It takes forever to design these ships. I just aborted my third attempt about 1.4mil KM in due to insufficient ammo production. I gave this one extra space for potential redesign, and I am extremely glad I did
One suggestion: Figure out how much fuel you need per second to make your desired speed, and circuit control your pumps to only deliver slightly more than that even when below the target. Also, disable them entirely when the ship is not moving. This way, you'll avoid over-speeding when you start out.
@ "Good suggestion. Over-speeding at when you start is one of the worst aspects of this ship." I also suggest matching the speed limit to ammo count so you aren't pushing ahead faster than you can make ammo. I've found that that makes a big difference in whether I arrive in one piece or not.
@@kerch00 happy to hear it. It's easy to gloss over the complexity and I found that after 7 attempts I had to get very intentional with every piece of the ship
@@wdl1908 it's not Bob's, just side inserters. I enjoy making very compact designs. It doesn't let you do things that were impossible, I just find it to be more fun
it necessarily does let you do things that were impossible though by the sound of it, by letting you make things more compact in a part of the game very much footprint limited. @@LukeDupin
@ Ships can be any size. In late game, resources are effectively free. It really just comes down to vanity. I'm surprised Wube doesn't offer this functionality by default, it seems like a no brianer to me, but its not my game.
If you used productivity modules for explosives production, together with some quality on the buildings and beacons, (maybe even modules?), I suspect that you could get away with a lot less collection, thereby not needing nearly as much research invested into explosives damage. Perhaps simply replacing a few speed modules with productivity might even increase the amount of items generated per second, due to the diminishing returns of more speed, (addative vs productivity being multipled with speed - penalty.)? But other then that, amazing video, and looks like a simple design! And simple *good* designs are really hard to make. How necessary are those 90 degree inserters? As far as I know those only exist from mods, and not in vanilla.
Thank you. Worth a shot, I suspect you're correct with about the production modules. The 90 degree inserters are a mod. They are not required, but it will make the explosive section of the ship increase in width by 6-10 spaces. (Room for belt turns). You might be able to net the same area since a wider design can probably be vertically shorter? The Rail production will also need to increase in width by 4-8 spaces.
@@Cyber_CheeseI use side inserts because I have fun making compact designs. You can reproduce all of this build by adding a couple spaces of width where required.
@@LukeDupin well, everything else except "Visible Planets in Space and HD Planets Renders" (to quote you from another comment)... and anything else you're forgetting to mention? Unlike the last two commenters, I'm fine with that, but I do think it might be worth a mod list in your description or something.
@@evilcanofcorn mods.factorio.com/mod/side-inserters?from=search It doesn't let you do anything that can't be done without it. I just love to build compact designs and this helps
Better get speed modules to blue quality at least (+80% speed, but only +70% to energy consumption), so factories end up consuming less electicity per item
You probably don't use side inserters so it wont help you. i think the bigger take away is the layout and to provide a benchmark for whats required to make it out to the shattered planet.
That is an *_AMAZING_* build! I can't imagine how long it will take me to make a comparable version for when I need to make my journey there.
It takes forever to design these ships. I just aborted my third attempt about 1.4mil KM in due to insufficient ammo production. I gave this one extra space for potential redesign, and I am extremely glad I did
Thanks for the detailed explanation. Appreciate that it was not all legendary.
Yeah, I'm not a fan of the quality system. There are some areas that you need it, but I try to avoid it wherever possible.
One suggestion: Figure out how much fuel you need per second to make your desired speed, and circuit control your pumps to only deliver slightly more than that even when below the target. Also, disable them entirely when the ship is not moving. This way, you'll avoid over-speeding when you start out.
Good suggestion. Over-speeding at when you start is one of the worst aspects of this ship.
@ "Good suggestion. Over-speeding at when you start is one of the worst aspects of this ship."
I also suggest matching the speed limit to ammo count so you aren't pushing ahead faster than you can make ammo. I've found that that makes a big difference in whether I arrive in one piece or not.
watched till the end, great video your explanations are very good and thorough
@@kerch00 happy to hear it. It's easy to gloss over the complexity and I found that after 7 attempts I had to get very intentional with every piece of the ship
You are using Bobs Inserters. I've noticed some strange swings on some of them.
@@wdl1908 it's not Bob's, just side inserters. I enjoy making very compact designs. It doesn't let you do things that were impossible, I just find it to be more fun
@@LukeDupin Nice will check out the mod.
@@wdl1908 mods.factorio.com/mod/side-inserters?from=search
Check out my mod as well. Recycled rockets. :-)
it necessarily does let you do things that were impossible though by the sound of it, by letting you make things more compact in a part of the game very much footprint limited. @@LukeDupin
@ Ships can be any size. In late game, resources are effectively free. It really just comes down to vanity. I'm surprised Wube doesn't offer this functionality by default, it seems like a no brianer to me, but its not my game.
If you used productivity modules for explosives production, together with some quality on the buildings and beacons, (maybe even modules?), I suspect that you could get away with a lot less collection, thereby not needing nearly as much research invested into explosives damage.
Perhaps simply replacing a few speed modules with productivity might even increase the amount of items generated per second, due to the diminishing returns of more speed, (addative vs productivity being multipled with speed - penalty.)?
But other then that, amazing video, and looks like a simple design! And simple *good* designs are really hard to make.
How necessary are those 90 degree inserters? As far as I know those only exist from mods, and not in vanilla.
Thank you. Worth a shot, I suspect you're correct with about the production modules.
The 90 degree inserters are a mod. They are not required, but it will make the explosive section of the ship increase in width by 6-10 spaces. (Room for belt turns). You might be able to net the same area since a wider design can probably be vertically shorter? The Rail production will also need to increase in width by 4-8 spaces.
Speed doesn't bleed off with more modules, but it does with more beacons (as long as at least one beacon has a spped module).
I never had a chance.
Are those inserters modded? Is there a 'legitimate' way to make them drop off at 90°?
@@Cyber_CheeseI use side inserts because I have fun making compact designs. You can reproduce all of this build by adding a couple spaces of width where required.
this is modded? i see autoarms placing at 90 degrees instead of 180
@@saveborg1091 yes, I've used side inserts for years and refuse to play without them. Everything else is stock.
@@LukeDupin👎
@@LukeDupin 👎
@@LukeDupin well, everything else except "Visible Planets in Space and HD Planets Renders" (to quote you from another comment)... and anything else you're forgetting to mention?
Unlike the last two commenters, I'm fine with that, but I do think it might be worth a mod list in your description or something.
@DavidLindes that's it. I have around 20 mods I run, but they all deal with QoL and don't effect ships.
how do you prevent turrets in front of your railguns getting hit? last time I tried, my railguns just wiped out everything in front of them O.o
@@DackelDelay the rail guns are in front of everything. I have 2 astroid grabbers parallel with the front row of rail guns.
Could you give me the blue print?
Wube added a shattered planet graphic if you make it all of the way? :)
Great little combo of mods: Visible Planets in Space and HD Planets Renders
are some of those inserters at the railgun ammo part just turning 90°?
Yup. He is using a mod to make inserters act more believably.
im guessing your using a mod so you stack inserters put items into your rocket turrets sideways.
@@evilcanofcorn mods.factorio.com/mod/side-inserters?from=search
It doesn't let you do anything that can't be done without it. I just love to build compact designs and this helps
I don't understand how you are loading your fusion cells onto that belt?
Probably the side inserters. Its my one guilty pleasures.
mods.factorio.com/mod/side-inserters?from=search
Better get speed modules to blue quality at least (+80% speed, but only +70% to energy consumption), so factories end up consuming less electicity per item
how is there the huge animation of shattered planet core? I traveled to shattered planet just to see it and there was nothing.:D
Is that a mode?
mods.factorio.com/mod/visible-planets
4:05 what is this calculator?
Gnome calculator
@@LukeDupin I was really hoping for a mod... Oh well!
Link to blueprint?
ahoj bylo by možné požádat o bluprint děkuji
Is there a Blueprint for this? :D
You probably don't use side inserters so it wont help you. i think the bigger take away is the layout and to provide a benchmark for whats required to make it out to the shattered planet.
very cool