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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.
they reckon the one platform that can move makes as much calcite as 10 stationary ones
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.
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.
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.
My promethium-collector is my first and only platform which uses red ammo - also made onboard.
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
Physical projectile damage research -- It makes yellow ammo sufficient.
https://wiki.factorio.com/Physical_projectile_damage_(research)
*: 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.
Edit - Rare does +60% damage not +90%. Might still be worth it for some folks though.
yellow: 115
red: 184
https://steamcommunity.com/sharedfiles/filedetails/?id=3425776317