Space Platforms
Re: Space Platforms
How to use :
1)use /cheat all
2)build one
3) put speed x64
4)when lamp is green ship will go to vulcanus
5) you can remove condition
6)watch endless space junk scavenging !
Why :
It's a proof of concept, a space platform designed to make legendary iron ore without using quality modules in the crushers, instead it grab all the iron it can and crush it with efficency module, but then it puts it in a recycler with quality module. If the iron ore isn't legendary, it is throw back to space, if the iron is legendary, it ring the speaker and keep it preciously in the hub. This occurs twice an hour or something with the default level of research given by the command /cheat all. The yield is very low, it only keeps the iron ore that upgrade from regular quality to legendary in a single step, it would be easy to process more of the iron, through several recyclers with a bigger ship, in case of a new version of factorio where the crushers don't accept quality modules anymore.
This somewhat mimicking how you could upcycle the ore directly at the mining drill but instead from space, to illustrate that you don't have to build a whole factory on space, nor any kind of upcycling loop with intermediate products, a very simple design can do the trick.
Check out my latest mod ! It's noisy !
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coffee-factorio
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Re: Space Platforms
My current runs platforms.
The game gave me Ryan, which I thought was awesome.
Ryan-1
First iteration, a basic satellite. Probably going to refurbish to an all normal quality one, it does work well.
Not much to say, the main difficulty is plugging in wires.
Ryan-2
This was my first colony support ship of the run. There's a pretty low bar on that, all it has to be able to do is run crafts really and I didn't have it do all that much for Gleba. There was a suggestion on here awhile ago to simply capture what you need and use that, on a ship of this scale that works pretty well. Setting up logistics connections appears to be the main difficulty with it, if someone is working on a larger frame and wants to cut a corner they'd use... space that I don't have and rocket logistics I also don't have when this ship was made.
All asteroids are placed on a heap forward of the ship and speed is governed to 80km/s. That makes it safe enough to fly, it has a single ammo box an a short magazine of about 400... magazines
The automall functionality is still manual orders instead of an automatic listing. This combined with the short ammo storage makes an awkward situation where "I don't feel like I do a lot with this scary machine to fly." I needed more basic small supplies which I could hand craft, so I was fine shooting cargo pods onto Gleba randomly and just maintaining a healthy standoff distance from those.
This is more the kind of thing you put together when you run Rush to Space, and even then I feel like it could use 500 more foundation. Managed to get it to use 768. The 1K to 1.5K foundation experience is just better.
The game gave me Ryan, which I thought was awesome.
Ryan-1
First iteration, a basic satellite. Probably going to refurbish to an all normal quality one, it does work well.
Not much to say, the main difficulty is plugging in wires.
Ryan-2
This was my first colony support ship of the run. There's a pretty low bar on that, all it has to be able to do is run crafts really and I didn't have it do all that much for Gleba. There was a suggestion on here awhile ago to simply capture what you need and use that, on a ship of this scale that works pretty well. Setting up logistics connections appears to be the main difficulty with it, if someone is working on a larger frame and wants to cut a corner they'd use... space that I don't have and rocket logistics I also don't have when this ship was made.
All asteroids are placed on a heap forward of the ship and speed is governed to 80km/s. That makes it safe enough to fly, it has a single ammo box an a short magazine of about 400... magazines
The automall functionality is still manual orders instead of an automatic listing. This combined with the short ammo storage makes an awkward situation where "I don't feel like I do a lot with this scary machine to fly." I needed more basic small supplies which I could hand craft, so I was fine shooting cargo pods onto Gleba randomly and just maintaining a healthy standoff distance from those.
This is more the kind of thing you put together when you run Rush to Space, and even then I feel like it could use 500 more foundation. Managed to get it to use 768. The 1K to 1.5K foundation experience is just better.
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coffee-factorio
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Re: Space Platforms
Ryan R3
This ended up being a perfectly acceptable plain donut. Because it is not sweet, it is only acceptable, however it did everything I needed it to do and it changed very little over the course of its lifetime. It isn't spectacularly capable. But its one of those weird little workhorses that can shuffle back and forth between Nauvis and Gleba and shower a colony with plates, belts and ore.
It is clearly elliptical shaped. Not a square / 10. The accumulators would make it capable of doing Fulgora runs.
How I feel about it is a different matter because:
Swen K.
This is Swen K. At 1600 foundation it weighs in similar. It lacks the capability to do steel burns and gears. It's ammo management policy is much more... liberal. Even for a Rush to Space run it has too many guns. I think if I cut hull protection appropriately I'd knock 8 guns off and 32 foundation off as a result. It'd at least have the same number of guns as Ryan does.
It ends up feeling hard to measure these ships because in your memory, you have this machine that worked. With some long arms you could add gears, and maybe get small steel going on the hull if you needed it. You say things like "well, I could knock off one of the crushers and just use yellow belts for that part to bring it in line for costs". Right up until I did the post operations write up, I'm asking questions about whether or not it is worth it make a build with quality parts.
Because you want a nice rectangle you can complain about, and not a plain donut which clearly has 2 more capabilities and better engineering for the available constraints you have. You'll go so far as to say its cheaper to spend 100 iron and 20 wires for the 400 extra meters of foundation. Plus cost of launches into orbit, for the idea of something someone else could reproduce. So it's an engineering product and not an art piece. It's the wildest thing. I'm proud of what Swen K. did as a line of ships, it is the father of many children and Ryan is one of them. But quality was the death of that ship even when nothing else could kill the thing.
This ended up being a perfectly acceptable plain donut. Because it is not sweet, it is only acceptable, however it did everything I needed it to do and it changed very little over the course of its lifetime. It isn't spectacularly capable. But its one of those weird little workhorses that can shuffle back and forth between Nauvis and Gleba and shower a colony with plates, belts and ore.
It is clearly elliptical shaped. Not a square / 10. The accumulators would make it capable of doing Fulgora runs.
How I feel about it is a different matter because:
Swen K.
This is Swen K. At 1600 foundation it weighs in similar. It lacks the capability to do steel burns and gears. It's ammo management policy is much more... liberal. Even for a Rush to Space run it has too many guns. I think if I cut hull protection appropriately I'd knock 8 guns off and 32 foundation off as a result. It'd at least have the same number of guns as Ryan does.
It ends up feeling hard to measure these ships because in your memory, you have this machine that worked. With some long arms you could add gears, and maybe get small steel going on the hull if you needed it. You say things like "well, I could knock off one of the crushers and just use yellow belts for that part to bring it in line for costs". Right up until I did the post operations write up, I'm asking questions about whether or not it is worth it make a build with quality parts.
Because you want a nice rectangle you can complain about, and not a plain donut which clearly has 2 more capabilities and better engineering for the available constraints you have. You'll go so far as to say its cheaper to spend 100 iron and 20 wires for the 400 extra meters of foundation. Plus cost of launches into orbit, for the idea of something someone else could reproduce. So it's an engineering product and not an art piece. It's the wildest thing. I'm proud of what Swen K. did as a line of ships, it is the father of many children and Ryan is one of them. But quality was the death of that ship even when nothing else could kill the thing.
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coffee-factorio
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Re: Space Platforms
Ryan R4 and Upgrades
This is a sweet ship. I made a slight cross shape to catch asteroids and did lightening cuts so it wasn't a perfect square silhouette. It's 5400 foundation and rather capable. The full size ship uses the automall well and it built a lot of its own express belts for its final upgrades off it.
Theres a subtle "beak" on the front of the ship where the collectors grab asteroids due to the effectiveness of the rare guns and range of the asteroid collectors. By the way... that level of firepower is overkill even for this level. The spinal layout is based off an experience I had with a ship where a similar layout being insanely survivable when the chips where down, combined with the desire to have a relatively clear input/output scenario around the platform hub. It went from the edge of the solar system to Nauvis after its front gun section was destroyed and it expended all railgun ammo due to an improperly configured thruster - never use timers, velocity varies in a gravity well. So on the one hand, it satisfies having a sense of security. On the other hand, more often than not you jump over the middle 4 section unnecessarily.
It started life off using small forges. Quality fixes the amount of energy it takes to forge a piece of steel when it's epic to legendary, at rare I couldn't get enough beacons on a work space to make a ship that was a sane expenditure of time and material for a single person to construct with my campaign structure (Gleba, Vulc, Fulgora). It isn't a shame though imo, because the ship was always able to drop materials for rocket parts onto a surface so a whole bunch of part shortages went away when I got advanced asteroid processing.
A ship in the 5-8K format like this works pretty well though, because once you get foundries you've got the capability to do rocket parts on the ship itself if you want to or all the materials you'd otherwise desire. I lucked out on Vulcanus because the game just handed me five rare foundries like it knew me.
There's a missed opportunity or two on the hull, due to time and technology constraints: there's space on the ship for more thrusters but ultimately it moved fast enough. So they were never added. There was space to do coal liquifaction off nuclear but that requires redesigning that area of the ship so it didn't make it.
The nuclear reactors are something I started putting on colony support ships prior to foundries and winning the game. Because they save... so much space on solar panels. It has just enough cargo space to make the 16000 foundation for its next level.
This is a sweet ship. I made a slight cross shape to catch asteroids and did lightening cuts so it wasn't a perfect square silhouette. It's 5400 foundation and rather capable. The full size ship uses the automall well and it built a lot of its own express belts for its final upgrades off it.
Theres a subtle "beak" on the front of the ship where the collectors grab asteroids due to the effectiveness of the rare guns and range of the asteroid collectors. By the way... that level of firepower is overkill even for this level. The spinal layout is based off an experience I had with a ship where a similar layout being insanely survivable when the chips where down, combined with the desire to have a relatively clear input/output scenario around the platform hub. It went from the edge of the solar system to Nauvis after its front gun section was destroyed and it expended all railgun ammo due to an improperly configured thruster - never use timers, velocity varies in a gravity well. So on the one hand, it satisfies having a sense of security. On the other hand, more often than not you jump over the middle 4 section unnecessarily.
It started life off using small forges. Quality fixes the amount of energy it takes to forge a piece of steel when it's epic to legendary, at rare I couldn't get enough beacons on a work space to make a ship that was a sane expenditure of time and material for a single person to construct with my campaign structure (Gleba, Vulc, Fulgora). It isn't a shame though imo, because the ship was always able to drop materials for rocket parts onto a surface so a whole bunch of part shortages went away when I got advanced asteroid processing.
A ship in the 5-8K format like this works pretty well though, because once you get foundries you've got the capability to do rocket parts on the ship itself if you want to or all the materials you'd otherwise desire. I lucked out on Vulcanus because the game just handed me five rare foundries like it knew me.
There's a missed opportunity or two on the hull, due to time and technology constraints: there's space on the ship for more thrusters but ultimately it moved fast enough. So they were never added. There was space to do coal liquifaction off nuclear but that requires redesigning that area of the ship so it didn't make it.
The nuclear reactors are something I started putting on colony support ships prior to foundries and winning the game. Because they save... so much space on solar panels. It has just enough cargo space to make the 16000 foundation for its next level.
