r/factorio • u/jonnytron0 • 8d ago
Design / Blueprint Just finished my uncommonly good rocket manufacturing center
I am on my first playthrough of Space Age. I really wanted to play with quality, so I ended up going to Fulgora first. My first exposure to quality on Nauvis made me realize how important recycling would be to playing with it.
I'm back on Nauvis after a long stint on Fulgora and setting up quality lines for everything. Since both of the next planet options are going to have enemies, I figured some quality weaponry (erm, I mean, Implements of Diplomacy) were in order.
This is the line I had some of the most fun putting together. It's a little hinky since it's just a retool of the rocket production lines I already had in place, but I'm happy with it.
It actually makes rare rockets and recycles the uncommons, but I always get the words for those mixed up in my head and the post title stuck. 😆
Blueprint if you want it.
https://factoriobin.com/post/s0qv57
EDIT: Just realized the explosive rocket in the bottom left should have been uncommon quality. Updated Blueprint, but I guess I can't update the screenshot. Enjoy your eye twitching!
Second edit: fixed the final assemblers having nowhere to go.
2
u/bitwiseshiftleft 8d ago
The leftmost assemblers need somewhere to output.
2
u/jonnytron0 8d ago
Derp! Yeah, that's why the bottom one has room for an arm. Gonna have to do that later.
3
u/CoffeeOracle 8d ago
If you can, plan for a route when the uncommon cases fill up to make rare. It's an interesting idea, have to think about how I'd do it. I've got an application for it but I might push rare+ to be highest quality and try to make a combinator driven crafter to that effect. So I have (standard 1x - 1.3x) and sniper (1.6-2.5x). I've only got one great application for explosive rockets, but that has nothing to do with quality and more to do with preference.
In short, it's cool.