Factorio

Factorio

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How do you manage bullets on space platform?
I bring some uranium bullets and flied to Fulgora.
I thought space platform will be safe when stop.
But I was wrong. Endless asteroids keep attacking.
If station can not be a bullets self-sufficient factory, it will be destroyed sooner or later.
Firearm magazine is the only one kind that I can make on station.
It's just too powerless.
Considering the big asteroids, HP 2k. one layer rare gun turrets aligning side by side may work.
I'm not sure.
What is your way?
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Showing 1-13 of 13 comments
Garatgh Deloi Nov 5, 2024 @ 11:42am 
For the larger asteroids use rockets. For the largest asteroids use railguns. Filter their targets according to asteroid size (so you don't waste railgun shots on tiny astroids, or have a gun turret firing ineffectively at a larger asteroid).

Another alternative is just research to upgrade your damage enough to handle everything with basic ammo gun turrets (for the 3 first planets at least).
Last edited by Garatgh Deloi; Nov 5, 2024 @ 11:46am
Glyph Nov 5, 2024 @ 11:44am 
Yellow ammo is more than enough to take out any asteroid you'll find above the 3 middle planets. You can make it right on the platform in bulk.
cswiger Nov 5, 2024 @ 11:48am 
Yellow ammo will suffice once you've gotten Projectile Damage research up to 6 or more.

You'll want 20+ gun turrets being fed by two ammo production factories and two electric furnaces. Just one of each is probably not going to be safe long-term unless you head back to Nauvis before you exhaust your ammo supplies.

Avoid lasers unless you've gotten a nuclear reactor going on the platform, and even then they should be a last line of defense for if/when you run low on ammo.
Glyph Nov 5, 2024 @ 11:53am 
Twenty guns is overkill unless your platform is huge. My first hauler, which could survive a round trip, had 6 guns fed by 3 assemblers.
POWER WITHIN USER Nov 5, 2024 @ 11:54am 
Damage upgrades, 6 -and higher- helps.

I've kept the platform rather small with some higher quality gun turrets further inside in case of emergency but they never activate.
Nico Nov 5, 2024 @ 12:15pm 
Yellow ammo is absolutely enough for the first 3 new planets.
Hurkyl Nov 5, 2024 @ 12:36pm 
Originally posted by god bless you:
Considering the big asteroids, HP 2k
I don't mean to alarm you, but those are the medium asteroids.

Anyways, the small and medium asteroids don't have a fixed component to physical resistance, so yellow ammunition is most resource efficient -- you just have to pump enough of it into the asteroid. Damage and speed upgrades help, as does quality.

Two or more layers of turrets help too. Don't forget you can chain turrets: you can place an inserter to transfer bullets from one turret to another. This makes it somewhat easier to supply a wall of turrets multiple rows deep.

My first test of interplanetary travel had a one-row deep wall. I was unhappy with performance so I constructed a second row (I had the spare resources on board; otherwise I would have turned around and went home to do it), and that was enough with my ship design and tech level.

Asteroid attacks are not very frequent when you're not thrusting. It is possible to collect and process enough asteroids so that you're making more ammunition than you're spending.

(It's possible when you're travelling fast too, but you need a lot more production capability and I'm not sure how feasible it is early on)

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Another option is to plan for a round trip. Pack enough firearm magazines to get your platform to the other planet, drop you off, and then travel back home to park in Nauvis orbit, where it can peacefully resupply on its own or with shipments from the planet below. Then when you're ready to leave, have the platform make the round trip again to pick you up.
Last edited by Hurkyl; Nov 5, 2024 @ 12:40pm
BlueRock Nov 5, 2024 @ 1:01pm 
I have found that yellow ammo is fine for Volcanus, Fulgora and Gleba. Just be sure you have researched the bullet damage and speed upgrades that are available on Nauvis. I make the ammo on the ship. (will need at least 3 collectors, 3-4 electric smelters, one ammo assembler and efficiency modules to reduce the number of solar panels needed).
RiO Nov 5, 2024 @ 2:14pm 
Originally posted by cswiger:
Avoid lasers unless you've gotten a nuclear reactor going on the platform, and even then they should be a last line of defense for if/when you run low on ammo.
You should just avoid lasers altogether as they are useless in space.
Asteroids have 90% laser resistance.
Margonian Nov 5, 2024 @ 2:30pm 
I might have overbuilt stuff, but I do find lasers to be an useful passive protection against meandering asteroids when it is parked. I just put a few at the very edges of the platform and have them deal the first strike. Their long range is good to have them fire first, anything getting past them gets solved by turrets.
Aestrea Nov 5, 2024 @ 4:36pm 
You should be making regular ammo with the asteroid iron and make sure your ammo belt is on a loop and both side is full unless you are storing them in your cargo bay. Use higher quality turrets so it has more coverage but only for the front and side of the ship, It might be a bad idea to have longer range on the corners since they may shoot asteroids that you don't need to shoot down.
argrond Nov 5, 2024 @ 11:28pm 
Belt roundabout with yellow bullets and lots of turrets. Since it does not require copper, It's easy to build even of the space platform earlygame. The better is your bullet damage/firespeed research - the faster is your turret gunfire and less bullets needed for each asteroid. Atm, I have to pump out all the metallic asteroids since I have too many to feed my turrets and even supply on-land needs.
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Date Posted: Nov 5, 2024 @ 11:39am
Posts: 13