Ships that can get to the shattered planet
Posted: Wed Nov 20, 2024 7:39 pm
This will (hopefully) become in the future a place to share and discuss about ships that have the capability to go all the way to shattered planet, so feel free to share your shattered planet ships here!
But that's just my excuse for the semi-generic title, and I really just want to gush about my own ship a bit
So, without further ado, allow me to present to you my ship that has made it all the way to the shattered planet. This was done completely without editor mode, and I would love to say I used no mods as well, but after I got to the solar system edge, I installed 3 mods: bottleneck, copy-paste modules, and helmod. (so QOL stuff and a calculator, nothing game changing, so it's basically still vanilla, right?).
The ship cruised at a constant speed of 61.95 km/s (was going a bit faster at the start, and there were some speed fluctuations to find a good balance, but this was my constant speed for most of it). The trip took a total of about 18 hours real time (UPS dropped a few times, and my timing method is imperfect cause I just looked at the clock, so, yeah..).
Here's the production statistics: And the kill stats:
Now, this is a big ship, and there's a lot of systems going on, so I wanna highlight a few of them.
We begin with my own personal creation, code name: "the brain". I already shared and spoke about this creation of mine in another post ( viewtopic.php?f=193&t=121434 ), but in short, it changes the recipe of the three crushers based on what's needed. Check out the other post if you want to know the details, cause there's a lot of details about it.
That system then ties into the next: the garbage chute Even with metallic processing only ever doing advanced processing, there's too much iron ore being created, so I'm voiding some of it. There's also logic that makes it so that if carbon or ice (or the chunks!) get too plentiful, they get thrown out. I don't want promethium in my hub, so that's also always thrown out. (chunks were including cause at first I had forgotten to hook up the collectors properly, so they just kept collecting and that clogged my system..). For the collectors, it's a simple arithmetic 'read from hub and input belt, each * -1 output each' -> output linked to constant with the number of each chunk I want -> hooked into collectors on set filter.
Let's take a look at ammo production next:
Before I get to ammo production, I'll give a minor shoutout to the blue zone, which is fuel creation. It's pretty standard/simple (IMO), so it doesn't get a highlight of it's own.
All machines are legendary, and pumped up with legendary speed beacons and legendary T3 mods. To maintain my speed, legendary helped a lot.
The red section, rudely cutting into the promethium storage (I'll get to that later) was an addition that was put into place at around 1.7 million km into the journey to shift from normal rockets to explosive ones. This was a very good idea, it cut down my red ammo usage from 2.2k/minute to 1.7k per minute (you can see the sharp orange spike and blue drop off in the consumption graph at that point). I'm not going to go into details of ammo per minute cause well, I shared the production graph for that...
Moving on!
The ammo display and alarm system. This is a long journey, and I wasn't about to watch it the whole time, so I wanted some quick feedback to see how it's going. So, I built an item counter (shoutouts to the Digital Display, Yay! thread for the design: viewtopic.php?f=193&t=19825&start=100 ). The display panel shows the type of ammo, and if you mouse over it, it'll tell you safe values for the ammo amounts railgun: 8100, red ammo: 8700, rockets: 7900). For all the ammo types, the buffers (i.e. belts) can hold at least 100 more. There's also an alarm next to each ammo counter that goes off it the ammo falls below 6k to let you know that something has gone wrong. TO get the numbers, I'm just reading all the whole belt (belt reader -> hold (all belts)) and doing each *1 output each. This makes it compatible with multiple quality types, not that I'm using quality ammo here (I wanted the belt density).
Now, let's talk about that mysterious constant combinator with a U signal, hmm?
Behold my thrust limiter (and extra image to show off my thruster design)! It's very simple in design, just the main tanks hooked into a pump which outputs into a tank directly connected to the thrusters. The DC reads in the hub (which outputs moving from/to) on the green line, and reads the tank connected to the thrusters on the red line. I'm using the everything signal to make this generic between the fuel and oxidizer combinators. So, there's some stuff that lets it move faster when going to other planets, but when going to the solar system edge and beyond, it goes based on the speed (so it doesn't fill up when stopped), and this U signal. The U signal is set on a logistic group and is shared between both pumps. It's purpose is to let me change the amount of liquid in the lower tank (and therefore change the speed of the ship) for both fuel and oxidizer simultaneously. There's another CC next to the ammo display with the same U signal because often I need to change the speed after looking at the ammo counts, so I wanted easy access to it.
Let's talk a bit about defenses now. I've showed that my ship took 0 damage, and it wasn't black magic that caused that to be the case!
Edit: I did have a picture of a zoom in of my front line here, but I ended up removing it so I could include the kill stats.
Leading the pack is an army of railgun turrets of varying qualities. Some are only shooting huge chunks, some are shooting both huge and big (it's about a 50/50 split). That's to balance out railgun consumption and rocket consumption a bit.
Next up, we have the two lines of gun turrets (all legendary). The front row targets medium then small, the back row small then medium. The back row only fired when I disabled the front row (that G CC to the right) as a test to see ammo conservation stuff. In the end, I left the front ones active cause I didn't like how close stuff was getting when they were off.
Last up, we have the rocket turrets. The space to the left and right are deliberately left empty - I don't want to shoot stuff too far off to the sides! Most of the rocket turrets are epic, with the two on the edges being rare and the two in the middle being legendary. This is purely for range conservation purposes. They aim only at big chunks, but the splash damage from explosive rockets helps a ton with the red ammo as mentioned before.
All the turrets are set to ignore targets not in their priority list. Also, the target priorities rotate around (metallic -> carbonic -> oxide -> promethium) so that I don't end up with all the turrets focusing on one type of asteroid and letting another type through.
The side defenses are more or less the same, but sparser (as seen in the overview picture).
Two things left on the list!
Next up: built in science production:
... which I can't seem to be able to add another picture for, but you can see it pretty clearly in the overview pic anyway, so... make do with that I guess..
It's pretty simple anyway. Space for a beacon on the left, promethium flows directly to it, other ingredients flow to it, and the science gets sent back to the hub.
Last on the list: promethium storage.
This is by far the weakest point of this ship. I did not build it with large storage in mind. In that sense, this ship can be considered a failure. If you want to use this design with more storage, move the front line up and add more storage. I will say though that the belt weaving design is my own original design. If it happens to be the same as someone else's, then that's pure coincidence. I made it myself, so I'm taking credit for it.
In fact, except for the display, the entire ship is my own design!
Final thoughts: always bring more fusion fuel cells. The belt storage is the only reason I have enough power to get back. The hub is empty. I realized this would happen at around the half way mark, so I started taking out prod mods and putting in efficiency mods where I could.
I finish this post off with the ship blueprint. Feel free to use it, and/or give me suggestions!
(blueprint is too long to be included in a forum post here, so here's a factorioBin link to it instead: https://factoriobin.com/post/7fjy5m )
But that's just my excuse for the semi-generic title, and I really just want to gush about my own ship a bit
So, without further ado, allow me to present to you my ship that has made it all the way to the shattered planet. This was done completely without editor mode, and I would love to say I used no mods as well, but after I got to the solar system edge, I installed 3 mods: bottleneck, copy-paste modules, and helmod. (so QOL stuff and a calculator, nothing game changing, so it's basically still vanilla, right?).
The ship cruised at a constant speed of 61.95 km/s (was going a bit faster at the start, and there were some speed fluctuations to find a good balance, but this was my constant speed for most of it). The trip took a total of about 18 hours real time (UPS dropped a few times, and my timing method is imperfect cause I just looked at the clock, so, yeah..).
Here's the production statistics: And the kill stats:
Now, this is a big ship, and there's a lot of systems going on, so I wanna highlight a few of them.
We begin with my own personal creation, code name: "the brain". I already shared and spoke about this creation of mine in another post ( viewtopic.php?f=193&t=121434 ), but in short, it changes the recipe of the three crushers based on what's needed. Check out the other post if you want to know the details, cause there's a lot of details about it.
That system then ties into the next: the garbage chute Even with metallic processing only ever doing advanced processing, there's too much iron ore being created, so I'm voiding some of it. There's also logic that makes it so that if carbon or ice (or the chunks!) get too plentiful, they get thrown out. I don't want promethium in my hub, so that's also always thrown out. (chunks were including cause at first I had forgotten to hook up the collectors properly, so they just kept collecting and that clogged my system..). For the collectors, it's a simple arithmetic 'read from hub and input belt, each * -1 output each' -> output linked to constant with the number of each chunk I want -> hooked into collectors on set filter.
Let's take a look at ammo production next:
Before I get to ammo production, I'll give a minor shoutout to the blue zone, which is fuel creation. It's pretty standard/simple (IMO), so it doesn't get a highlight of it's own.
All machines are legendary, and pumped up with legendary speed beacons and legendary T3 mods. To maintain my speed, legendary helped a lot.
The red section, rudely cutting into the promethium storage (I'll get to that later) was an addition that was put into place at around 1.7 million km into the journey to shift from normal rockets to explosive ones. This was a very good idea, it cut down my red ammo usage from 2.2k/minute to 1.7k per minute (you can see the sharp orange spike and blue drop off in the consumption graph at that point). I'm not going to go into details of ammo per minute cause well, I shared the production graph for that...
Moving on!
The ammo display and alarm system. This is a long journey, and I wasn't about to watch it the whole time, so I wanted some quick feedback to see how it's going. So, I built an item counter (shoutouts to the Digital Display, Yay! thread for the design: viewtopic.php?f=193&t=19825&start=100 ). The display panel shows the type of ammo, and if you mouse over it, it'll tell you safe values for the ammo amounts railgun: 8100, red ammo: 8700, rockets: 7900). For all the ammo types, the buffers (i.e. belts) can hold at least 100 more. There's also an alarm next to each ammo counter that goes off it the ammo falls below 6k to let you know that something has gone wrong. TO get the numbers, I'm just reading all the whole belt (belt reader -> hold (all belts)) and doing each *1 output each. This makes it compatible with multiple quality types, not that I'm using quality ammo here (I wanted the belt density).
Now, let's talk about that mysterious constant combinator with a U signal, hmm?
Behold my thrust limiter (and extra image to show off my thruster design)! It's very simple in design, just the main tanks hooked into a pump which outputs into a tank directly connected to the thrusters. The DC reads in the hub (which outputs moving from/to) on the green line, and reads the tank connected to the thrusters on the red line. I'm using the everything signal to make this generic between the fuel and oxidizer combinators. So, there's some stuff that lets it move faster when going to other planets, but when going to the solar system edge and beyond, it goes based on the speed (so it doesn't fill up when stopped), and this U signal. The U signal is set on a logistic group and is shared between both pumps. It's purpose is to let me change the amount of liquid in the lower tank (and therefore change the speed of the ship) for both fuel and oxidizer simultaneously. There's another CC next to the ammo display with the same U signal because often I need to change the speed after looking at the ammo counts, so I wanted easy access to it.
Let's talk a bit about defenses now. I've showed that my ship took 0 damage, and it wasn't black magic that caused that to be the case!
Edit: I did have a picture of a zoom in of my front line here, but I ended up removing it so I could include the kill stats.
Leading the pack is an army of railgun turrets of varying qualities. Some are only shooting huge chunks, some are shooting both huge and big (it's about a 50/50 split). That's to balance out railgun consumption and rocket consumption a bit.
Next up, we have the two lines of gun turrets (all legendary). The front row targets medium then small, the back row small then medium. The back row only fired when I disabled the front row (that G CC to the right) as a test to see ammo conservation stuff. In the end, I left the front ones active cause I didn't like how close stuff was getting when they were off.
Last up, we have the rocket turrets. The space to the left and right are deliberately left empty - I don't want to shoot stuff too far off to the sides! Most of the rocket turrets are epic, with the two on the edges being rare and the two in the middle being legendary. This is purely for range conservation purposes. They aim only at big chunks, but the splash damage from explosive rockets helps a ton with the red ammo as mentioned before.
All the turrets are set to ignore targets not in their priority list. Also, the target priorities rotate around (metallic -> carbonic -> oxide -> promethium) so that I don't end up with all the turrets focusing on one type of asteroid and letting another type through.
The side defenses are more or less the same, but sparser (as seen in the overview picture).
Two things left on the list!
Next up: built in science production:
... which I can't seem to be able to add another picture for, but you can see it pretty clearly in the overview pic anyway, so... make do with that I guess..
It's pretty simple anyway. Space for a beacon on the left, promethium flows directly to it, other ingredients flow to it, and the science gets sent back to the hub.
Last on the list: promethium storage.
This is by far the weakest point of this ship. I did not build it with large storage in mind. In that sense, this ship can be considered a failure. If you want to use this design with more storage, move the front line up and add more storage. I will say though that the belt weaving design is my own original design. If it happens to be the same as someone else's, then that's pure coincidence. I made it myself, so I'm taking credit for it.
In fact, except for the display, the entire ship is my own design!
Final thoughts: always bring more fusion fuel cells. The belt storage is the only reason I have enough power to get back. The hub is empty. I realized this would happen at around the half way mark, so I started taking out prod mods and putting in efficiency mods where I could.
I finish this post off with the ship blueprint. Feel free to use it, and/or give me suggestions!
(blueprint is too long to be included in a forum post here, so here's a factorioBin link to it instead: https://factoriobin.com/post/7fjy5m )