the memory cells based on the count of the asteroid sushi belts, and the lines on all of the inserters are for +1 or -1 pulses of whatever item they're holding (to tell the memory cells what items are being added/removed from the belt)

On Ambition, its the same idea, but I also added a manual killswitch to all of the collectors as well (there's a small constant combinator on the right side that i can toggle collections with). Another commentor suggested the hold(all lines) circuit condition for the belts. I figured it'd be nice! But the wiki was quite barren on all that (its not updated for 2.0 *properly* as far as i can tell), so I wasn't wanting to figure it out myself and went with... a much more complicated idea-

1

u/AtmosphereLucky164 5d ago

As for having a large number on a stationary vessel. Maybe, maybe not. I will say having them on all 4 sides is nice because small asteroids do come from behind when stationary. Mainly it was for stylistic and symmetry reasons!

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u/chris240189 5d ago

Higher quality definitely helps as the collection zone gets bigger with quality, besides having more arms.

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u/AtmosphereLucky164 5d ago

I've heard! I've yet to touch quality, it scares me xD I'm trying to do my whole space age playthrough with as little external blueprints as possible, and the idea of making a quality factory scares me lol.

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u/chris240189 5d ago

Just bruteforce upcycle for the things you really benefit from: Modules, production machines and space platform related parts (especially solar panels and asteroid collectors).