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They are the way to transport items between planets and can be completely automated (the destinations work very similar to trains too).
Various automation options are available to make it work without your interference.
If you have Rocket Silos on Fulgora with auto send set they will ship up the items requested by the ship. When it gets to Nauvis the hub request will make them get sent down. The next round trip the ship will bring them again, but if these are still in the hub they won’t get sent down (which can be fine, depending on what you want.)
There are some quirks that take trial and error to work through (set “import from” planet correctly and watch out for min stack size problems) and I’m sure more sophisticated means to use this stuff, but the basics are pretty easy to get going.
You can also do it more generically:
create a "<<planet>> exports" group and a "<<planet>> imports" group.
The first contains everything a planet is expected to generically export to all other planets. E.g. "Vulcanus exports" would contain all the turbo-grade belt items; the foundries; the big miners; cliff explosives; etc.
Your generic haulers are configured to pick up the "<<planet>> exports" for all planets; and the hubs on all planets are configured to import all the "<<planet>> exports"
The opposite of this are dedicated hauls that are only needed on single planets. E.g. "Nauvis imports" would contain bioflux for biter egg cultivation and artillery ammo* for biter ... hmm.. let's say: biter pacification, yes?
These are things only Nauvis would need and you would set this group up to pick up from its relevant planets only. You can create a universal hauler for them only serving that one planet; or you can add the group to the generic haulers. Doesn't really matter.
*) Side-note: yes, artillery ammo. Not tungsten plate. Someone did the math on that, iirc, and showed that shipping the finished shells is actually more dense than shipping the plate. Go figure.
Hmm. I wonder if the person who made that calculation took productivity into account by manufacturing locally.
All worlds that may need artillery shells to deal with local fauna have an easily accessible source to manufacture explosives and radar on-site—calcite as a space platform export.
Utilizing only the baseline 50% innate productivity in the Foundry, I took 1k tungsten ores and smelted them into tungsten plates, yielding 375 tungsten plates. From those plates, I was able to craft 92 artillery shells.
Ten rocket launches are needed to ship 1,000 tungsten ores, but ten rocket launches are needed to move the 92 artillery shells.
Utilizing baseline 50% innate productivity plus four Q1 tier-1 productivity modules in the Foundry for a total 66% productivity bonus, I took 1k tungsten ores and smelted them into tungsten plates, yielding 415 tungsten plates. From those plates, I was able to craft 103 artillery shells.
Ten rocket launches are needed to ship 1,000 tungsten ores, but eleven rocket launches are needed to move the 103 artillery shells.
Utilizing the best possible productivity modules in Foundry, up to a 150% productivity bonus, I took 1k tungsten ores and smelted them into tungsten plates, yielding 620 tungsten plates. From these plates, I was able to craft 155 artillery shells.
Ten rocket launches are needed to ship 1,000 tungsten ores, but sixteen rocket launches are needed to move the 155 artillery shells.
The other engineer's point about tungsten plates being bad for compression is indeed correct. Still, it is also possible not to use the iron from the lava recipe and instead use calcite + iron ore to get molten iron locally, which enables higher compression.
P.S. Math for the first scenario:
To recalculate with a different productivity bonus number besides 50%, replace XX with another number other than 50%.
Interesting numbers. And yes- reviewing those, it definitely looks like the initial claimant didn't consider the possibility of shipping the ore and fabricating it into tungsten plate on-site. Calcite is after all trivial to get from orbital drops, so that's not limiting anything in any way.
Nauvis and Gleba can produce everything that isn't being imported locally without exporting them (iron, copper, and even coal can be produced on Gleba using the coal synthesis recipe).
Vulcanis can produce artillery locally, so that isn't an import location.
Nothing is being 'ignored' as they are not being imported.
The perfect ratio is closer to sixteen rocket launches to import artillery shells to ten rocket launches to import tungsten ores.
Importing tungsten ore might be a 'worse' tonnage-wise, but an engineer did the math and showed that artillery shells are 'better' than tungsten plates tonnage-wise.
Let's ship all the intermediates.
One rocket load of explosives, 500 count. 62.5 shells worth.
One rocket load of calcite, 500 count, 500 shells worth.
One rocket load of tungsten plate, 250 count, 62.5 shells worth.
One rocket load of radar, 50 count, 50 shells worth.
Versus artillery shells themselves.
One rocket load of artillery shells, 10 count.
Storage used in the platform hub for intermediates,
10 stacks explosives, 10 stacks calcite, 5 stacks tungsten plate, 1 stack radar, takes up 26 inventory slots in the platform hub.
50 artillery shells (radar is the limiter in this example) takes up 50 slots in the platform hub.
Why would I export radar to Nauvis or Gleba?
The math shows that even if you were moving all of the intermediates, you would still be saving space versus moving the finished artillery shells. Artillery shells are not 'better' than the intermediates tonnage-wise.
If you don't mention it, it is left as an assumption, which can cause others to give counter-arguments based on opposite assumptions, leading to comparisons from different basis.