Space Platforms

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BraveCaperCat
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Re: Space Platforms

Post by BraveCaperCat »

seltha wrote: Tue Dec 24, 2024 7:31 am Here is my NX class Starship (from 'Enterprise')
12-24-2024, 18-11-52.png

It's a nuclear powered science vessel with 16 space science assemblers onboard. I run a pair of them on a milk run from Nauvis to Fulgora, each ship making 2-4k science per round trip depending on the asteroid distribution. Round trip takes approximately 4 minutes. It's still early game for me, I don't know how it will hold up deeper into space. I might have to build a NCC-1701-D for that :mrgreen:

I personally think it has too many grapplers...
It does however have the right number of tractor beams! (that being 0)
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Re: Space Platforms

Post by Koub »

Moderator-me here. @BraveCaperCat @Khazul @mmmPI If I see anything resembling even loosely to fighting between you three past this post, know that I have a couple bans up my sleeve that are longing to get out.
Koub - Please consider English is not my native language.
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Re: Space Platforms

Post by the_potty_1 »

mmmPI wrote: Tue Dec 24, 2024 12:17 pm Hey sorry if this an unsolicited advice x), i noticed on your ship your are using a single crusher to produce both the carbon for fuel and for the coal synthesis for explosive, this is why the "sulfur backs up", in game it appears that the ratio are exact if you use the carbon and the sulfur for creating explosive only, there would be no left-over if you don't mess with productivity bonus in the chemplants, and you can use another crusher, dedicated only to carbon, for the fuel.

Hah, that's a fine solution, thank you :D


Tried my hand at automating a single crusher.

Nauvus science platform.png
Nauvus science platform.png (737.62 KiB) Viewed 1979 times

floydwalker
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Re: Space Platforms

Post by floydwalker »

Ship for Aquilo:
screenshot-tick-27315907.png
screenshot-tick-27315907.png (1.3 MiB) Viewed 1947 times
Made it to the edge, symmetry was the challenge:
screenshot-tick-33817320.png
screenshot-tick-33817320.png (1.44 MiB) Viewed 1947 times
Now the quality upgrades needed to go beyond :)
BlakeMW
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Re: Space Platforms

Post by BlakeMW »

My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface.
Screenshot From 2024-12-29 19-26-47.png
Screenshot From 2024-12-29 19-26-47.png (1.83 MiB) Viewed 1843 times
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BraveCaperCat
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Re: Space Platforms

Post by BraveCaperCat »

BlakeMW wrote: Sun Dec 29, 2024 6:28 pm My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface.

Screenshot From 2024-12-29 19-26-47.png
Maybe it's possible to make a space platform with symmetrical side engines. That way, it's at least a bit better than asymmetrical side engines.
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Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: Space Platforms

Post by coffee-factorio »

BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm
BlakeMW wrote: Sun Dec 29, 2024 6:28 pm My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface.

Screenshot From 2024-12-29 19-26-47.png
Maybe it's possible to make a space platform with symmetrical side engines. That way, it's at least a bit better than asymmetrical side engines.
Looks carefully. I butcher my own stuff plenty. But that works. Symmetric won't go so well because you have to throw an entire fluid line to another part of the ship and that's just not sound on a compact design like you have. The exception would prove the rule because you'd move the engines back behind the ship somehow (long fluid line). Edit: or redesign to have engineering in the back. But that's pain too because it's a long asteroid line :\ The fact that you have a dedicated engineering section shows you know what's up.
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Re: Space Platforms

Post by Cipherpunk »

nuclear_freighter.png
nuclear_freighter.png (5.77 MiB) Viewed 1601 times

This is the primary ship design for my fleet after about 350 hours of play and a whole lot of tuning. It's capable of making non-stop trips to/from Aquilo at 180 km/s and I'm really proud of how it turned out.

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BraveCaperCat
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Re: Space Platforms

Post by BraveCaperCat »

coffee-factorio wrote: Tue Dec 31, 2024 1:09 am
BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm
BlakeMW wrote: Sun Dec 29, 2024 6:28 pm My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface.

Screenshot From 2024-12-29 19-26-47.png
Maybe it's possible to make a space platform with symmetrical side engines. That way, it's at least a bit better than asymmetrical side engines.
Looks carefully. I butcher my own stuff plenty. But that works. Symmetric won't go so well because you have to throw an entire fluid line to another part of the ship and that's just not sound on a compact design like you have. The exception would prove the rule because you'd move the engines back behind the ship somehow (long fluid line). Edit: or redesign to have engineering in the back. But that's pain too because it's a long asteroid line :\ The fact that you have a dedicated engineering section shows you know what's up.
But I don't have a compact design:
BraveCaperCat wrote: Fri Nov 15, 2024 11:04 am My giant space platform is here. As it's giant, it will be very expensive to build.
Note: I used a game speed changer mod to create this in my non-editor game.
My space platform blueprint.
20241115105647_1.jpg
20241115105643_1.jpg
20241115105633_1.jpg
20241115105628_1.jpg
20241115105617_1.jpg
This space platform requires AAI Loaders and Quality Assurance!
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: Space Platforms

Post by Consumefudge »

Late game aquilo science transporter. Brings 100k packs to and from Aquilo at 500km/s. Buffers up excess calcite to drop off at Nauvis as needed. Got the fuel and oxidizer sides wrong and never felt like fixing it
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late game transporter.PNG
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coffee-factorio
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Re: Space Platforms

Post by coffee-factorio »

BraveCaperCat wrote: Fri Jan 03, 2025 1:14 pm
coffee-factorio wrote: Tue Dec 31, 2024 1:09 am
BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm
BlakeMW wrote: Sun Dec 29, 2024 6:28 pm My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface.

Screenshot From 2024-12-29 19-26-47.png
Maybe it's possible to make a space platform with symmetrical side engines. That way, it's at least a bit better than asymmetrical side engines.
Looks carefully. I butcher my own stuff plenty. But that works. Symmetric won't go so well because you have to throw an entire fluid line to another part of the ship and that's just not sound on a compact design like you have. The exception would prove the rule because you'd move the engines back behind the ship somehow (long fluid line). Edit: or redesign to have engineering in the back. But that's pain too because it's a long asteroid line :\ The fact that you have a dedicated engineering section shows you know what's up.
But I don't have a compact design:
BraveCaperCat wrote: Fri Nov 15, 2024 11:04 am My giant space platform is here. As it's giant, it will be very expensive to build.
Note: I used a game speed changer mod to create this in my non-editor game.
My space platform blueprint.
20241115105647_1.jpg
20241115105643_1.jpg
20241115105633_1.jpg
20241115105628_1.jpg
20241115105617_1.jpg
This space platform requires AAI Loaders and Quality Assurance!
I was trying to reply to Blake. My health kind of took a rollercoaster ride in late December. A long term problem just... started to really effect me badly.
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Re: Space Platforms

Post by POJO »

My Aquilo supply ship after some hours. Not perfect but i am pretty happy with it.
  • Asteroid crushing recipe is set on demand. E.g. iron ore missing = crush iron asteroid
  • Asteroid belt buffer tries to keep a 1-1-1 balance automatically by recycling asteroids
  • Speed is set to 370 for all planets and 280 back/to aquilo for safety reasons. Can be tuned later with better research
01-05-2025, 19-14-40.png
01-05-2025, 19-14-40.png (2.68 MiB) Viewed 1335 times
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Re: Space Platforms

Post by BraveCaperCat »

coffee-factorio wrote: Fri Jan 03, 2025 11:02 pm My health kind of took a rollercoaster ride in late December. A long term problem just... started to really effect me badly.
Oh, I'm so sorry...
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Re: Space Platforms

Post by coffee-factorio »

Don't let it bother you. Spaceships help me recover :D
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Re: Space Platforms

Post by spacedog »

 
My endgame transport ship:
 
SmallTransport.jpg
SmallTransport.jpg (681.46 KiB) Viewed 958 times
 

 
Features:
  • UPS efficient design with no belts, a single common quality asteroid collector, and minimal crafting machines
  • Travels at 514 km/s, making trips between Nauvis/Vulcanus/Gleba/Fulgora in under 30 seconds, and between Fulgora/Aquilo in under 1 minute
  • Completed 10,000 non-stop trips between Fulgora and Aquilo in the editor with zero damage taken, so AFAIK it's 100% reliable
  • Recipe switching on the crafting machines is 100% resilient to ingredient and/or power shortages, should they occur
Requires:
  • Railgun Shooting Speed 5
  • Physical Projectile Damage 15
  • Steel Plate Productivity 15 (can go as low as zero with a legendary foundry)
  • Asteroid Productivity 20 (higher levels will reduce UPS, can go as low as 10 with an epic or better asteroid collector)
  • One fusion power cell about every 35 minutes of continuous operation
The blueprint is set up with the minimum required quality for the components. Most things aside from the engines, crafting machines, and certain inserters are just normal quality. Anything can be made higher quality if desired, but don't increase the quality of the railguns as that will only waste ammo.

The engine section is modular and can be moved down as far as needed, if pipes are added to carry the thruster fuel and oxidizer. This allows for additional things to be added in the midsection. The picture below shows a version capable of receiving 50 rocket payloads at once (while still traveling at over 500 km/s).

There are three empty tiles near the cryo plant and assembler that allow routing an underground turbo belt and inserter back up to the hub. This allows for optionally adding some asteroid collection/upcycling/processing to make use of the huge number of asteroid chunks that go by. There's also 2 empty tiles where the thruster oxidizer comes into the engine section, where a pump can be added if speed control is desired for any reason.

The only downside of this design is that it's a little bit fiddly to construct. The fusion reactor and assembler have to be built first, and powered with a temporary solar panel. Then send up the fluoroketone and fusion power cells to get the fusion reactor going, then go ahead and build the rest. The recipes for the thruster fuel and oxidizer in the two chem plants can't be set until after everything is built, or the circuit that tracks the water level in the pipes can end up with bad values. I should probably create separate blueprints for doing each of these stages, but I'm kind of ready to move on to other things. :)
 
LargeTransport.jpg
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EAXP
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Re: Space Platforms

Post by EAXP »

my cargo ship
Factorio_1377_12_0_34403238979872222.png
Factorio_1377_12_0_34403238979872222.png (7.03 MiB) Viewed 743 times
and my promethium science ship
Factorio_1377_12_0_344000000320000000000000000032.png
Factorio_1377_12_0_344000000320000000000000000032.png (8.28 MiB) Viewed 742 times
Last edited by EAXP on Sat Jan 18, 2025 1:39 pm, edited 1 time in total.
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Re: Space Platforms

Post by adam_bise »

EAXP wrote: Sat Jan 18, 2025 1:35 pm my cargo ship
Factorio_1377_12_0_34403238979872222.png
and my promethium science ship
Factorio_1377_12_0_344000000320000000000000000032.png
Do those artillery cannons work on platforms? Is it manual or auto?
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Re: Space Platforms

Post by theolderbeholder »

> Do those artillery cannons work on platforms? Is it manual or auto?

Only when playing the Imperial March at the same time.
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Re: Space Platforms

Post by BlakeMW »

The best worst ship I actually use.
Screenshot From 2025-01-27 18-15-00.png
Screenshot From 2025-01-27 18-15-00.png (1.3 MiB) Viewed 382 times
It's actually a "Biter ship" I posted to reddit, except with the legs removed.

It's not particulary capable, though with 5 electric furnaces it's not terrible in terms of trip frequency mainly held back by the low cargo capacity meaning it's only useful for low throughput routes (In my current playthrough I'm using it for Vulcanus-Gleba which is basically tungsten plate one way and maybe later bioflux the other way). It's also surprisingly ship-shaped for something designed by me.
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Re: Space Platforms

Post by adam_bise »

Here's my promethium platform:
mig.png
mig.png (4.32 MiB) Viewed 277 times
I chose static crusher recipes for full prod bonus. The recycling is too simple, but I haven't bothered changing it. It goes to shattered planet at around 200km/s then slows to about 90km/s. Fully automated, fully stable. All standard quality.

The meters are from top to bottom: railgun ammo, AP ammo, explosive rockets, iron chunk, ice chunk, carbon chunk, promethium chunk in 10% intervals of max storage.

There are also handy constant combinators that control the filters of all onboard turrets.

Here is the BP:
mig.txt
(206.95 KiB) Downloaded 12 times
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