Update: Blueprint now has a description explaining how to kickstart the reactors (remove foundries temporarily and use ~4-6 solar panels). I added another blueprint version that doesn't require/use belt stacking and stack inserters. It uses level 2 modules and I changed thruster throttling to make it slower, because I assume a player without these technologies might also have lower damage research unlocked.
Der Fakt das du keine Speed verlierst bei einem schmaleren Schiff ist insane.. das war super hilfreich Jetzt kann ich weitere Stunden investieren meine Schiffe zu überarbeiten.. good job :D
The narrower size also makes a lot of sense because you have to destroy fewer asteroids in your path. I build my ships narrow and long for that reason. I only learned in this video about the speed depending on the width.
And you probably need quality panels then. There's nothing wrong with solar panels though. But you need a lot. The foundry alone is drawing like 8-10 MW of energy.
@AVADIIStrategy So basically, connect every inserter to the belt/hub to make sure neither the sushi-belt, nor the hub get's overfilled with items, right?
Connect the asteroid collectors to a decider combinator which reads the sushi belt. Then set the asteroid collectors to use the signal as filters. That's it.
@AVADIIStrategy thanks for the great content ❤ I'm watching each video multiple times. Do you plan to have some voting system on what video is most interesting to the audience?
@@repl313 Maybe in the future. Could be a youtube community poll or something for patreon members. But to be honest: I'm not a full or part time content creator. It's a hobby in my free time. If others tell you what you have to work on, instead of doing what you want to do, this becomes just another job. After the regular job. Long story short: I need to be passionate and eager to make these videos and it's better to work on a topic I'm currently interested in.
I love designing spaceships They are so satisfying for some reason Me and a friend have a factorio save where we havent gone to aquilo yet but are basically ready too (Luckily we did a testrun with our full epic ship before loading it up with supplies and going there ourselves, it ran out of rockets and almost got destroyed, now we are stacking rockets :) )
I've been messing around with trying to make very fast ships for moving resources between planets and have been piling on the asteroid processors, with like 5-10 for each asteroid type, so seeing your design with only 5 (albeit with some automatic balancing instead of having 2 extra) really shows I'm being silly with my designs.
Your videos have been awesome for a factorio noob like me that only got the game 2 months ago. Had some struggles initially going to Aquilo as i thought explosive rockets would be good, but always ran out of ammo on the return trip. Regular rockets are much better, as you show here.
Have been waiting for this, am getting ready for Aquilo and only just a couple of days ago slapped down someone else's Blueprint because this wasn't out yet. Looks like I'm going to tear that ship apart and build this instead now. Thanks!
For the longest time I've noticed various youtubers actually coming up with inferior designs to the ships I've created. Your design is one of the few good ones AVADII. What I've done with my nuclear designs is I've got a green wire connected from an inserter to a steam tank from a nuclear design to control whether or not it should add another nuclear fuel cell. I've got 200k steam in tanks as a buffer and only to be used if the solar is insufficient which really only means if an Aquilo journey is on the cards. It basically needs refueling once every 20 trips to Aquilo though it isn't as fast or small as your design here. I love this whole idea of cargo ships. I've got Small, Medium and Large Cargo haulers mostly with standard quality but I do have a few experimental ones which use only legendary gear and they can go to Aquilo with just Solar and stay in the atmosphere indefinitely. Maybe I should make some videos. Love your videos bro, please keep them coming!
Wait a second. Why steam tanks? Since 2.0 we can read the temperature of reactors directly so reading steam tank content is outdated. Also: solar energy automatically has priority over nuclear so you don't have to set up anything to only use nuclear energy when solar is insufficient.
@AVADIIStrategy The more steam tanks you have the bigger battery of steam you acquire and the nuclear plant doesn't need an injection of fuel for a very long time if the steam itself is monitored. Also for my saves atleast it appears the nuclear plant never gets below 500 degrees in space even if its not powered. Did you want to check to see if this is the same for you? my temperature is not going below 500.
@@hoyschelsilversteinberg4521 You're trying to use steam as a buffer of energy. That's not necessary though because the temperature of the reactors/heatpipes/exchangers is already a huge buffer. And since 2.0 you can read it! Temperature = Energy. The temperature cannot and will never drop below 500 because heat exchangers require temperatures above 500 to work and make steam. I reckon you have to go back to square one and take a close look at how nuclear energy in Factorio works.
@AVADIIStrategy Maybe I'm complicating it because the ship in question I'm using has solar panels as well as nuclear power. Nuclear power kicking in only for the Aquilo trips or when the rail guns are going nuts. The method of measuring steam in tanks instead of temperature results in a huge saving of nuclear fuel I've found. I've got it set so that when it detects the steam tanks are at 2000 steam to insert a fuel cell. Because the reactor stays at 500 degrees for a very long time and that solar is enough to carry it through it elongates the fuel cell storage life immensely. If it were to go by temperature I'd waste a ton more fuel cells for no gain. I say all this because I believe I have found the best saving in fuel cells.
@@hoyschelsilversteinberg4521 Hey, just a tip here but AVADII is right about heat being a buffer. The ONLY time you waste energy with a nuclear reactor is when you are "burning" a fuel cell and the temperature of the reactor is at 1000C. As long as you stay below 1000C none of the energy is lost. There is functionally no difference between reading steam and reading temperature to control insertion of fuel cells. But the later is more compact since you don't need steam tanks. The nuclear reactor buffers 10MJ/degree C so from 500C to 1000C you have a 5GJ buffer, which is less than a fuel cells 8GJ energy value, but considering the heat pipes and heat exchangers also buffer heat at 1MJ/Degree C so as long as you have 4 heat exchangers and at least 2 heat pipes you will not waste energy. All of this assumes a single reactor design. If you are using a multi core design then you could easily end up in a situation where you actually can't buffer all the energy, in which case steam storage can solve that. I don't know why AVADII was so dismissive of steam tank content reading, it still has a place. Although this entire argument is underpinned by the reality that saving fuel cells in vanilla is "just for fun" and grossly unnecessary, but I respect saving fuel cells as a matter of principal.
Me: *Makes a big af ship that takes at least 20k of platform fundament and has bigass nuclear reactor to power that mamy foundries and stuff. Splitter based excess stuff disposal system and amount of storage that can easily carry so much stuff it can carry all 3 planeta combined.* Magnificent.
I've been building space platforms in the creative world for about a week, but I still haven't managed to achieve a big difference in speed. Thanks for the video, otherwise I would hardly have figured out that the width played a key role all this time! By the way, from time to time my platform either loses or gains 20 km/s, although I always fly at full speed. What could this be connected with?
The first 50% of the way you'll be 10 km/s slower and the last 50% 10 km/s faster. It's supposed to be gravity and they made it this way so that platforms don't get stranded and slowly travel to the nearest planet if they are out of fuel.
Nice design, seems neat. Not sure why you point out the "Solar Power in Atmosphere" for Aquilo - not like you are landing on the planet with that ship. In space you still get 60% solar power there, so if you want to run on solar it is absolutely viable, but might need some quality solar panels.
I'm in the market for a late-ish game ship that can run the inner planets including Gleba, if you happen to be looking for video ideas. Something that can be built after all inner planet tech is unlocked, including advanced fuel production. Can't seem to find any blueprints online that fit those requirements, it's all Aquilo or early game stuff. Just thought I'd throw that out there.
To be fair, you can make a perfectly serviceable inner planet freighter that is capable of hauling all your required goods and operating effectively non-stop before unlocking any planetary science. Asteroid reprocessing can be nice to balance things out, but there's not a ton of need for advanced fuel production since the real limiter isn't fuel but how fast you can make ammo. You can use Foundries to make your iron plates but the iron is unlimited so there's not much gain for the production bonus, you then HAVE to keep a storage of calcite somewhere though you'll probably still produce more than you use there's a slim chance you could softlock yourself by not being able to make ammo, and you're definitely sucking more power than you would with some electric furnaces. You don't need missiles for the inner planet circuit so there's not much purpose to producing them, cutting off the need for more Advanced Asteroid Processing. Fulgora doesn't have anything required for space travel at all IIRC. So the only thing that's especially helpful is Asteroid Reprocessing which is really a "nice to have just in case." Advanced Fuel Production can genuinely be replaced with a second chemical plant and that prevents the need for storing calcite which is more of a logistical problem than anything since you will absolutely produce more of it than you'll use, so you either need to unload it into space or regularly dump it on planets and the amount you'll have at any given time is random so it's difficult to automate planetary dumping. Jar Games did a build for a freighter that only used Reprocessing in a video recently as part of his play through series, the video goes pretty well into depth about the design choices and how most of it works and should work as a decent starter to design your own; though Jar included a blueprint for the ship he built if you just want the freighter already done for you. AVADII also has a mini-ship that can safely get you around the inner planets. It's not serviceable as a freighter but it can absolutely be sent on supply runs or used as a personal ship. I found you can add Advanced Fuel Production to it to keep it effectively permanently fueled, and as built it carries loads of ammo so it can make a ton of trips without stopping for very long. The biggest flaw is that it produces *too much* calcite and needs to dump it semi-frequently due to the low inventory space. But yeah, tl;dr there's not much in the way of post-inner-planet-but-pre-Aquilo ship design because there just isn't any need for it.
You can use this one. Just remove the rocket production and rocket launchers if you will never go to Aquilo with it. Or keep it and just change the rocket launcher filters so that they will help killing medium asteroids.
A wider ship however can employ more thrusters and collectors both. So i dont see the disadvantage here. Its rather the contrary: wider ships slightly diminish the number of destroyed but uncollected asteroids on the sides. Always looking forward for your next video.
Absolutely. You can build a wide ship which is just as fast. But you need to build and produce and transport way more machines and materials. Without any benefit... unless you're building a space platform to collect and farm materials but that's not the purpose of this ship.
My "Aquilo Ark" is a very different design, but I'm not too concerned with speed; it's quite huge with tons of cargo holds and ten thrusters. While it's also relatively slim end elongated, I did this mainly because I would have less area to protect against asteroids while in transit this way. I didn't actually know that the big asteroids start showing up around Aquilo (I thought that was only for the solar system edge), so I built the ship with lots of gun turrets and red ammo production - big mistake. Instead of reworking the entire design, I simply added a large stack of laser turrets at the front (and numerous smaller islands of laser turrets around the hull to protect against asteroids while stationary): Large numbers of laser turrets easily cut big asteroids apart, despite the high resistances. They also made the gun turrets redundant, but whatever. So, no, rocket turrets are not mandatory at this stage. ;-) I have a 2*2 nuclear reactor setup with stacks of turbines on the right side, while the left side is all about production. I also set up a small nuclear fuel cell production onboard, because importing the raw materials is faster and more space-efficient than importing the cells themselves. I also use lots of solar panels to save nuclear fuel cells while it's doing round-trips nearer to the sun. I love how different everybody's ship (and factory!) turn out. It's one of the main reasons I don't actually want to use other people's blueprints, although I may crib a clever idea here or there. I did look up how to get the circuit logic for saving nuclear fuel cells set up properly, for example. I don't really use circuit logic yet and instead rely on tossing overflow back into space. I may look at some circuit logic tutorials in the future, though. I will also have to look into using belts for transporting goods. Right now, I just use high quality cargo holds, but I could believe that using belts is more effective with belt-stacking active. I think that's what people do for promethium harvesting?
@AVADIIStrategy Right, that makes sense: You would want a broad ship profile, so that you have more incoming asteroids to harvest en route. But what I meant was that I've seen people use belt-stacking and belt-weaving instead of cargo holds for actually transporting the harvested promethium? I think I've seen that in some other short but I don't know how the actual capacity stacks up against just using high quality cargo holds. As for laser turrets: I think it's quite pleasing visually to see the laser turrets do their work on the asteroids, too. :)
1:27 the solar factor you pointed to is incorrect(1%), the correct solar power is the solar power in space(60%), since you're designing a space ship. Solar is usable however nuclear is much more reliable anyway, fusion is even better. Great video
I have been trying to develop a ship design that uses a minimal launch - essentially only a few belts, inserters, and machines, then harvests everything to make its own platform pieces and other machines, to reduce mid-game lunach costs, and the waste created by the game always sending a full rocket.
Отличная работа. Пришлось немного даунгрейднуть, по некоторым модулям и манипуляторам и весь конвейр захламился. Пришлось покопаться в логике и пересчитать.
nice design, i made the big mistake in mine that i used some epic thrusters from my vulcanus gambling without setting any speed limits and crashed my first ship into quite the asteroid field. Guess i should have limited my speed too
Haha, look at my "how not to play Factorio Space Age" video and look what happened to me on my first journey. Game would be less fun without making hilarious mistakes.
Love this design, you make so many intelligent choices. Setting the crusher recipes with circuits is great - I had already done this for reprocessing but never considered it for crushing. But could you please clarify how two nuclear reactors increase efficiency? Don't they just burn fuel at a set rate regardless once you insert it? Is it because one double insertion will increase the temperature further than two single insertions would? Oh. That must be it. Brilliant and nicely symmetrical.
@@WoutLamers It does, and yes it is an issue because the low amount of heat exchangers and 0 heat pipes means the temperature buffer is kinda low. Double efficiency but waste because of temperature cap. As is, it's comparable to a 1 reactor setup. But if you start drawing more energy continously (my ship has rare heat exchangers and turbines for 32 MW) the 2 reactor setup has an advantage. But don't use quality nuclear reactors, it will make the situation worse!
When you attach a wire to it and click "hold" (read all contents) something like that. What it does is it reads all the contents on a belt loop. It doesnt work with splitters. So you have to use inserters. Basically he reads the contents of the belt before deciding to add more or remove from it
@@Gh0stl3y i tried it, omg i only did it for pulse mode and how do i filter more than 3 items? for example i only want 5 of each type of asteroid to enter
@@ezioauditore5616 If you pause at the right moment you can see how I set it up. 2:55 but theres also a constant combinator outputting every asteroid signal with value 1.
Belt with mats (iron ore, plate etc.) getting clogged after some time. Looks like there is too many iron ore (450+) and maybee plates as well (350+). This is happening basicly on every sushi space ship what i try. Im usually solving it with inserter throwing it to space (condition > number of specific item). Dont know yet how it will work in long term. Maybee it have something to do with extra asteroid production, but not sure. Please, did someone have more sophisticated way to solve this? Thanks You for design and effort!
Do you have belt stacking and transport belt capacity at 4? If not, use the other blueprint, it works without belt stacking. It has different maximum values for all items.
I understand thin is fast, which is good. I understand weapons in front because fast = smash. What I don't understand is what you do in orbit. Asteroids come from all directions when you're stopped anywhere. Not very fast, but they come. So this ship can never wait at Aquilo, or any other planet without taking damage?
If you take a close look there are 2 rocket launchers and 1 gun turret in the back. In the middle of the ship above the foundries another 2 gun turrets. So all directions are covered.
Without electricity there is no water production, no inserter movement. Without water there is no steam and without steam there's no electricity. Solar panels have to kickstart these processes.
But why? That's completely pointless, no different than just having an inserter always active. The point is to only use fuel when needed, not when possible
He suggests reading the outputting inserter hand for empty cell and use this signal to trigger the input inserters. This is used on pre 2.0 base game nuclear plants to make sure that all neighboring reactors get fuel at the same time and only when possible for all of them at the same time, and therefore ensure that the neighbor bonus is always active. However, it is not (and was never) a way to limit the duty cycle of the reactor itself to make it run less often, which is what AVADII wants to achieve here. Prior to 2.0 when we could not read temperature, you would attach a "steam battery" and to the *output* inserters and trigger them based on steam level.
@@borisw9292 Right. The old system with read as pulse. The main reason we don't need that anymore is we can now also read fuel. So in this case I only refuel when there are currently 0 fuel cells in the reactor. Important to note: the currently burning cell also counts as 1 fuel. That's why reading the output inserter is pointless. I already know when there are no fuel cells left because I can read it and have it set up 1:44 in the decider combinator.
ship width.... is so dumb... i didnt know i thought it was mass... this just means there is no need to optimize the ship if you have basically unlimited space in 2 directions...
Weight only has a very minor impact on speed, yes. But you can also make fast wide ships, but you need a lot of thrusters and the fuel consumption is high. In return you collect a lot of asteroid. That's why they had to balance it this way.
It's to offset how otherwise wide and short ships would be dramatically faster. I've got a flying wing style asteroid harvesting ship that's hundreds of tiles wide with over a hundred thrusters, and if it were purely mass to thrust ratio this thing would be moving at insane speeds.
In addition to what others have said, it's also beneficial to a new player. Building a wider ship tends to be easier since it offers more logistics space, but also must be defended. So a new player that has less knowledge to build a tighter ship and will also likely have less physical damage upgrades will more naturally produce a slower ship that will consume more ammo but will be more capable of protecting itself due to the reduced speed.
@AVADIIStrategy well that’s the idea I made a tiny ship with all legendary buildings in hopes I could make a fast small transporter for the inner planets - the idea was smallest possible weight - a single of the best thruster - fast speed… doesn’t work at all - so now I have a massive ship… I am just sad that the design options for optimal ships are so limited… it would be cool if they added some complexity to the relation between thrusters, speed, width, weight etc…. It would be logical to get diminishing returns with a speed cap where adding more and more thrusters doesn’t increase the speed - which then needs you to reduce/optimize weight and shape… just my opinion on an otherwise Perfect game
Obviously, this will work. But I am surprised how many people want everything symmetrical. Why? It works just fine without symmetry. I built my ships after I figured out which devices I need/want. And then I put them on the ship in a logical way. Why make it more complicated?
I don't think it's more complicated. If you want to add something to this design just cut it horizontally for example below or above the crushers and add whatever you want. Maybe a block of solar energy to save more fuel? It just works because it's linear and not a spaghetti ship.
@@OzoneDepleter There's two ways to make a ship look good in my opinion. Elegantly orderly and symmetrical, or whimsically asymmetrical and imbalanced. Anything in between tends to be unsatisfying, but each opposite end has it's own beauty.
The same reason that people will use unoptimized weapons or armor in Souls-likes, they enjoy the look. And also there's an unsurprising amount of autism in the Factorio playerbase and symmetry makes the tism happy
Update:
Blueprint now has a description explaining how to kickstart the reactors (remove foundries temporarily and use ~4-6 solar panels).
I added another blueprint version that doesn't require/use belt stacking and stack inserters. It uses level 2 modules and I changed thruster throttling to make it slower, because I assume a player without these technologies might also have lower damage research unlocked.
Finally…this is the kind of ship blueprint I have been waiting for someone to make…simple, nuclear, pre-aquillo, and lots of storage, thanks!!
Der Fakt das du keine Speed verlierst bei einem schmaleren Schiff ist insane.. das war super hilfreich
Jetzt kann ich weitere Stunden investieren meine Schiffe zu überarbeiten.. good job :D
The narrower size also makes a lot of sense because you have to destroy fewer asteroids in your path. I build my ships narrow and long for that reason. I only learned in this video about the speed depending on the width.
@@edgar9651 There's a lot of drag in Factorio's solar system ;).
I see you’ve done some deep digging for this design. Great effort!
small error but solar on aquilo orbit is 60% not 1%
Correct. You can easily do solar though....but you will pay for it terms of speed AND the length of your ship.
And you probably need quality panels then.
There's nothing wrong with solar panels though.
But you need a lot. The foundry alone is drawing like 8-10 MW of energy.
@AVADIIStrategy for that are efficiency modules to help build smaller ship with min 20 epic solar panels
@AVADIIStrategy So basically, connect every inserter to the belt/hub to make sure neither the sushi-belt, nor the hub get's overfilled with items, right?
I did get to aqulio with no nuclear and no quality items, but a lot of waiting time for making ammo before starting the journey
Would really really appreciate an in depth tutorial on that sushi belt reading setup to operate crushers and asteroid collectors only when needed
Connect the asteroid collectors to a decider combinator which reads the sushi belt. Then set the asteroid collectors to use the signal as filters. That's it.
Added to the list of possible video ideas. The list is already very long though.
@AVADIIStrategy thanks for the great content ❤ I'm watching each video multiple times. Do you plan to have some voting system on what video is most interesting to the audience?
@@repl313 Maybe in the future. Could be a youtube community poll or something for patreon members.
But to be honest: I'm not a full or part time content creator. It's a hobby in my free time. If others tell you what you have to work on, instead of doing what you want to do, this becomes just another job. After the regular job.
Long story short: I need to be passionate and eager to make these videos and it's better to work on a topic I'm currently interested in.
I find your videos to be the best Factorio tutorials on TH-cam! Vielen Dank
Beautiful design, highly functional, well thought out. It’s the best design I’ve seen so far. Thanks so much for posting the vid!
I love designing spaceships
They are so satisfying for some reason
Me and a friend have a factorio save where we havent gone to aquilo yet but are basically ready too
(Luckily we did a testrun with our full epic ship before loading it up with supplies and going there ourselves, it ran out of rockets and almost got destroyed, now we are stacking rockets :) )
I've been messing around with trying to make very fast ships for moving resources between planets and have been piling on the asteroid processors, with like 5-10 for each asteroid type, so seeing your design with only 5 (albeit with some automatic balancing instead of having 2 extra) really shows I'm being silly with my designs.
Your videos have been awesome for a factorio noob like me that only got the game 2 months ago. Had some struggles initially going to Aquilo as i thought explosive rockets would be good, but always ran out of ammo on the return trip. Regular rockets are much better, as you show here.
this guy is a genius amazing designs
Ah, perfect timing for my playthrough!
Have been waiting for this, am getting ready for Aquilo and only just a couple of days ago slapped down someone else's Blueprint because this wasn't out yet. Looks like I'm going to tear that ship apart and build this instead now. Thanks!
A tip: don't worry about building a compact ship. You can build a bigger, slower ship. It only needs to be fast if you are carrying spoilables.
My ships, slow or fast, are compact. The factory must compress
-_-
oh I've been waiting for this video! finally, I'll be saved from Aquilo. Snatching your blueprint, danke
For the longest time I've noticed various youtubers actually coming up with inferior designs to the ships I've created. Your design is one of the few good ones AVADII. What I've done with my nuclear designs is I've got a green wire connected from an inserter to a steam tank from a nuclear design to control whether or not it should add another nuclear fuel cell. I've got 200k steam in tanks as a buffer and only to be used if the solar is insufficient which really only means if an Aquilo journey is on the cards. It basically needs refueling once every 20 trips to Aquilo though it isn't as fast or small as your design here.
I love this whole idea of cargo ships. I've got Small, Medium and Large Cargo haulers mostly with standard quality but I do have a few experimental ones which use only legendary gear and they can go to Aquilo with just Solar and stay in the atmosphere indefinitely. Maybe I should make some videos.
Love your videos bro, please keep them coming!
Wait a second. Why steam tanks? Since 2.0 we can read the temperature of reactors directly so reading steam tank content is outdated.
Also: solar energy automatically has priority over nuclear so you don't have to set up anything to only use nuclear energy when solar is insufficient.
@AVADIIStrategy The more steam tanks you have the bigger battery of steam you acquire and the nuclear plant doesn't need an injection of fuel for a very long time if the steam itself is monitored. Also for my saves atleast it appears the nuclear plant never gets below 500 degrees in space even if its not powered. Did you want to check to see if this is the same for you? my temperature is not going below 500.
@@hoyschelsilversteinberg4521 You're trying to use steam as a buffer of energy. That's not necessary though because the temperature of the reactors/heatpipes/exchangers is already a huge buffer.
And since 2.0 you can read it!
Temperature = Energy.
The temperature cannot and will never drop below 500 because heat exchangers require temperatures above 500 to work and make steam.
I reckon you have to go back to square one and take a close look at how nuclear energy in Factorio works.
@AVADIIStrategy Maybe I'm complicating it because the ship in question I'm using has solar panels as well as nuclear power. Nuclear power kicking in only for the Aquilo trips or when the rail guns are going nuts.
The method of measuring steam in tanks instead of temperature results in a huge saving of nuclear fuel I've found. I've got it set so that when it detects the steam tanks are at 2000 steam to insert a fuel cell. Because the reactor stays at 500 degrees for a very long time and that solar is enough to carry it through it elongates the fuel cell storage life immensely. If it were to go by temperature I'd waste a ton more fuel cells for no gain.
I say all this because I believe I have found the best saving in fuel cells.
@@hoyschelsilversteinberg4521 Hey, just a tip here but AVADII is right about heat being a buffer. The ONLY time you waste energy with a nuclear reactor is when you are "burning" a fuel cell and the temperature of the reactor is at 1000C. As long as you stay below 1000C none of the energy is lost. There is functionally no difference between reading steam and reading temperature to control insertion of fuel cells. But the later is more compact since you don't need steam tanks. The nuclear reactor buffers 10MJ/degree C so from 500C to 1000C you have a 5GJ buffer, which is less than a fuel cells 8GJ energy value, but considering the heat pipes and heat exchangers also buffer heat at 1MJ/Degree C so as long as you have 4 heat exchangers and at least 2 heat pipes you will not waste energy. All of this assumes a single reactor design. If you are using a multi core design then you could easily end up in a situation where you actually can't buffer all the energy, in which case steam storage can solve that. I don't know why AVADII was so dismissive of steam tank content reading, it still has a place. Although this entire argument is underpinned by the reality that saving fuel cells in vanilla is "just for fun" and grossly unnecessary, but I respect saving fuel cells as a matter of principal.
Me: *Makes a big af ship that takes at least 20k of platform fundament and has bigass nuclear reactor to power that mamy foundries and stuff. Splitter based excess stuff disposal system and amount of storage that can easily carry so much stuff it can carry all 3 planeta combined.*
Magnificent.
The hero we needed
Amazing!
I would also love an upgrade option with a simple fusion reactor, as it's an Aquilo ship it can easily refuel there :D
I'm really excited to see your endgame ship design!
I've been building space platforms in the creative world for about a week, but I still haven't managed to achieve a big difference in speed. Thanks for the video, otherwise I would hardly have figured out that the width played a key role all this time! By the way, from time to time my platform either loses or gains 20 km/s, although I always fly at full speed. What could this be connected with?
The first 50% of the way you'll be 10 km/s slower and the last 50% 10 km/s faster.
It's supposed to be gravity and they made it this way so that platforms don't get stranded and slowly travel to the nearest planet if they are out of fuel.
@AVADIIStrategy Hm, interesting mechanic. Thanks for your reply!
Nice design, seems neat. Not sure why you point out the "Solar Power in Atmosphere" for Aquilo - not like you are landing on the planet with that ship. In space you still get 60% solar power there, so if you want to run on solar it is absolutely viable, but might need some quality solar panels.
Editing error, arrow was supposed to highlight the other row.
I'm in the market for a late-ish game ship that can run the inner planets including Gleba, if you happen to be looking for video ideas. Something that can be built after all inner planet tech is unlocked, including advanced fuel production. Can't seem to find any blueprints online that fit those requirements, it's all Aquilo or early game stuff. Just thought I'd throw that out there.
To be fair, you can make a perfectly serviceable inner planet freighter that is capable of hauling all your required goods and operating effectively non-stop before unlocking any planetary science. Asteroid reprocessing can be nice to balance things out, but there's not a ton of need for advanced fuel production since the real limiter isn't fuel but how fast you can make ammo.
You can use Foundries to make your iron plates but the iron is unlimited so there's not much gain for the production bonus, you then HAVE to keep a storage of calcite somewhere though you'll probably still produce more than you use there's a slim chance you could softlock yourself by not being able to make ammo, and you're definitely sucking more power than you would with some electric furnaces.
You don't need missiles for the inner planet circuit so there's not much purpose to producing them, cutting off the need for more Advanced Asteroid Processing. Fulgora doesn't have anything required for space travel at all IIRC. So the only thing that's especially helpful is Asteroid Reprocessing which is really a "nice to have just in case." Advanced Fuel Production can genuinely be replaced with a second chemical plant and that prevents the need for storing calcite which is more of a logistical problem than anything since you will absolutely produce more of it than you'll use, so you either need to unload it into space or regularly dump it on planets and the amount you'll have at any given time is random so it's difficult to automate planetary dumping.
Jar Games did a build for a freighter that only used Reprocessing in a video recently as part of his play through series, the video goes pretty well into depth about the design choices and how most of it works and should work as a decent starter to design your own; though Jar included a blueprint for the ship he built if you just want the freighter already done for you.
AVADII also has a mini-ship that can safely get you around the inner planets. It's not serviceable as a freighter but it can absolutely be sent on supply runs or used as a personal ship. I found you can add Advanced Fuel Production to it to keep it effectively permanently fueled, and as built it carries loads of ammo so it can make a ton of trips without stopping for very long. The biggest flaw is that it produces *too much* calcite and needs to dump it semi-frequently due to the low inventory space.
But yeah, tl;dr there's not much in the way of post-inner-planet-but-pre-Aquilo ship design because there just isn't any need for it.
You can use this one. Just remove the rocket production and rocket launchers if you will never go to Aquilo with it. Or keep it and just change the rocket launcher filters so that they will help killing medium asteroids.
A wider ship however can employ more thrusters and collectors both. So i dont see the disadvantage here. Its rather the contrary: wider ships slightly diminish the number of destroyed but uncollected asteroids on the sides.
Always looking forward for your next video.
Absolutely. You can build a wide ship which is just as fast. But you need to build and produce and transport way more machines and materials. Without any benefit... unless you're building a space platform to collect and farm materials but that's not the purpose of this ship.
Isnt a lot of fuel wasted by the reactors maxing out on temp?
Though a slower ship is better because it means more meteors :)
My "Aquilo Ark" is a very different design, but I'm not too concerned with speed; it's quite huge with tons of cargo holds and ten thrusters. While it's also relatively slim end elongated, I did this mainly because I would have less area to protect against asteroids while in transit this way.
I didn't actually know that the big asteroids start showing up around Aquilo (I thought that was only for the solar system edge), so I built the ship with lots of gun turrets and red ammo production - big mistake.
Instead of reworking the entire design, I simply added a large stack of laser turrets at the front (and numerous smaller islands of laser turrets around the hull to protect against asteroids while stationary): Large numbers of laser turrets easily cut big asteroids apart, despite the high resistances. They also made the gun turrets redundant, but whatever. So, no, rocket turrets are not mandatory at this stage. ;-)
I have a 2*2 nuclear reactor setup with stacks of turbines on the right side, while the left side is all about production. I also set up a small nuclear fuel cell production onboard, because importing the raw materials is faster and more space-efficient than importing the cells themselves. I also use lots of solar panels to save nuclear fuel cells while it's doing round-trips nearer to the sun.
I love how different everybody's ship (and factory!) turn out. It's one of the main reasons I don't actually want to use other people's blueprints, although I may crib a clever idea here or there. I did look up how to get the circuit logic for saving nuclear fuel cells set up properly, for example. I don't really use circuit logic yet and instead rely on tossing overflow back into space. I may look at some circuit logic tutorials in the future, though. I will also have to look into using belts for transporting goods. Right now, I just use high quality cargo holds, but I could believe that using belts is more effective with belt-stacking active. I think that's what people do for promethium harvesting?
You for haravesting you need wide ships.
But the idea to make a laser ship is actually funny.
Maybe I'll do that at some point. :)
@AVADIIStrategy Right, that makes sense: You would want a broad ship profile, so that you have more incoming asteroids to harvest en route.
But what I meant was that I've seen people use belt-stacking and belt-weaving instead of cargo holds for actually transporting the harvested promethium? I think I've seen that in some other short but I don't know how the actual capacity stacks up against just using high quality cargo holds.
As for laser turrets: I think it's quite pleasing visually to see the laser turrets do their work on the asteroids, too. :)
1:27 the solar factor you pointed to is incorrect(1%), the correct solar power is the solar power in space(60%), since you're designing a space ship. Solar is usable however nuclear is much more reliable anyway, fusion is even better.
Great video
Thanks! Yeah I f***ed up the arrow position ;)
@AVADIIStrategy Not a problem Mann, you nailed every single video. I'm especially a fan of your gleba video with blet main bus base.
I have been trying to develop a ship design that uses a minimal launch - essentially only a few belts, inserters, and machines, then harvests everything to make its own platform pieces and other machines, to reduce mid-game lunach costs, and the waste created by the game always sending a full rocket.
Отличная работа. Пришлось немного даунгрейднуть, по некоторым модулям и манипуляторам и весь конвейр захламился. Пришлось покопаться в логике и пересчитать.
Did you have belt stack size 4 unlocked? If not the numbers have to be different, yes. Too much materials without belt stacking unlocked.
@AVADIIStrategy Пока не разблокированы(. Поэтому и пересчитывал.
nice design, i made the big mistake in mine that i used some epic thrusters from my vulcanus gambling without setting any speed limits and crashed my first ship into quite the asteroid field. Guess i should have limited my speed too
Haha, look at my "how not to play Factorio Space Age" video and look what happened to me on my first journey.
Game would be less fun without making hilarious mistakes.
Love this design, you make so many intelligent choices. Setting the crusher recipes with circuits is great - I had already done this for reprocessing but never considered it for crushing.
But could you please clarify how two nuclear reactors increase efficiency? Don't they just burn fuel at a set rate regardless once you insert it? Is it because one double insertion will increase the temperature further than two single insertions would?
Oh. That must be it. Brilliant and nicely symmetrical.
@@WoutLamers Right. 1 fuel cell generates 200s * 40 MW = 8 GJ energy. But when using 2 reactors each cell generates 16 GJ because of neighbor bonus.
@AVADIIStrategy thanks! I suppose it doesn't reach the 1000C cap then? I've yet to try nuclear but I feared that might be an issue.
@@WoutLamers It does, and yes it is an issue because the low amount of heat exchangers and 0 heat pipes means the temperature buffer is kinda low.
Double efficiency but waste because of temperature cap.
As is, it's comparable to a 1 reactor setup. But if you start drawing more energy continously (my ship has rare heat exchangers and turbines for 32 MW) the 2 reactor setup has an advantage.
But don't use quality nuclear reactors, it will make the situation worse!
how do you put those yellow belt guards and what are they used for? couldnt find that in google, thanks!
When you attach a wire to it and click "hold" (read all contents) something like that. What it does is it reads all the contents on a belt loop. It doesnt work with splitters. So you have to use inserters. Basically he reads the contents of the belt before deciding to add more or remove from it
Exactly, if you "read all contents" somewhere the game will add those yellow outlines to the belt you're reading.
@@Gh0stl3y i tried it, omg i only did it for pulse mode
and how do i filter more than 3 items? for example i only want 5 of each type of asteroid to enter
@@ezioauditore5616 If you pause at the right moment you can see how I set it up. 2:55 but theres also a constant combinator outputting every asteroid signal with value 1.
Belt with mats (iron ore, plate etc.) getting clogged after some time. Looks like there is too many iron ore (450+) and maybee plates as well (350+). This is happening basicly on every sushi space ship what i try. Im usually solving it with inserter throwing it to space (condition > number of specific item). Dont know yet how it will work in long term.
Maybee it have something to do with extra asteroid production, but not sure.
Please, did someone have more sophisticated way to solve this?
Thanks You for design and effort!
Do you have belt stacking and transport belt capacity at 4?
If not, use the other blueprint, it works without belt stacking. It has different maximum values for all items.
@AVADIIStrategy Actually i finished that research after space ship, looks good for now. Thanks!
I understand thin is fast, which is good. I understand weapons in front because fast = smash. What I don't understand is what you do in orbit. Asteroids come from all directions when you're stopped anywhere. Not very fast, but they come. So this ship can never wait at Aquilo, or any other planet without taking damage?
If you take a close look there are 2 rocket launchers and 1 gun turret in the back. In the middle of the ship above the foundries another 2 gun turrets. So all directions are covered.
In my experience, as long as you don't linger too long, large asteroids from the back aren't really a problem.
That even gets TÜV Süd
Fast, yup. Reliable, definitely. Gorgeous, idk man.
It's not the Millennium Falcon, I'll give you that.
why do you need solar to start the reactor?
Without electricity there is no water production, no inserter movement. Without water there is no steam and without steam there's no electricity.
Solar panels have to kickstart these processes.
@AVADIIStrategy I forgot that you need energy to produce water. I manually put 50 cells into the fusion reactor on my platform
Great design! Do you know about reading the inserter hand for empty nuclear fuel to insert fresh fuel instead of basing it on temperature?
I don't understand what you're suggesting.
But why? That's completely pointless, no different than just having an inserter always active. The point is to only use fuel when needed, not when possible
He suggests reading the outputting inserter hand for empty cell and use this signal to trigger the input inserters. This is used on pre 2.0 base game nuclear plants to make sure that all neighboring reactors get fuel at the same time and only when possible for all of them at the same time, and therefore ensure that the neighbor bonus is always active.
However, it is not (and was never) a way to limit the duty cycle of the reactor itself to make it run less often, which is what AVADII wants to achieve here. Prior to 2.0 when we could not read temperature, you would attach a "steam battery" and to the *output* inserters and trigger them based on steam level.
@@borisw9292 Right. The old system with read as pulse. The main reason we don't need that anymore is we can now also read fuel. So in this case I only refuel when there are currently 0 fuel cells in the reactor. Important to note: the currently burning cell also counts as 1 fuel.
That's why reading the output inserter is pointless. I already know when there are no fuel cells left because I can read it and have it set up 1:44 in the decider combinator.
can I show my design of Aquilo ship?
bts nice vidio
ship width.... is so dumb... i didnt know i thought it was mass... this just means there is no need to optimize the ship if you have basically unlimited space in 2 directions...
Weight only has a very minor impact on speed, yes. But you can also make fast wide ships, but you need a lot of thrusters and the fuel consumption is high.
In return you collect a lot of asteroid.
That's why they had to balance it this way.
It's to offset how otherwise wide and short ships would be dramatically faster. I've got a flying wing style asteroid harvesting ship that's hundreds of tiles wide with over a hundred thrusters, and if it were purely mass to thrust ratio this thing would be moving at insane speeds.
In addition to what others have said, it's also beneficial to a new player. Building a wider ship tends to be easier since it offers more logistics space, but also must be defended. So a new player that has less knowledge to build a tighter ship and will also likely have less physical damage upgrades will more naturally produce a slower ship that will consume more ammo but will be more capable of protecting itself due to the reduced speed.
@AVADIIStrategy well that’s the idea I made a tiny ship with all legendary buildings in hopes I could make a fast small transporter for the inner planets - the idea was smallest possible weight - a single of the best thruster - fast speed… doesn’t work at all - so now I have a massive ship… I am just sad that the design options for optimal ships are so limited… it would be cool if they added some complexity to the relation between thrusters, speed, width, weight etc…. It would be logical to get diminishing returns with a speed cap where adding more and more thrusters doesn’t increase the speed - which then needs you to reduce/optimize weight and shape… just my opinion on an otherwise Perfect game
Obviously, this will work. But I am surprised how many people want everything symmetrical. Why? It works just fine without symmetry. I built my ships after I figured out which devices I need/want. And then I put them on the ship in a logical way. Why make it more complicated?
I don't think it's more complicated. If you want to add something to this design just cut it horizontally for example below or above the crushers and add whatever you want. Maybe a block of solar energy to save more fuel?
It just works because it's linear and not a spaghetti ship.
Because I enjoy when my spaceships look good even if they're not optimal. Style is always at the cost of function.
@@OzoneDepleter There's two ways to make a ship look good in my opinion. Elegantly orderly and symmetrical, or whimsically asymmetrical and imbalanced. Anything in between tends to be unsatisfying, but each opposite end has it's own beauty.
The same reason that people will use unoptimized weapons or armor in Souls-likes, they enjoy the look. And also there's an unsurprising amount of autism in the Factorio playerbase and symmetry makes the tism happy
24 wide? So fat... Make it thinner and longer 😅