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Freeman Nov 5, 2024 @ 4:44am
If a ship can get to Vulcanus is that enough for other planets?
I managed to tinker with my ship to be self sufficient enough to take no damage on the trip from nauvis to vulcanis, orbit there with no issues from asteroids and make ammo on board. Is this enough to travel to the other new planets or do i need to keep improving it as I go?
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Showing 1-15 of 40 comments
Ryuukaze Nov 5, 2024 @ 4:52am 
It's probably enough for Gleba and Fulgora. It is very, very unlikely to be enough for Aquilo.
Halko Nov 5, 2024 @ 4:53am 
It is also worth noting that i believe it is Fulgora that has reduced power generation in space so power might be an issue in its orbit.
Quarzon Nov 5, 2024 @ 5:11am 
It will be enough for fulgora unless it's tight on power.
For gleba it's best to improve the design until you can run it very frequently (so it can go there and back every few minutes) to keep deliveries fresh. You can also do that by having more than one ship or by loading some materials from the planet.
For aquilo the distance is longer, power is lower and there is much more danger on the way, add rocket turrets, piercing bullets factory on-board and landmine backup so it can fly there frequently. Also note that the resources are different there, you will mostly get ice asteroids on the way.
Vovarush Nov 5, 2024 @ 5:16am 
Originally posted by Quarzon:
It will be enough for fulgora unless it's tight on power.
For gleba it's best to improve the design until you can run it very frequently (so it can go there and back every few minutes) to keep deliveries fresh. You can also do that by having more than one ship or by loading some materials from the planet.
For aquilo the distance is longer, power is lower and there is much more danger on the way, add rocket turrets, piercing bullets factory on-board and landmine backup so it can fly there frequently. Also note that the resources are different there, you will mostly get ice asteroids on the way.
Disagree with piercing bullets necessity its not really there with enough dmg upgrades (around 9-10 lvl)
Glyph Nov 5, 2024 @ 5:46am 
No reason not to have red ammo for the trip to Aquilo since by then it is trivial to make in orbit with advanced asteroid processing
Vyndicu Nov 5, 2024 @ 6:26am 
Originally posted by Halko:
It is also worth noting that i believe it is Fulgora that has reduced power generation in space so power might be an issue in its orbit.

Not by as much as you think it does.

Nauvis Orbit has a 300% solar energy modifier, and Fulgora Orbit has a 120% solar energy modifier.

It is not so bad with higher-quality solar panels or accumulators, machines only running at slower speeds, or intelligent circuits shutting down unneeded machines over Fulgora.

Or combine all of the above to various degrees.



The trouble for space platforms/ships starts at Aquilo's orbit, which only has a 60% solar energy modifier. That turns a Fulgora orbiting solar panel from 72 kW down to an Aquilo Orbiting solar panel, generating a paltry 36 kW.

A Gleba orbiting solar panels provide 120 kW.

A Nauvis orbiting solar panels provide 180 kW.

A Vulcanis orbiting solar panels provide 360 kW (600% modifier does wonderful things).



TD; LR: Overengineering extra power for a space platform/ship trip to Fulgora should be okay with solar energy.

Aquilo and beyond require Nuclear energy.
Halko Nov 5, 2024 @ 11:20am 
My point wasnt that Fulgora was absolutely going to break if a ship works just that it has a decent chance. Its easy to build a ship with poor power that works really well going to the other planets that when it hits fulgora just stops functioning properly. It is worth taking note of the increased requirements is all.
Vyndicu Nov 6, 2024 @ 10:38am 
Originally posted by Halko:
My point wasnt that Fulgora was absolutely going to break if a ship works just that it has a decent chance. Its easy to build a ship with poor power that works really well going to the other planets that when it hits fulgora just stops functioning properly. It is worth taking note of the increased requirements is all.

Right, your earlier comment made it seem like solar panels lose some energy capacity by going to Fulgora ( 120% ).

It is only at Aquilo or beyond that solar panels lose some energy up to half ( 60% ).

A modest decrease in solar energy can be worked around using green efficient modules, smart circuits to shut down unnecessary machines, letting machines run slower, or combining all options.



The granularity in the solar energy modifier works great as a gentle push toward using Nuclear Energy on space platforms/ships.

The Aquilo solar energy modifier is so low that the practical option is to switch to Nuclear Energy.

Nuclear Energy works great beyond solar system destinations with a 1% solar energy modifier.
Halko Nov 6, 2024 @ 10:47am 
They do lose power generation since the other planets are higher than 120% in orbit since the other planets are between 200% and 600%. Out of all of the core worlds Fulgora has the lowest generation which if your budget is tight can cause issues and if it is low enough can brick your whole setup like the dreaded low power long handed inserter problem where it can no longer pick up stuff from belts. While its not as bad as Aquilo it can still be a problem especially if you didnt invest in green modules.
Hurkyl Nov 6, 2024 @ 10:50am 
Originally posted by Vyndicu:
Originally posted by Halko:
My point wasnt that Fulgora was absolutely going to break if a ship works just that it has a decent chance. Its easy to build a ship with poor power that works really well going to the other planets that when it hits fulgora just stops functioning properly. It is worth taking note of the increased requirements is all.

Right, your earlier comment made it seem like solar panels lose some energy capacity by going to Fulgora ( 120% ).
They do. Remember that it's 300% in Nauvis orbit, and 600% in Vulcanis orbit.
Vyndicu Nov 6, 2024 @ 11:22am 
Originally posted by Halko:
They do lose power generation since the other planets are higher than 120% in orbit since the other planets are between 200% and 600%. Out of all of the core worlds Fulgora has the lowest generation which if your budget is tight can cause issues and if it is low enough can brick your whole setup like the dreaded low power long handed inserter problem where it can no longer pick up stuff from belts. While its not as bad as Aquilo it can still be a problem especially if you didnt invest in green modules.

I am sorry like what?

I gave several examples to overcome the lower solar energy modifiers.

It is up to the engineers to come up with solution that already exists and adapt their space platforms to having lower solar energy generation.


I know solution exists because I have done the math and tested it in-game.



Originally posted by Hurkyl:
They do. Remember that it's 300% in Nauvis orbit, and 600% in Vulcanis orbit.

Read my earlier posts, I gave example of different Q1 solar energy generation in different orbits. I do not need to remember as I have done the math.

Taking the logic to it's extreme conclusion, solar panels lose energy going from Vulcanis orbit to Nauvis orbit first before any other locations (including surface solar panels)
Hurkyl Nov 6, 2024 @ 11:25am 
Originally posted by Vyndicu:
Originally posted by Hurkyl:
They do. Remember that it's 300% in Nauvis orbit, and 600% in Vulcanis orbit.

Read my earlier posts, I gave example of different Q1 solar energy generation in different orbits. I do not need to remember as I have done the math.

Taking the logic to it's extreme conclusion, solar panels lose energy going from Vulcanis orbit to Nauvis orbit first before any other locations (including surface solar panels)
My apologies for giving you too much credit. You seem to have failed to realize one of the following:
  • The comparison being made was between the Vulcanus<->Nauvis space route and the space routes to Fulgura.
  • 120% is less than 300%
rather than being a comparison between the number 100 and the efficiency of panels in Fulgora orbit.
Last edited by Hurkyl; Nov 6, 2024 @ 11:28am
Halko Nov 6, 2024 @ 3:07pm 
Ya if the panel produces less power on a different route then that is the definition of "losing energy capacity" and can cause issues. As the original post never mentioned having taken literally any precautions or adding any kind of module against power draw you simply cant assume that they are aware they might be needed or that they did not already over engineer the platform to such an extent that they can no longer easily modify it to improve it. The original question is if a ship that can make it to Vulcanis can make it to the other planets which is the point of the whole thread. The trip to Fulgora is harder to make because of the reduced power production. Thats the entire answer and all that is needed so swooping in with the statement that ACKSHUALLLY you can fix those issues if you are aware of them and know how to deal with them and plan for them with some kind of future sight that the OP didnt have because he made the thread to ask is just really silly.

The question that was answered by the second reply in the thread perfectly adequately was just if a ship that can reach Vulcanis reach the other planets. It doesnt matter if there are POTENTIAL reasons something COULD work because the only logical answer to that question is maybe depending on what you built because of the power. Which is essentially exactly what i said.
Vyndicu Nov 6, 2024 @ 5:07pm 
Originally posted by Hurkyl:
My apologies for giving you too much credit. You seem to have failed to realize one of the following:
  • The comparison being made was between the Vulcanus<->Nauvis space route and the space routes to Fulgura.
  • 120% is less than 300%
rather than being a comparison between the number 100 and the efficiency of panels in Fulgora orbit.

Originally posted by Halko:
Ya if the panel produces less power on a different route then that is the definition of "losing energy capacity" and can cause issues. As the original post never mentioned having taken literally any precautions or adding any kind of module against power draw you simply cant assume that they are aware they might be needed or that they did not already over engineer the platform to such an extent that they can no longer easily modify it to improve it. The original question is if a ship that can make it to Vulcanis can make it to the other planets which is the point of the whole thread. The trip to Fulgora is harder to make because of the reduced power production. Thats the entire answer and all that is needed so swooping in with the statement that ACKSHUALLLY you can fix those issues if you are aware of them and know how to deal with them and plan for them with some kind of future sight that the OP didnt have because he made the thread to ask is just really silly.

The question that was answered by the second reply in the thread perfectly adequately was just if a ship that can reach Vulcanis reach the other planets. It doesnt matter if there are POTENTIAL reasons something COULD work because the only logical answer to that question is maybe depending on what you built because of the power. Which is essentially exactly what i said.

I am going to address both posts at once.

I have a problem with people who create fictional issues that don't exist in reality.

https://steamusercontent-a.akamaihd.net/ugc/14167502342350822/FECF01A85D87A09EE0D93CEB14DCD151959535FC/

As you can see in this clip, the space platform with a few Q3 solar panels has no energy problem at Fulgora. It is possible to make the entire ship longer vertical-wise to have more room for Q1 or Q2 solar panels. I can remove the beacons (to free up almost 1 MW) and switch to Q1 solar panels in an alternative design.

All machines are fitted with Q1 tier-2 efficiency modules. The two beacons have one Q1 tier-2 speed module and one Q1 tier-2 efficient module.

A decent factory in Factorio should be churning a decent amount of raw material that can be used to craft those modules and more. Complaining about the cost of the modules is just that, complaining.
Avloren Nov 6, 2024 @ 6:00pm 
If you design a platform that has enough solar to sustain itself around Nauvis, it may have problems going to Fulgora. You may have to adapt your Nauvis design to be compatible with Fulgora's relatively lower solar power.

The OP asked if their Nauvis/Vulcanus design could have problems going to other planets, and the answer is: yes. You might have problems with the lower solar availability. This problem is not "fictional," it's a real one I ran across myself my first time to Fulgora.

Acknowledging that a problem exists does not imply that there aren't ways to solve it. No one has said that there aren't ways to adapt and successfully use solar in Fulgora orbit. You're misunderstanding what everyone else is discussing and arguing against a strawman.
Last edited by Avloren; Nov 6, 2024 @ 6:02pm
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Date Posted: Nov 5, 2024 @ 4:44am
Posts: 40