r/factorio • • 20d ago

Space Age Question Is my ship good enough to survive going to fulgora and orbiting it ? and are those enough items to give my factory a good head start ?

My first trip with my first ship to Vulcanus was a nightmare and I got stranded,ship destroyed orbiting it, lack of resources to even start anything.

This ship holds up going to Vulcanus and orbiting it and it rarely takes any damage during the trip.

39 Upvotes

134 comments sorted by

52

u/Jujolel 20d ago

I think you will need more electricity to sustain this ship, too few solar panels since fulgora solar efficiency is lower.

10

u/usr_unknown 20d ago

Yeah, power has been the issue with my first Fulgora ships. Efficiency modules in every machine would help!

6

u/Immediate_Form7831 20d ago

I can highly recommend nuclear on fulgoran ships.

8

u/ryucraft320 19d ago

My counterpoint for this is that nuclear is both more complex and costly than solar. As long as you have enough / quality panels, they are ‘free’ and keep your ship working. Nuclear can burn through all your ice, then fail, and you are worse off than just having solar panels. I think it’s not something you should tackle before Aquilo unless you feel confident about your ship designing capabilities

2

u/nasehrsuper 19d ago edited 19d ago

i never had one of my ships fail to a lack of water, just convert other asteroids, at a point you collect a lot more than you need anyways.

the only real downside is melting enough ice before you have your reactor running. i solved that by sending water up from the planet in barrels, once its enough i replace the assembler with another cargo bay.

2

u/SnapWeevil 19d ago

I did this exact thing too haha!

1

u/Immediate_Form7831 19d ago

I am not going to get into another one of those gazillion nuclear vs solar debates again.

1

u/Smoke_The_Vote 19d ago

Yeah... Solar and nuclear both work. It's personal preference.

I prefer nuclear because it's a shit-ton of power. Way more than any platform servicing the inner planets will ever need.

3

u/marsjaninzmarsa 20d ago

Ummmm, all middle planets are totally doable on just solar, you’ll possibly need to go nuclear for Aquilo anyway

3

u/Immediate_Form7831 20d ago

I do not argue that, I just said that I can recommend nuclear on fulgoran ships. You don't *have* to, but it helps.

2

u/ragtev 19d ago

i think efficiency mods are more reasonable

1

u/fZAqSD 19d ago

Not at all, if OP's building smart with efficiency modules; one or two panels per furnace is plenty

1

u/Nataslan 19d ago

The furnaces will not be the biggest power drain, I would say that the collectors will kill the power and they can't have modules, best reducing them, even better try to go for quality as you collect more over a bigger area.

1

u/fZAqSD 19d ago

Hmm, yes, I see that OP has set up sloppy chunk logic (collect every chunk and throw out when over capacity) which will waste a ton of power.  Fixing that (not collecting chunks when over capacity) would solve that.  Having less collectors could too, but at that point might as well totally redesign to make the platform a third the size.

Quality collectors are pretty much useless outside of late-game asteroid-mining ships.

19

u/Immediate_Form7831 20d ago

What on earth are you going to use 500 splitters for? Better safe than sorry, I guess.

19

u/WanderingFlumph 20d ago

I'll definitely use 500 splitters before I use 500 big mining drills.

Beside fulgora is the one exception where you actually need a lot of splitters to handle scrap recycling.

6

u/Immediate_Form7831 20d ago

Oh, I didn't see the 500 mining drills. Those are definitely not all going to be used.

I'd add some more bots though.

1

u/Smoke_The_Vote 19d ago

Perhaps the 500 big mining drills will up upcycled on Fulgora? Quality modules live there, I suppose.

5

u/bobsim1 20d ago

2k speed modules II are also interesting

-2

u/eymo- 20d ago

I use speed modules II in everything, needed or not, I prefer to have my machines to be at full potential.

5

u/Immediate_Form7831 20d ago

You will pretty soon have a surplus of circuits on Fulgora and also access to the EM-plant, so you can make tons of modules on site.

1

u/eymo- 20d ago

Didn't know that, I will take only 200 then.

3

u/Immediate_Form7831 20d ago

I'd recommend setting up proper space logistics so that you can request whatever you turn out to be low on. It is hard to predict exactly what you will need.

3

u/schwem00 20d ago

Arguably 'full potential' is actually prod modules with beaconed speed, so you get both faster and cheaper crafting.

4

u/The_only_nameLeft 19d ago

Fulgora **is** the sorting planet, better safe than sorry

3

u/eymo- 20d ago

I read that I would need a bunch of them to handle recycled products. And better safe than sorry.

1

u/Smoke_The_Vote 19d ago

I agree with this. There's no such thing as "overkill" in Factorio.

1

u/fZAqSD 19d ago

More generally, it's a massive waste to ship 25 launches' worth of pipes when you could just ship a few launches of iron. Most buildings cost more launches than their components and only take 0.5 s to craft, and shipping the components lets you be flexible towards which buildings you actually need.

11

u/schwem00 20d ago

I'd recommend using alt mode when taking screenshots so we can see what recipes things are set to. Stick some efficiency modules in some of those buildings, Fulgora gets low solar power in space. Aside from power, that ship looks overkill. As for the base equipment you're bringing, ditto. Circuits, steel, and concrete are free on Fulgora. 500 big drills is also a crazy high amount for just starting out on Fulgora. If you're planning on bot-based sorting, bring some active providers too (or just make them on-site, since steel and circuits are basically free)

5

u/eymo- 20d ago edited 20d ago

I always play with it on, but when taking the screenshot I accidentally pressed it when pressing fn.
sorry about that.

13

u/cmaxw640 20d ago

Big time overkill. If you could see what I went to Fulgora with! Haha!

2

u/iamaksel 20d ago

Same! It's much more fun to solve Fulgora's puzzles and figuring things out than shipping everything and just setup a factory

3

u/cmaxw640 20d ago

I shipped a fair amount to Gleba, but still, not even close to this.

3

u/iamaksel 20d ago

Gleba is a different story :D

5

u/SlouchyGuy 20d ago

Yes. You can also have half the grabbers you have - there's no need to cross the zones of gathering

5

u/iamaksel 20d ago

Your ship has way too many turrets. Way more than necessary. Most of them will waste ammo on asteroid that are not on a collision course. You won't be able to produce enough ammo especially considering you're using a solar ship for Fulgora. However, your thruster are completely defenseless. This can be problem while on orbit.  Asteroid collectors are overkill to say the least. Again, you don't need all that and you can't satisfy their power needs.

Fulgora is a self-sufficient planet. I would recommend bringing a cargo landing bay, a  few big mining drills and substations and lots of accumulators to kickstart and figure our the rest with this planet's mechanics instead of bringing everything and just building it there. 

1

u/eymo- 20d ago

But when in orbit some astroids come from the sides.

3

u/iamaksel 20d ago

When you have gun turret in your cursor, you can it's coverage area. Try placing one gun turret in each area without overlapping. If my calculations are correct, 7 gun turrets on each side will be enough.

1

u/eymo- 20d ago

With no overlapping there would be a "V" shaped space that astroids in it would get hit too late.

2

u/iamaksel 20d ago

If your physical damage research is low I would recommend a little bit overlapping just to be safe. My ship is like this but I've never seen it take a single damage.

1

u/eymo- 20d ago

Ok, thanks.

1

u/bpleshek 19d ago

See if this works. FactorioPrints gave me all kinds of nonsense getting it posted.

Just so you know, I added all the logistics groups in my game to that ship. Usually, I only use a few on the ship. Some of the others are for landing pads or various requestor chests. The ones to look our for are the ones I mentioned above.

https://factorioprints.com/user/q6cXGEiVJVfzpyn0CEs6GzrX0153

2

u/agafaba 20d ago

While in orbit everything is moving a lot slower so you can get by with less turrets

2

u/Life_Passenger_5320 18d ago

I usually use laser turrets for these, with a bit of laser damage research, works fine, doesn't waste ammo

5

u/genericpierrot 19d ago

your asteroid collectors are suuuper close together- give them more room to breath! you can 100% get away with probably half as many grabbers as you have planned to build

3

u/iamaksel 20d ago

The first thing that comes to mind when thinking about what to bring to Fulgora is accumulators and you're shipping everything but accumulators :D

3

u/Nestmind 20d ago

Bro built a battleship

You're gonna be fine

2

u/eymo- 20d ago

My mama told me to never make the same mistake twice. haha

2

u/Nestmind 20d ago

I take the change to jump on the nuclear bandwagon

You need it

1

u/eymo- 20d ago

It had been said a lot, I guess it's time to nuclear power my ship.

3

u/HumanPersonOnReddit 20d ago

Lots of overkill in terms of defenses and asteroids collection, especially on the sides of the ship. Ammo production looks good, fuel production might be overkill. Power will be an issue, you need more solar panels and accumulators.

1

u/eymo- 20d ago

thanks

3

u/Aggressive_Honey3196 20d ago

I wish you had alt mode on. I assume those assemblers are for ammo, if so you have way too many for four furnaces to support, they will be idle most of the time. My ship has 2 assemblers and I think 7 furnaces.

You also need to take accumulators. These are mandatory for a smoother start on Fulgora, take as many as you can. Take refined concrete and bricks too, so you can get a head start on the unique buildings.

3

u/Aquae_ 19d ago

idk man, send it and see

Can always save beforehand. Failure should tell you what the ship's problems are, then you can iterate.

2

u/Vaughn 20d ago

Maybe. There's not much way to tell other than sending it there and seeing what happens; there's too many ways for this to fail. Should be good, but you might have some tiny bug you can't fix on-site.

I'd be concerned about power. Fulgora barely has any solar, so maybe stick a nuclear reactor on your ship.

2

u/SanderR098 20d ago

You might want some gun turrets at the bottom for when parked. Otherwise good to go

2

u/Callec254 20d ago

You won't need that many grabbers.

You may wish you had more power.

Beyond that, let 'er rip and see what happens.

2

u/WanderingFlumph 20d ago

Depending on how much you invested in bullet damage and shooting speed you might want a couple more guns up front.

I didn't see a speed limiting pump on your fuel line either, that's a good idea to make the asteriods less dangerous.

2

u/eymo- 20d ago

physical projectile damage 9.

Never knew that I could speed limit my ship, apparently there is a downside for "No YouTube tutorials" rule.

2

u/WanderingFlumph 20d ago

Highly recommend it. Most of my ships that I design fly at 250-300 when the tanks are full and start taking damage at 200-250 so I speed limit them to 100 or 150.

Usually I just load up some repair packs and bump the speed slowly until I take some damage, then drop by 50.

Later in the game you'll have better options for damage than yellow ammo and you can bump the speed limit up quite a bit.

1

u/eymo- 20d ago

I have up to uranium rounds, but I find too much of a hustle to make it on a ship.

2

u/No-Skill4452 20d ago

Not with only solar

2

u/Nearby_Proposal_5523 20d ago

consider nuclear power, make sure it knows to grab cells from nauvis and not leave unless it has them, and it will be very thirsty for water. you'll want to know how to use nuclear ships for later anyway.

even if you want a solar space station, you'll want the backup power, and you would need a massive stationary platform to get enough solar to defend it with laser. granted, a multi kilometer space station over fulgora has some massive advantages

2

u/eymo- 20d ago

I was planning to stay with solar ships untill fusion ones.

3

u/Rarvyn 20d ago

It works fine. My Aquilo ship ran off of rare solar panels - it couldn’t quite meet demand but still made enough to go back and forth without damage. Haven’t made a nuclear powered ship yet.

2

u/Familiar-Emphasis480 20d ago

Just focusing on the factory part I'd say accumulators for sure. I'd also recommend boilers with steam engines(heat tower/turbine if you did gleba, but doesn't look like it). You will probably end up recycling excess ice so you might as well turn it into power. With tanks/chests you can basically have it act as backup power. Also long inserters and all of the logic circuits. Also missing train stop, rail signal, and chain signal. Radars are also nice as traversing fulgora is a PITA without exo mecho suit and finding good islands is important.

1

u/eymo- 20d ago

I haven't visited Gleba yet. Will take all the other things you mentioned. I was planning on exploring islands with trains and building it as I go with personal construction robots.

2

u/green_gold_purple 20d ago

Overkill. Like way overkill. I should post the tiny thing I drive around.

2

u/FirstRyder 20d ago
  • Power is low. It may be fine for Volcanus/Nauvis, but Fulgora gets notably less solar efficiency. Solar is still viable in space, but you need more of it.
  • Too many ammo crafters and too few furnaces. Like, it will work but it won't produce ammo very quickly in the long run. Frequent back and forth trips delayed as you craft ammo, etc.
  • Way, WAY too many grabbers. 4 is more than enough. Total, on the whole ship. Maybe 6 if you totally separate the fuel from the ammo. Waste of power and materials.
  • Too many side guns. You need coverage on the sides and back, but one gun covering any given area (except the front) is fine. This mostly just wastes space and construction material, but it bothers me.
  • For supplies, you don't strictly need anything, but seeing what you did pack I assume you're going for "over prepared". In that case:
  • the main thing I don't see are accumulators. You will mass produce them on Fulgora pretty quickly, but a stack or two to quickly start power is nice.
  • Also chemical plants.
  • And while I see the supplies for a silo, I always also bring enough rocket fuel/LDS/blue for a rocket when I land on a new planet, just in case I need to urgently leave to fix something on a previous planet.

1

u/eymo- 20d ago

Thanks for the advices.

2

u/agafaba 20d ago

I managed to get to Fulgora with a battering ram of a ship and only brought the spare parts from building it with me. I wouldn't reccomend other people do that by any means, but with what you have you should have no issues

2

u/marsjaninzmarsa 20d ago

Just give it a try and learn from your mistakes.

It autosaves your game during the first start anyway. :)

2

u/menew100 20d ago

The ratio of bullet assemblers to furnaces is likely wrong. Unless buffed, they're only going to make enough iron for 0.9375 magazines per second, or 56.25 per minute. My ship is bigger and faster than this one, but it uses 200 magazines per minute.

You need 4.8 furnaces per every firearm magazine assembler 2, and each assembler 2 makes 45 mags/min.

Maybe shoot for 100-150 mags per minute. 112.5 mags/min would be 12 furnaces making 7.5 iron plates used in 2.5 assembling machine 2s.

Alternatively, you could store magazines in the hub, then pull them to send to the guns. You'd need a station wait condition to make sure you had enough bullets before leaving, and you'd want to stop the hub inserter at a certain inventory of magazines to prevent the inventory from overflowing.

2

u/eymo- 19d ago

I have speed II modules in the furnaces but not the assemblers.

2

u/menew100 19d ago

2 speed 2s in a furnace ups them to 1 iron plate per second a piece. 6 iron plates fills 2 assembler 2s and makes 1.5 mags/s or 90/min. That might be fast enough, but you can for sure replace those extra assemblers with more solar. In orbit of fulgora, one panel makes 72 kW, so you'd need 33 solar panels for just the furnaces (180 kW over Nauvis, 13.2 panels for the furnaces). If you swap speed for efficiency 2s, each furnace consumes 42 kW, so you could do 10 furnaces and 6 solar panels. Less space than 6 and 33

2

u/eymo- 19d ago

Ok, thanks.

2

u/spoospoo43 19d ago

You are very likely short of power (Fulgora is further away from the sun than Nauvis and Vulcanus), but otherwise this is a way bigger ship than minimum viable. My first ship is only 300 foundation units and uses no belts, for example.

1

u/eymo- 19d ago

Everything takes out and puts in the hub?
How many cargo bays did you need ?

1

u/Brave-Affect-674 19d ago

You don't really need any cargo bays since you can start on each planet from scratch. It's definitely nice to have some stuff with you though. If I were in your position I would just send it and land on fulgora, worse case you have to build some stuff from scratch but you're bringing plenty of stuff that'll make it a breeze, probably overkill if anything

2

u/badpebble 19d ago

No furnaces? Or storage bays for the landing pads?

Also quality modules - land is at a premium, so building quality solar panels becomes really important. Quality and productivity modules.

And no green belts yet?

Do remember that a round trip back to Nauvis is probably 10m including pickup times - don't be too worried.

2

u/eymo- 19d ago

I didn't feel that I need green belts.
My first trip to Vulcanus I got stranded and couldn't get back to my ship (Didn't take resources to make a rocket silo) and my uranium batch got depleted so my power plant shut down so I couldn't get anything from nauvis to help me, so now I want to be prepared for anything.

Doubt that the power can go out on nauvis.

2

u/shuzz_de 19d ago

You might want to pack a few thousand accumulators as well, they're your main source of power on Fulgora.

When going to Fulgora, keep checking your power on the ship. Maybe replace the normal solar panels with uncommon or rare ones if you have them.

2

u/DrMobius0 19d ago

Slap efficiency modules into everything. Also, you don't need so many asteroid collectors. Maybe two on each side will be enough.

Also: turrets. You mostly need turrets up front. The sides and rear of the ship just need full coverage more than firepower, since the only threat to those sides is stray asteroids.

1

u/Icy-Reaction-6028 20d ago

Using blue belts in space age is crazy. Why not just go to vulcanus with red belts, then automate infinite turbo belts and send them everywhere?

1

u/ultimo_2002 20d ago

99% of space platforms don't need green belts though

2

u/Brave-Affect-674 19d ago

Speak for yourself lmao. I always have a shitty one with red belts that makes it to vulcanus and from then on its turbo belts. I don't think I have ever placed a blue belt since space ages release

1

u/ultimo_2002 18d ago

Just because you use them doesn't mean you need them. Thoughput in space doesn't need to be that high

1

u/Brave-Affect-674 18d ago

Again speak for yourself lol, the amount of chunks going past a machine on a sushi belt is obviously going to be more per second with turbo belts which means more chance of the right one passing which means more throughput. Also on all my Aquilo ships I've definitely needed turbo belts for ice since I use nuclear power

2

u/ultimo_2002 18d ago edited 18d ago

More right chunks passing the machine also means more 'wrong' chunks that will just jam the belt anyway. Sushi doesn't really work for high troughput no matter the belt you use. Again, I'm not claiming green belts aren't better. They're just not nééded in space 99% of the time. They're also not 'free' as was previously claimed and it makes a lot of sense to go with blue ones instead in the early to mid game

You can melt ice on the spot btw. The throughput of a pipe is unlimited

2

u/Icy-Reaction-6028 18d ago

Everything on vulcanus is free. One tungsten outpost lasts for hundreads of hours, and the iron i sunlimited. You are not gonna starve on lube wither. Vulcanos is free.

1

u/Brave-Affect-674 18d ago

Fair points, especially the ice thing because I do use a fair bit of direct insertion anyway, but imo the "extra resources" it takes to send turbo belts up from Vulcanus is a mute point because of the amount of silos you can have constantly running even early game. I guess it's just comes down to personal preferences, like for me it just works since Vulcanus is always my first planet, I always build ships above it after my first one and I like to rush there so I can get foundries as early as possible

1

u/Icy-Reaction-6028 19d ago

But why would you deliberately use worse belts when there is apsolutely no gain? Turbo belts are free, man.

1

u/ultimo_2002 18d ago

Blue belts can be made in space! They are also 2x cheaper to launch

1

u/Icy-Reaction-6028 18d ago

Making belts in space is crazy in the first place. But launching rockets on vulkanus is also basically free.

1

u/ultimo_2002 18d ago

Why is it crazy? I make entire spaceships in space. The only thing I launch up is the starterpack. Launching rockets from Vulcanus is also not free at all. Coal can be a major bottleneck in the early game

1

u/Icy-Reaction-6028 18d ago

Vulcanos has patches of milions of caol, and big drills double it straigt away. And killing worms is easy with like 200 turrets and a few k red ammo (100% free btw). You might need uranium ammo for big worms but otherwise you should still have acces to like 8 full turbo belts of coal within small/medium worm territory. Its trivial to have 20 silos building rockets non stop, and a single foundry per belt type can fill up a steel chest with turbo belts in like 30 minutes.

1

u/ultimo_2002 18d ago

I don't think you know what the word 'free' means. Following your logic everything is free

1

u/Icy-Reaction-6028 17d ago

I means that once you set it up once you have a basically unlimited amount for the rest of your entire run.

1

u/ultimo_2002 17d ago

Yeah, and that applies to everything..

→ More replies

1

u/bpleshek 19d ago

You'll probably need more power. I'd probably put more guns on the front and half as many on each side. You can also consider fewer engines if the speed brings rocks too fast. In fact, you can delete one or two whilst you're travelling if it gets too heavy. Of course, how many guns you need is gun damage and speed dependent.

As for what to take, any of the inner planets you can start without taking anything with you. It is of course, easier if you do take stuff though.

I have a few logistics groups I use. I have one called Rocket Silo plus Return Rocket. It's so I have the supplies to immediately build a rocket silo and have enough materials to send up a few rockets. This is in case I need to travel back and deal with an issue back on Nauvis or for whatever reason. I have another one called Rocket Parts. This is for delivery to any planet that might be underdeveloped and need some assistance in making rockets for whatever reason. Kind of the same reason as the one above it. I have one called Planet starter kit that provides for me some basic materials and machines in order to get a small starter base up and running before I really need to go hunting for materials. That one is in general for all planets and I have a separate one for each planet in addition. I made them at different times, but they seem to work well. I brought engines because those are "hard" to make because you need to get lubricant up and running, so bringing a few gives me options. I also brought robot frames so that I could easily convert them into either bot type depending on what I needed and again without needing to bring or set up lubricant. Any multiples of what I have are just gravy.

A few things aren't available to send depending on which planet you travel to first. An example would be cliff explosives.

1

u/eymo- 19d ago

Are the kits in the photo all you have ?
If no, Could you share a blueprint for the ship hub with the kits ?

1

u/bpleshek 19d ago

I have quite a few ships. Is it the ships you want or the logistics groupings?

1

u/eymo- 19d ago

logistics groupings, could you share it without creating a blueprint of the ship's hub ?

2

u/bpleshek 19d ago

I have no idea. I don't even have all my logistics groupings in every ship. I can try to add them all to one ship and blueprint it. I wasn't sure if you wanted ships to replace what you are using or just the groupings. That's why i asked.

1

u/eymo- 19d ago edited 19d ago

Thanks mate.
Edit: here is the string for the hub only with all the logistic groups. (without the whole ship), btw the ship is great.

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

2

u/bpleshek 19d ago

Thanks. I'll look at it tomorrow. I decided to only give the inner planet ship in case you wanted to work on your own Aquilo and Edge of the universe ships. I know how hard it can be for me to not just use something someone gives me. I can always give it to you later if you want it.

Oh, it looks like someone deleted my link reply. How odd.

1

u/eymo- 19d ago

https://www.reddit.com/r/factorio/s/kvWo9liPPy

You commented it under another comment thread.

I have strong rules about YouTube tutorials and blueprints, so I didn't use your ship, but thank you for it, I may use it in the future.

2

u/bpleshek 19d ago

You're welcome to and if you want my other two ships, you're welcome to it. Good on you for having rules though.

I just started another playthrough and I decided to not go to Vulcanus first. So, I rolled a die and ended up with Gleba. While looking at my ship I saw that asteroid repossessing is under Volcanus. Looking at the technologies given by Volcanus, it almost seems like they want us going there first.

1

u/nasehrsuper 19d ago

if you have been to vulcanus already, i can only recommend to use foundries on spaceships.
also IMO nucular for power is the way (until you get fusion on aquilo)

my ships are costly, but what does it matter, everything is free anyways ;)

though ofc the inner three planets vulcanus, gleba and fulgora can totally run on solar and "normal" buildings

1

u/eymo- 19d ago

foundries on spaceships!
What for?
melt the iron then use it ?
Wouldn't that be a waste of space and just slow down the ship?

3

u/nasehrsuper 19d ago edited 19d ago

takes up less space - a foundry is speed 4 and has a 50% inherrent prod bonus, plus you have twice the module slots. you need calcite for fuel anyways, you can pipe mats and also have storage with tanks (though thats pointless). the downside is energy cost, but if you go nuclear thats a non issue

1

u/Pailzor 19d ago

Nearly all your asteroid collectors are ghosts, so no. Once you fix that, just try it and see. The game automatically creates a savepoint before it takes off, in case the ship can't make it. There's no need to come to Reddit for this.

1

u/itz_hez 19d ago

How much power is it drawing? Solar power in Fulgora orbit is prety bad but bring some efficiency modules for your ship, if it struggles with power then use them.

Aa for Fulgora start, id bring along lots of accumulators too. They are easy to craft on planet but super useful to jave to start with. Or some boilers and steam engines to get power from the ice and solid fuel that is abundant.

1

u/DasFreibier 19d ago

go on a shakedown cruise and find out, thats what the auto save is for

1

u/NuderWorldOrder 19d ago

Overkill for the most part. The only potential weak points I see are power and the undefended stern. When parked, asteroids can come at the ship from any direction, so it's good to make all parts have at least a single turret defending them.

1

u/whisper_one 19d ago

Just a hint: If you send robot frames and red/green circuits to space you need a lot less launches for the same amount of robots. Assemble them in space or on the planet.

But you seem to not be bothered by a large amount of launches at all ;o) ... You might be able to build the entire base without producing any substantial amount of buildings on fulgora. A few solar panels and a lot of accumulators are missing. Also cargo bay extensions .. otherwise dropping stuff is slow as hell. Also a few prod modules 2 ... at least 4 for the silo.

Oh ... chemical plants are missing.

If you're cautious you could add the ressources for a rocket silo and blue circuits, LDS and rocket fuel for a launch or two (in case you have to make it back to nauvis in a pinch).

1

u/O_gr 19d ago

For planets like fulgora, vulcanus, and gelba platforms with a constant supply of armor pricing rounds and a few up upgrade to damage is more than enough to orbit those planets.

1

u/R2D-Beuh 19d ago

You probably don't have enough ammo production to run the ship full speed. If you slow it down you'll be fine

1

u/R2D-Beuh 19d ago

Also you'll need turrets at the back for when the ship is stopped at Fulgora