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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.
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.
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.
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.
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)
- 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.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.
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.