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That will help ensure you don't run out of fuel. If you're running out of ammo it means you just need to make more ammo. Try moving the guns closer to the center of the platform so they aren't wasting ammo on asteroids that aren't a danger.
and trying to make fuel from space more efficiently. from collector to crusher to factories. a lot can be improved.
It's the Factorio way.
It really doesn't take much at all for the inner system. For the further stuff, you just need to add the new kind of gun (and restructure everything to fit)... And again, for the really outer stuff.
Is nuclear power basically required for Aquilo’s ships? Even my epic quality solar panels barely work in orbit
Technically, not strictly"required". I mean you could always do the math and work out how many 1000s of solar panels you need to supply the necessary amount of electricity, and build an absolutely massive platform with that many. It won't be fast, but it'll get there.
But yeah, nuclear certainly seems like the path of least resistance. Without giving spoilers, it will be more future proof for the sort of build you'll need for the endgame too.
https://i.imgur.com/t0B0lLU.jpeg
2 chem plants to turn water into ice.
2 for fuel and 2 for oxidizer. Each chem plant leads to 2 tanks. 3 thrusters on the back but recently upgraded to 5 for a bit more speed.
The front has a small loop of belts carrying yellow ammo and iron plates with 6 to 8 gun turrets.
1 assembly machine makes the ammo for the guns putting it on the loop. 3 smelters make iron plates. Then some solar panels and a few capacitors sprinkled where I can fit them.
The trick comes down to circuit conditions. Before I leave one planet for the next the conditions are ammo has to be greater than or equal to 225. I got this number by first making ammo have to be greater than or equal to the iron plates. Just wire one conveyor to the ship storage to get the whole loops info.
Next condition is 10k fuel. The fuel and oxidizer is always equal so I only check one.
The final condition is science packps. If it's the drop point they have to equal 0 while the pickup point is greater than or equal to 1000.
I have a few more conditions on inserters for iron ore and carbon that I store in the main hull. They turn off if either of those components are greater than or equal to 200. This way I maintain space inside for my science packs.
That's pretty much my Fulgora ship. Vulcanus ship is identical but a few more conditions to have a stack of big miners and a stack of foundries.
I'll get a screenshot later. Stuck at work atm.
Here is my humble little ship for Vulcanus:
https://steamuserimages-a.akamaihd.net/ugc/1786409463854190/30CAB70418821844392EA8408C59754B0D0253D4/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
There are various designs there for you to get inspired by.
Mine is also there, the first one was built almost at the start of the 2.0 game and, with slight improvements, it still flies (6 of the kind actually, 2 for each planet) between all planets except Aquilo at avg speed of 70(nonstop)-100(with slight recharge) km/s. 170 km/s top.
But you'd better be confident in your preparations, since you'd be basically dead in the water if you run out of charge near Aquilo.
Quality grabbers also help pull in more asteroid bits so you always have sufficient materials to work with.
So if you're moving you won't shoot asteroids that would pass your ship anyways. :)