Space Platforms

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Khazul
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Re: Space Platforms

Post by Khazul »

Promethium Science Vessel
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Cargo: >4.5K slots + 12.8K Promethium belt based storage.
Max Speed: 315(-g)/335(+g) @ 4788 fuel flow
Min Speed: 74(-g)/93(+g) @ 240 fuel flow
Power: 1.3GW (Fusion Reactors) + Solar for startup power while reactors fuel is loaded and reactors start.

Production:
Gatling Ammo (Yellow): >2000 rounds/min
Rocket Ammo (Yellow): >2600 rockets/min, (+red ~ 60 rockets/min - just 2 turrets and they make quite a difference)
Railgun Ammo: 520 round/min
+ Repair packs
Fuel: >4K units/sec
Promethium Science: 4.8K min (can convert around 5k biter eggs in a couple of minutes)

Electronics / AI (Artificial Idiots) Crew :

Lets call it the bridge - a bit messy due to recent tweaking / experimenting :)

Navigation:
- Auto select safe speed for each route from 300Km/s down to 100Km/s
Helm:
- Accurate speed control with within +/- 1Km/s once settled and often within +/-0.1Km/s of 0.5Km/s over desired speed.
- Handles gravity shifts
- Slows down for unusually high asteroid density and other exception situations.
Engineering:
- Pulse Density Modulator controlled fuel flow (AKA '(Im)Pulse drive') for precise control @ +/- 1 unit/sec over time or <+/-0.05unit/sec per thruster over time.
- Real time variable fuel flow to maintain desired speed.
- If fuel in tanks is low, can force fuel limited low speed below production amount to allow recovery.
- Inertial dampeners - (Just to keep the Trekkies happy) A dampening system for ship inertia/fuel flow as part of the speed control feedback loop. This is what keeps the speed near constant.
- Fancy 'Black Body Radiation' style lighting for fuel flow monitoring - continuous through black, deep red, red, amber, yellow, light yellow, white.
Damage Control:
- Slow down to low speed for 30 seconds if any damage taken to give time for repairs, also engages panic mode
Tactical/Ammo:
- Ammo level in hub monitored to cause slow down if low ammo
- Ammo usage relative to average use is monitored to detect unusual surges in asteroid density and effect slow mode / panic mode.
Captain:
- Panic mode 'just f****** shoot everything!!!'. Weapons mode auto-switched between ignore unlisted targets and shoot everything in exception situations (damage/wall of huge asteroids etc)
Production:
- Auto recipe selection for asteroid reprocessing based on current need - Can auto adapt to diet of only one asteroid type.
- Production monitoring for active garbage ejection and/or production switch off to avoid deadlocks in multi-output processes.
- Monitoring and control of Promethium science to minimize trapped biter eggs (in machines, on belts, in inserters, etc), automatic ditching of eggs if lacking the resources to process them or leaving port. Has backup telsa turrets in processing area just in case.

All of this is working, still refining the circuits however / fixing quirks, finding better ways to do stuff etc. The only mod used is Nixie tubes for various numeric displays, but functions the same with no mods.
Last edited by Khazul on Fri Dec 06, 2024 4:50 pm, edited 2 times in total.
the_potty_1
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Re: Space Platforms

Post by the_potty_1 »

mrvn wrote: Wed Dec 04, 2024 10:56 pm As for avoiding the science decay you might want to rethink that. Look at the Biolabs. They consume only half the science bulbs for the same research and have more slots for productivity modules. But you can only place them on Nauvis. When you unlock them you want to move science back to Nauvis because you loose less than 50% due to decay and get more out of it overall.

Shipping a rocket full of each science pack from Nauvis to Gleba and doing some research locally seems smart. Enough to unlock Biter Capture but after that I would go back to Nauvis. Duplicating the whole science production on Gleba seems pointless giving the Biolabs.
AAAAAARGH! Yes I jut built 30 biolabs, shipped 4 to gleba to start, and now I'm shipping everything back to Nauvus :/

EDIT science production was still on Nauvis, I had my inner planet runabout automatically hauling everything to gleba.
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Re: Space Platforms

Post by jaylawl »

Little whale

Designed for logistics between Nauvis, Vulcanus, Fulgora, Gleba.
Not capable of travelling to Aquilo or further, as it is only equipped with gun turrets.

Uses circuit logic to cruise at a constant, comfortable speed of ~200 km/s.
Fuel reserves exceeding half the storage tanks are always directed to the thrusters, allowing the platform to travel faster. In practice this means that the platform will accelerate faster when departing a planet and then slow down to a constant ~200 km/s.

Designed to be relatively cheap to build.
Energy production is enough even for orbiting Fulgora.
Completely self-sufficient once built - no re-supplies needed.

Most higher quality items can be replaced, but the solar panels should be uncommon at minimum.

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adam_bise
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Re: Space Platforms

Post by adam_bise »

Khazul wrote: Thu Dec 05, 2024 12:59 am Promethium Science / Shattered Planet Runner
Wow! I think I saw Geordi and Data hunched down by your combinators. lol "artificial idiots" I am going to use that one.

Very impressive ship!
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The Phoenixian
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Re: Space Platforms

Post by The Phoenixian »

Image

Game finishing and basic promethium science ship. Could use a lot of optimization, especially with the coming changes to ERA blocks landmines but I'm pretty happy with the work on it so far, especially after ending up with enough railgun ammo to take up the duties of most other weapons when necessary. (Which is often. Going 300-400km/s to leave the system before eggs spoil eats ammo fast.)

Railgun coverage was fun to optimize, especially as railguns at right angles feel like they offer compact and interesting shapes, as well as potential dead zone for other structures. Ended up lending some very interesting shape to the central core and rear.

As one might expect, the belt routing was An Endeavor.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
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Re: Space Platforms

Post by BlakeMW »

This is my nuclear fast freighter.
Screenshot From 2024-12-06 09-55-19.png
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Blueprint: https://fprints.xyz/blueprint/183b6ecf- ... 2dc701baeb

Primary purpose is transporting Agriculture Science, it sustains about 290 km/s with a 30 second stop at each end. Everything is common quality, uses some tier 2 modules, and advanced asteroid processing.

I leave a bunch of open room in front of the Hub so I can include a few Crushers to harvest free resources from space: in this particular version it gathers some carbon which I dump to surfaces for coal synthesis.

Its automation includes filtered grabbers and ammo-based speed control, normally it goes full-throttle, but if ammo on the belts drops below 200 it drops to about 55 km/s. This ammo based speed control means there's no need to set "departure conditions", though with my current physical damage upgrades it never needs to slow down and always maintains nearly full ammo stocks.
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Re: Space Platforms

Post by adam_bise »

The Boomerang:
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mmmPI
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Re: Space Platforms

Post by mmmPI »

The Phoenixian wrote: Fri Dec 06, 2024 9:08 am Railgun coverage was fun to optimize, especially as railguns at right angles feel like they offer compact and interesting shapes, as well as potential dead zone for other structures. Ended up lending some very interesting shape to the central core and rear.
I like the shape of the platform ship , I don't know if mathematicians have a name for such shape but fishermans do :P
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adam_bise wrote: Fri Dec 06, 2024 3:59 pm The Boomerang:
That's a name for a ship that always fly back :D
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The Phoenixian
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Re: Space Platforms

Post by The Phoenixian »

mmmPI wrote: Fri Dec 06, 2024 5:03 pm
The Phoenixian wrote: Fri Dec 06, 2024 9:08 am Railgun coverage was fun to optimize, especially as railguns at right angles feel like they offer compact and interesting shapes, as well as potential dead zone for other structures. Ended up lending some very interesting shape to the central core and rear.
I like the shape of the platform ship , I don't know if mathematicians have a name for such shape but fishermans do :P
Hint
Hah! it does look like a lobster, doesn't it? Honestly, it might get even more lobster-y, since the front end needs work. It feels like railguns set to crossfire across a gap, or placed at in clusters of firing platforms at 90 degree angles genuinely work better than when they're pointing straight forwards or radiating out. Not only better coverage, but also coverage that has a lot more continuity close to the platform for any given rail turret.

Given the shape of the firing arcs and dead zones for railguns, it wouldn't surprise me if some railgun setups end up reinventing the bastion star fort from first principles.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
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BraveCaperCat
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Re: Space Platforms

Post by BraveCaperCat »

mmmPI wrote: Fri Dec 06, 2024 5:03 pm I don't know if mathematicians have a name for such shape but fishermans do :P
The mathematicians' name for that kind of shape is the variable x. It's a bit stretched out vertically, but can still be made out.
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Go check them out with the first and second links!
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Re: Space Platforms

Post by Drestlin »

I give you a couple of star trek ships:

my first one, the defiant!

Image



it's incredibly inefficient and could definitely stand for an internal redesign, so if you only want the silhouette i have that. This was the first platform i built apart from a simple one for white science.
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Re: Space Platforms

Post by Drestlin »



The silhouette only for the defiant.
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Re: Space Platforms

Post by Drestlin »

The raven class exploratory ship - the ship on which seven of nine and her parents met the borg.

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has a bit of troubles with the ammo production, i'm waiting to get to gleba to try and switch and see if i can mount a foundry or something. idk.
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Re: Space Platforms

Post by jaylawl »

I've taken lots of time to go to the solar system edge for the first time. Felt no rush to get there and i wasn't bored for a single second for all of the game (and i'm still not bored either).

Here's my winning platform constructed for travelling there. After making it there quite easily at ~150km/s, i modified the platform to accomodate promethium farming and a science factory. Promethium farming is 100 % safe at a limited speed of ~50km/s. When travelling anywhere between aquilo and the other planets, the platform can reach nearly 300km/s though.

There's lots of circuit stuff woven in there. I took a lot of time designing the platform (not even done yet), as the visual appeal is important to me, too. Especially since this is my "personal" vessel that i use to travel between planets.
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Re: Space Platforms

Post by mrvn »

My first space station is really tiny. Maybe the smallest you can make it at 2980kg and 3 rockets (hub, 50 scaffolding, everything else). It looks like this:
tiny-station.png
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If the science is too slow for you then you can extended to this:
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And continuing the theme of less is more: Here is a tiny spaceship to get to other planets:
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Last edited by mrvn on Mon Dec 09, 2024 5:47 am, edited 1 time in total.
mmmPI
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Re: Space Platforms

Post by mmmPI »

The Phoenixian wrote: Fri Dec 06, 2024 5:57 pm Hah! it does look like a lobster, doesn't it? Honestly, it might get even more lobster-y, since the front end needs work. It feels like railguns set to crossfire across a gap, or placed at in clusters of firing platforms at 90 degree angles genuinely work better than when they're pointing straight forwards or radiating out. Not only better coverage, but also coverage that has a lot more continuity close to the platform for any given rail turret.

Given the shape of the firing arcs and dead zones for railguns, it wouldn't surprise me if some railgun setups end up reinventing the bastion star fort from first principles.
It would be a short-armed lobster or some stylized version :)

I have tried to avoid destroying the bigger chunks that wouldn't have ended up in the path of the ship, so as to avoid generating unecessary smaller chunks to deal with from their explosion. So i was avoiding them radiating out and favouring all poiting forwards. But then one still need to cover 360° for the ability to potentialy stop the platform manually in the middle of nowhere which is useful for late game ships. It does feel like the bastion star fort cannon-coverage thing where the aim is to not have any dead angle.
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Re: Space Platforms

Post by BlakeMW »

I decided I wanted a mid-late game medium cycler freighter for where I don't need high performance, but is capable of taking advantage of the more advanced recipes. Though as it turned out if both the crushers and the chemical plants are directly inserting to/from the hub, then the exact same layout can be used for both simple and advanced recipes, with recipe switching on the crushers.
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Blueprint: https://fprints.xyz/my-blueprints/bluep ... 16dc7ce76e

With platforms, trip frequency or average velocity is really limited by ammo generation more so than thrust generation, more thrust often just means longer waiting times to regenerate ammo. For this one I'm using the perfect ratio of 8 Electric furnaces to 1 Assembling machine 3, and such ammo production allows speeds of like 70-120 km/s for continuous cycling (depending on physical damage upgrades). To justify more engines you'd need to be using quality components to make ammo faster.

It doesn't have a garbage chute, the main logic to maintain stocks is as follows:
  • The grabbers are filtered to maintain a suitable stock on the looping belt.
  • The metallic chunk crusher just always uses the simple recipe, and the output inserter is automated to maintain a stock of 95 iron ore.
  • The oxide chunk crusher uses ice+calcite recipe if calcite < ice, otherwise it uses the pure ice recipe, the output filter is automated to maintain a stock of 95 ice.
  • The carbonic chunk crusher uses the basic carbonic crushing recipe if carbon < 95, otherwise it uses the carbonic reprocessing recipe.
For the recipe switching, I rely on the implicit ordering of recipes. For example, I always output "carbon = 1" on a constant combinator and conditionally output "carbonic reprocessing = 1", as it so happens "Carbonic reprocessing" takes precedence over "carbonic crushing".

Recipe modes:
  • If only simple recipes are available, just manually set the recipes on the crushers and the chemical plants to the simple recipes.
  • If advanced recipes are available, manually set the advanced recipes on the chemical plants, and use the "Set Recipe" mode on the oxide and carbonic crushers.
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Khazul
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Re: Space Platforms

Post by Khazul »

Inner system bulk freighter
Made with early space tech (blue belts) and solar power only so pretty much everything runs at maximum efficiency.
It can manufacturer as it goes its rate of fuel and ammo consumption.

Electronics:
Fuel flow control and auto cutoff when stopped.
Auto recipe selection for asteroid reprocessing.
Auto collector filters.
Actively blocks unsafe routes so that it cant accidently be sent to Aquilo or beyond - which is handy on MP server where folks have a tendency to 'fiddle').
Top speed 240-260Km/s @ about 73% efficiency and 540 unit/sec consumed.
Cargo 499 slots.
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Re: Space Platforms

Post by mmmPI »

Team-speeder => The Epic Racer
Designed for speed, more of personnal transport " i need to go fix this", "Aquilo-capable", it goes around 420 km/s, it uses a single assembly machine for either ammo or rockets, and the same chemplant does coal synthesis or explosive. Only two crusher, but they change receipes to do the different processing. The ship doesn't dump anything to space. It has a "ghost" mode, which can be activated when the "ghost" signal is set to 1, which will cut the outer engines, for lower speed but more safety. There is a another speed limit controller the signal V which works more as target speed and is set to 500 by default which the ship can't reach but it can be reduced if it feel risky with the current level of damage upgrade. The target speed will be maintained with 3 or 5 engine regardless. There is also a green lamp in the screenshot, it's red when the ship isn't ready to travel. This is used in the schedule condition, the ship moves only when the lamp isn't red anymore. And the decider that output the red color that overtake the green is setup with condition on ammo stock, explosive, ice , iron plate, iron ore , sulfur, carbon, and also accumulators, to make sure the ship initiate travel when ready.

Made this ship a month ago or so , and it's filled with notes on combinators, so i could reuse it and share the bp :)

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Re: Space Platforms

Post by adam_bise »

mmmPI wrote: Mon Dec 09, 2024 4:30 am
Team-speeder => The Epic Racer
Nice. You should be a circuit board engineer! I think there is barely 2 empty spaces on there :)
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