When I first reached Aquilo, I attempted to build a stationary orbital platform to supply the planet with Iron and Copper, among other resources. This proved unfeasible due to a simple factor that made this concept much more complex than it seemed - Big Asteroids. Their presence meant my resource platform had to have a Rocket Turret(s) to handle them, and thus my platform needed to have much larger, more complex infrastructure than I planned. I struggled to get the platform to something resembling self-sustaining and self-protecting, as it took numerous rocket loads to get everything necessary to automate the production of Rockets on the platform, as well as Repair Packs because the Big Asteroids pulverized my platform any time it ran out of Rockets, and if it ran out the whole thing ground to a halt until a Medium Asteroid drifted by since there were no resources.
To get to the point, I think it would be better all-around if Big Asteroids only spawned when traveling to/from Aquilo, not while in orbit. If you can get to Aquilo in the first place, the same platform would be fine hovering in orbit, so such a balance change would only affect stationary platforms like what I attempted. And removing Big Asteroids would let the platform defend itself with Gun Turrets, making it far-more effective and simple all-around. Since I have no raw resources on the planet to craft with, anything I want to build there must be imported, which is just additional complication since again, I already survived the first trip, round trips to get rocket supplies and the like are just busywork to get my hands on science packs. But, if the planet could be self-sustaining, it would be far more interesting to play around on it.
Remove Big Asteroids Orbiting Aquilo
-
- Long Handed Inserter
- Posts: 92
- Joined: Mon Oct 21, 2024 12:29 pm
- Contact:
Re: Remove Big Asteroids Orbiting Aquilo
Even blue science requires much larger and more complex infrastructure than most players initially planned for. So, do the same thing you did with all other unplanned complexities—plan for it.my platform needed to have much larger, more complex infrastructure than I planned
Then, build it near Vulcanus or Fulgora. Obviously, you don’t have to build the platform by sending rockets from Aquillo.it took numerous rocket loads to get everything necessary
And biters will eat you alive when you run out of bullets. Guess what? Right, just make more rockets. Actually, it’s even easier than with biters because killing biters depletes your resources, but destroying asteroids supplies you with resources."Big Asteroids pulverized my platform any time it ran out of Rockets
Re: Remove Big Asteroids Orbiting Aquilo
"Do what you do other times something unplanned happens - plan for it".angramania wrote: Mon Mar 31, 2025 11:07 pmEven blue science requires much larger and more complex infrastructure than most players initially planned for. So, do the same thing you did with all other unplanned complexities—plan for it.my platform needed to have much larger, more complex infrastructure than I planned
Wha?
I do if I want it at Aquilo, unless I also want to add a bunch more infrastructure for rocket thrusters and fuel.Then, build it near Vulcanus or Fulgora. Obviously, you don’t have to build the platform by sending rockets from Aquillo.
As I said, the platform did not consistently take in enough resources to sustain itself. I'm sure others have figured out more efficient layouts, but I had five gatherers, one on each side and two on the front, and they did not take in enough resources to replenish Rockets faster than I used them up. This contributed to me dismantling the platform, it was bailing out a sinking ship, just delaying inevitable collapse.And biters will eat you alive when you run out of bullets. Guess what? Right, just make more rockets. Actually, it’s even easier than with biters because killing biters depletes your resources, but destroying asteroids supplies you with resources."
- The Phoenixian
- Filter Inserter
- Posts: 266
- Joined: Mon May 26, 2014 4:31 pm
- Contact:
Re: Remove Big Asteroids Orbiting Aquilo
That's odd. By memory It should be entirely possible to replenish rocket ammo faster than it's used around Aquilo, even with the big asteroids eating it up. Though I've not experimented with stationary platforms around Aquilo, specifically.
I don't have a clear picture of your setup, so I have a few diagnostic questions:
Are you filtering targets so that rockets are only used to destroy Big Asteroids, and not any of the smaller chunks they break into?
(I know, I know, it's a really basic way to deal with ammo production rate bottlenecks you almost certainly already know about, but it's not clear from your post, so I feel I should ask to be absolutely sure.)
How many rockets does it take to destroy a big asteroid with your current explosive damage upgrades? (2000 Big Asteroid Health / (rocket damage * 0.9) for quick manual reference)
Stronger explosive upgrades can have outsized effects, since there are a few break points where each asteroid takes one less rocket to break up. IIRC, somewhere around 8, 10, and 12 goes from 5 to 4 rockets, from 4 to 3 rockets and from 3 to 2 rockets to break up a big asteroid, respectively. It's made major differences for me, so it could be a big help for that kind of project.
You also mention resource rates being a problem. It sounds like defenses might have been a later addition in the plans: Are you prioritizing rockets first, or does another operation get resource priority? (IE: Ice feeding water to reactors instead of being reprocessed for sulfur, carbon, and iron.)
I don't have a clear picture of your setup, so I have a few diagnostic questions:
Are you filtering targets so that rockets are only used to destroy Big Asteroids, and not any of the smaller chunks they break into?
(I know, I know, it's a really basic way to deal with ammo production rate bottlenecks you almost certainly already know about, but it's not clear from your post, so I feel I should ask to be absolutely sure.)
How many rockets does it take to destroy a big asteroid with your current explosive damage upgrades? (2000 Big Asteroid Health / (rocket damage * 0.9) for quick manual reference)
Stronger explosive upgrades can have outsized effects, since there are a few break points where each asteroid takes one less rocket to break up. IIRC, somewhere around 8, 10, and 12 goes from 5 to 4 rockets, from 4 to 3 rockets and from 3 to 2 rockets to break up a big asteroid, respectively. It's made major differences for me, so it could be a big help for that kind of project.
You also mention resource rates being a problem. It sounds like defenses might have been a later addition in the plans: Are you prioritizing rockets first, or does another operation get resource priority? (IE: Ice feeding water to reactors instead of being reprocessed for sulfur, carbon, and iron.)
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
Re: Remove Big Asteroids Orbiting Aquilo
Yes, I filtered the Rocket Turrets to only shoot Big ones, and my explosives were enough to two-shot them.The Phoenixian wrote: Tue Apr 01, 2025 12:51 am That's odd. By memory It should be entirely possible to replenish rocket ammo faster than it's used around Aquilo, even with the big asteroids eating it up. Though I've not experimented with stationary platforms around Aquilo, specifically.
I don't have a clear picture of your setup, so I have a few diagnostic questions:
Are you filtering targets so that rockets are only used to destroy Big Asteroids, and not any of the smaller chunks they break into?
(I know, I know, it's a really basic way to deal with ammo production rate bottlenecks you almost certainly already know about, but it's not clear from your post, so I feel I should ask to be absolutely sure.)
How many rockets does it take to destroy a big asteroid with your current explosive damage upgrades? (2000 Big Asteroid Health / (rocket damage * 0.9) for quick manual reference)
Stronger explosive upgrades can have outsized effects, since there are a few break points where each asteroid takes one less rocket to break up. IIRC, somewhere around 8, 10, and 12 goes from 5 to 4 rockets, from 4 to 3 rockets and from 3 to 2 rockets to break up a big asteroid, respectively. It's made major differences for me, so it could be a big help for that kind of project.
You also mention resource rates being a problem. It sounds like defenses might have been a later addition in the plans: Are you prioritizing rockets first, or does another operation get resource priority? (IE: Ice feeding water to reactors instead of being reprocessed for sulfur, carbon, and iron.)
Re: Remove Big Asteroids Orbiting Aquilo
Yellow rockets work about as well (unless you have a high density asteroid field) and take fewer resources to make. Just a thought.
Re: Remove Big Asteroids Orbiting Aquilo
Then big asteroids should not be a problem for you. Increase chunks processing and reprocessing if you are running out of something and not making enough rockets.
I built my ship by hand, it's first yourney and time on Aquilo orbit was a success. I have no problem staying on Aquilo orbit as it is, and you shouldn't have too. My ship is overflowing with red ammo and rockets, and I am limiting their amounts on shared belt.
I see your balancing request for the game as invalid.
-
- Long Handed Inserter
- Posts: 92
- Joined: Mon Oct 21, 2024 12:29 pm
- Contact:
Re: Remove Big Asteroids Orbiting Aquilo
Looks like this is your main mistake. It is far easier to build ship on suitable planet and let it fly to final destination. And you do not need dozens thrusters and massive supporting infrastructure if ship should do only one flight.I do if I want it at Aquilo, unless I also want to add a bunch more infrastructure for rocket thrusters and fuel.
It is rarely about not enough gatherers. Usually it is about not enough production infrastructure. If your design include throwing anything to space then you have enough gatherers but ineffective design, time to rethink it. Also do not try to make platform small at this stage of a game, especially if its role is space station not transport ship.As I said, the platform did not consistently take in enough resources to sustain itself. I'm sure others have figured out more efficient layouts, but I had five gatherers, one on each side and two on the front, and they did not take in enough resources to replenish Rockets faster than I used them up.
-
- Inserter
- Posts: 44
- Joined: Wed Jun 19, 2024 12:29 pm
- Contact:
Re: Remove Big Asteroids Orbiting Aquilo
I got 3 space mining platforms above Aquilo (and a ton of various productivities researched). They work fine, designing them was way more fun than designing my other space miners.
-
- Burner Inserter
- Posts: 9
- Joined: Fri Dec 13, 2024 11:52 am
- Contact:
Re: Remove Big Asteroids Orbiting Aquilo
then wat, add huge asteriods?