Factorio

Factorio

View Stats:
Will you move mining space platform for more asteroids?
My platform is about 1.3k foundations.
Can produce/unload iron, copper, calcite, carbon, coal, sulfur, water ice, and red magazine from space.
An asteroid reprocessing balancer on top left.
I feel that it can gather more chunks while traveling.
Am I right?
I'm considering plan a circuit control. Move it until hub full, then back to orbit and unload resource.

https://i.imgur.com/fgnHeit.jpeg
< >
Showing 1-15 of 15 comments
Sathreyn Nov 19, 2024 @ 2:23am 
I'm pretty sure you're correct, you get a lot more chunks while in transit, but they'll all be coming at you from one direction , so you'll have your chunk collectors at the front overwhelmed and the rest under-utilised. So you'd want to have a higher density of collectors at the front of the ship.

In the Factoriopedia you can see the rate of different asteroid types spawning on different routes by checking out the inter-planetary route stats on the space page, but it's worth noting that when you're close to Nauvis you won't have many medium asteroids spawning, but if you fly between two of the inner planets you'll get even medium asteroids and thus more resources.
Ccrack Nov 19, 2024 @ 3:28am 
i saw a video of someone using a mobile mining platform to gather calcite

they reckon the one platform that can move makes as much calcite as 10 stationary ones
End of history Nov 19, 2024 @ 4:30am 
Yeah, this was Katherine of Sky. She makes good content. That was a very tailor-built platform though, which admittedly is the way to go if you have a job you want solved.
Chuck Nov 19, 2024 @ 8:46pm 
You absolutely will gather more if the platform is moving but be warned, it can be risky without a good platform and especially good ammo (and lots of it too).

When i first went to space and tried to go to another planet, i brought i think 1k piercing ammo, and it ran out of ammo before getting back to nauvis and got wrecked. I was stranded on fulgora for so long while i remotely built stations, to make the things that i needed to remotely repair the platform.

My current interplanetary logi ships are 300 uranium ammo, and then 1k piercing ammo as backup, with the inserters set to only put the piercing mags on the ammo belt if the cargo bay runs out of uranium ammo. Generally they can make it to their planet and back on about 150 uranium ammo but it never hurts to overstock.

I havent made a space materials mining platform, mostly because i havent gotten the advanced asteroid processing research yet, so there isnt much useful stuff i can make up there yet. When I do get that research im doing it though.
Defektiv Nov 19, 2024 @ 9:01pm 
The faster you go, the more asteroids you encounter, the more resources you can gather, but also the more ammo you consume. If you do not account for the ammo part you might end up running out of ammo and losing your ship. It becomes a critical issue when you leave Aquilo from what I have seen.
Originally posted by Chuck:
My current interplanetary logi ships are 300 uranium ammo, and then 1k piercing ammo as backup, with the inserters set to only put the piercing mags on the ammo belt if the cargo bay runs out of uranium ammo. Generally they can make it to their planet and back on about 150 uranium ammo but it never hurts to overstock.

For many transport ships, it's worth creating a circuit to throttle your ship, that way you can run off of basic ammo only. Make a combinator clock (you can YouTube this or get Reddit to help you), then have pumps going to the thrusters that only turn on a certain percentage of the time that you set. My pumps only turn on 15% of the time, and my ship still travels at about 65% its top speed (so about 130 km/hr). I have 10 gun turrets at the nose of my ship, and with regular ammo they break up asteroids just fine.
Chuck Feb 8 @ 5:05pm 
Originally posted by connorofthebrown:
For many transport ships, it's worth creating a circuit to throttle your ship, that way you can run off of basic ammo only. Make a combinator clock (you can YouTube this or get Reddit to help you), then have pumps going to the thrusters that only turn on a certain percentage of the time that you set. My pumps only turn on 15% of the time, and my ship still travels at about 65% its top speed (so about 130 km/hr). I have 10 gun turrets at the nose of my ship, and with regular ammo they break up asteroids just fine.
What i also found you can do to throttle thruster consumption is to set up a pump into tanks connected directly to the thrusters, and set the pump to only be active when the tank is less than a very small number, like 300 or so. So like this:

Main fuel tanks
V pumps V
One fuel and one oxidizer tank
thrusters

pumps read the contents of fuel and oxydizer tank, only active when tank contents less than 300-500.

The thrusters will end up filling up when stationary, slowly, but once they start getting used, the thrusters internal tanks drain and their speed decreases and their efficiency spikes hugely. You can play with the number on the pump to get different speeds and efficiency. Its a very quick and dirty way of doing it but it works.
Originally posted by Chuck:
My current interplanetary logi ships are 300 uranium ammo, and then 1k piercing ammo as backup, with the inserters set to only put the piercing mags on the ammo belt if the cargo bay runs out of uranium ammo. Generally they can make it to their planet and back on about 150 uranium ammo but it never hurts to overstock.
Why does someone do this? Carrying red or green ammo into space is absolutely useless. All needed ammo can be made onboard while travelling. I made it to the solar system edge with a 450 km/s ship with just yellow ammo (two rows of legendary gun turrets) with a railgun support for big and huge asteroids.
My promethium-collector is my first and only platform which uses red ammo - also made onboard.
Last edited by Universalgenie; Feb 10 @ 3:08am
Chuck Feb 10 @ 6:42pm 
Originally posted by Universalgenie:
Why does someone do this? Carrying red or green ammo into space is absolutely useless.
I did it because yellow ammo was insufficient and i didnt want to deal with making higher tier ammos in space. I can produce enough on nauvis to launch a ton of rockets (especially with forges from vulcanus and electromagnetic plants from fulgora) and i make enough uranium that often times its literally overflowing and blocking the centrifuges so i figure i would put the excess to good use.

Its not useless to ship ammo up into space if you have a ton of it, have no problems with cargo rocket throughput, and arent interested in setting up ammo production in space.
Originally posted by Chuck:
Originally posted by Universalgenie:
Why does someone do this? Carrying red or green ammo into space is absolutely useless.
I did it because yellow ammo was insufficient and i didnt want to deal with making higher tier ammos in space. I can produce enough on nauvis to launch a ton of rockets (especially with forges from vulcanus and electromagnetic plants from fulgora) and i make enough uranium that often times its literally overflowing and blocking the centrifuges so i figure i would put the excess to good use.

Its not useless to ship ammo up into space if you have a ton of it, have no problems with cargo rocket throughput, and arent interested in setting up ammo production in space.

Better answer, boiled down to the bare truth, might be "because that's how I've decided I want to play my game."

if it's fun and it doesn't work it's leagues better than if it works but isn't any fun. Factorio's a game, not an assignment of homework from an instructor.

I have a map where I'm using a train to haul in water to make sulfuric acid. No big deal, right? Except that the sulfuric acid plant happens to be built on landfill in the middle of a lake. One offshore pump would have saved all the landfill needed for the train stations, and all the pumps, tanks, and pipes to get the water from the train to the chemical plants. I liked it, so I did it. Shrimple as "pie are square and cake are round".

https://steamcommunity.com/sharedfiles/filedetails/?id=2978670587
Last edited by Chindraba; Feb 10 @ 7:04pm
Fletch Feb 11 @ 2:07pm 
Originally posted by Chuck:
I did it because yellow ammo was insufficient and i didnt want to deal with making higher tier ammos in space.

Physical projectile damage research -- It makes yellow ammo sufficient.

https://wiki.factorio.com/Physical_projectile_damage_(research)
Glyph Feb 11 @ 2:10pm 
I went deep into the post game with just yellow ammo. I do agree though that even though it is possible, it's too much work to make red ammo in situ.
Hurkyl Feb 11 @ 2:22pm 
The important thing to realize that might not* be obvious to most people is that the main reason for using red (and green) ammo is to overcome the flat damage resistance of evolved biters.

*: editing fix

Without upgrades, yellow ammo does 5 damage and red ammo does 8 damage. Red ammo costs so much more than yellow ammo that this is a rather inefficient upgrade on this metric.

However, a medium biter has 4 flat damage resistance. So the yellow ammo is doing 1 damage and the red ammo is doing 4 damage. (and there is a 10% damage reduction on top of that; I don't know how the fracitons work)

So this is a very, very efficient upgrade for shooting at medium biters.

(at high levels of damage research that may no longer be true)

Any asteroid you'd want to shoot bullets at, however, doesn't have any of that flat damage resistance, so the primary reason for upgrading ammo does not apply.

The only real benefit you get is concentration of damage -- use fewer turrets to deliver ammo, fewer inserters to move the ammo, can pack more damage into a belt buffer, and the like. If this matters to your designs, then it matters. But for me, at least, it's completely irrelevant. I'm happy to spend a little more on construction to attaching second row of turrets than to spend a lot more all of the time to deliver more concentrated ammo.
Last edited by Hurkyl; Feb 11 @ 5:49pm
Originally posted by Hurkyl:
The important thing to realize that might be obvious to most people is that the main reason for using red (and green) ammo is to overcome the flat damage resistance of evolved biters.

Without upgrades, yellow ammo does 5 damage and red ammo does 8 damage. Red ammo costs so much more than yellow ammo that this is a rather inefficient upgrade on this metric.

However, a medium biter has 4 flat damage resistance. So the yellow ammo is doing 1 damage and the red ammo is doing 4 damage. (and there is a 10% damage reduction on top of that; I don't know how the fracitons work)

So this is a very, very efficient upgrade for shooting at medium biters.

(at high levels of damage research that may no longer be true)

Any asteroid you'd want to shoot bullets at, however, doesn't have any of that flat damage resistance, so the primary reason for upgrading ammo does not apply.

The only real benefit you get is concentration of damage -- use fewer turrets to deliver ammo, fewer inserters to move the ammo, can pack more damage into a belt buffer, and the like. If this matters to your designs, then it matters. But for me, at least, it's completely irrelevant. I'm happy to spend a little more on construction to attaching second row of turrets than to spend a lot more all of the time to deliver more concentrated ammo.
To add a bit to the discussion perhaps consider quality yellow ammunition (and maybe quality turrets). Its not all that difficult in the later game to make rare quality ammo which does +90% damage. The iron ore is free. Filter so the normal quality stuff goes to make your oxidizer and the rest to make your yellow ammo.

Edit - Rare does +60% damage not +90%. Might still be worth it for some folks though.
Last edited by knighttemplar1960; Feb 11 @ 5:08pm
How many damage is enough for inner space traveling?
yellow: 115
red: 184
https://steamcommunity.com/sharedfiles/filedetails/?id=3425776317
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Nov 19, 2024 @ 2:11am
Posts: 15