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How does size of the ship correlates to water consumption? What exactly consumes your space ice->water so much you cannot refill it? Quantity of thrusters? Quantity of grabbers? Quantity of chems which convert water to ice?
My ship at 80 km/s with 820t mass and 16 common grabbers is overfilled with ice, I do not consume even 20% of income. Nauvis<->Fulgora route. And this ship is so much not efficient. Just for a example...
You should be getting plenty of asteroids if you catch all of them, especially when moving but anywhere other than in orbit around Nauvis should give you quite a bit.
There are also a lot more of the oxide asteroids (the ones that make ice) when you go towards aquillo.
There's pretty much always going to be an imbalance of asteroid types, but which ones you have excess of will vary. It's not just about how much of each type you're using, but also about where the ship is going - for example ice is rare near Vulcanus, common near Aquilo.
2 epic nuclear reactors running, 1550t ship (pretty big imo). I'm throwing ice aside like crazy due to overflow. So unless there is more info about the issue I still wonder about the ice shortage age on topic starter's platform...
Maybe idling it around Nauvis would drain you out I guess, the low density there can be a problem. But of course if it's mostly idle then what's using the power. Also personally sticking some solar on there is a good plan even for ships going to Aquilo, may as well cut down on nuclear usage.
"Well; there's your problem(s) then."
Starting off on the big one: lasers are useless in space.
Medium asteroids have 90% laser resistance.
Big asteroids have 95% laser resistance.
And huge asteroids have 99% laser resistance.
Small asteroids -- which are only formed when shooting apart medium ones -- have 20% laser resistance and are the only type where lasers can be actually effective.
In short, because of 90%+ resistance you have to overbuild your defenses by roughly a factor 10 compared to using plain gun turrets with plain ammunition. Plain gun turrets scale faster with damage upgrades as well; as both the ammo and the turret itself are upgraded. It double-dips.
All those lasers eat a ton of power. And power is in short supply on platforms.
Gun turrets do not consume power at all. (Sure -- the furnaces and assemblers to make ammo do. But those can be effiency-moduled down to 20% nominal consumption.)
Next on the table: the tendency to 'go big' is at odds with your tech capabilities.
Going big means more power consumption.
Which means more turbines spinning.
Which means more water needed.
Which means ice shortage.
You're not meant to go big on platforms until you have unlocked fusion power.
Fusion plants don't need water. And the fluoroketone they use is heated up and cooled back down in a fixed, lossless loop. Fusion cell goes in; and that's it.
Then have a lot of storage (hub/tanks) for ice/water on the ship.
Rocket capacity, strangely, for ice is actually decent: 1000 ice per launch. (which is ~ 24k water after conversion with prod modules.)
(barrels would be 10k per launch)
To have sufficient Ice on surface planet(s), I have build a simple solar powered orbital station dedicated to only grab ice asteroids, crush them and send the ice continuously to the surface.
Although true, I have literally never done this and I have ships farming the promethium chunks. My ships suffer from abundance, and are literally throwing excess crap off the back of the ship while it is flying.
There is no part of space in this game where anyone should be in a deficit on resources. They are literally everywhere for the taking.
https://i.imgur.com/t0B0lLU.jpeg
Traveling speed is about 420km(43 legendary thrusters).
You should try to design a ship which can hold as many asteroids as you can when traveling.
You can process them later, so that you will not face the resource problem.
This is my plan.
I place 62 legendary collectors side by side in front of ship without any filter.
Insert will only pick chunks to belt based on what kind of chunks is the most one inside every single collector storage. This can be done by selector combinator.
I won't let belt to be blocked. So inserts will be disabled if there are too many chunks on belts. (I set it as 1.5k)
I have over 4k storage buffer of asteroids with these settings(62 collectors * 64 storage size + belts length * 4).
I do asteroids reprocessing with quality module if any kind of chunks over 400.
This is a balance process. So I will have 400 chunks in all kinds of asteroids in anytime. Resource is not a problem.
One more benefit is the high quality asteroids byproduct.
They will become legendary finally.
Legendary ores are really easy to use.
Legendary coal can produce legendary plastic.
Legendary calcite can produce legendary stone(with lava).
I don't quite like to do recycling with quality modules.
Legendary asteroids by reprocessing make me free.
https://i.imgur.com/VITEGVw.png