Reaching the Shattered Planet -- Factorio Space Age Endgame Spaceship

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Published on ● Video Link: https://www.youtube.com/watch?v=fnLiVbNiCXk



Factorio
Game:
Factorio (2020)
Duration: 0:00
38,046 views
372


Blueprint: https://factoriobin.com/post/pxssq1

Ship statistics:

2735 Tons
13000 Foundations
Max Thrust: 3.8 GN

Weapons:
-35 Railguns
-186 Rocket turrets
-220 Laser turrets
-62 Gun turrets

Misc:
1600 Belts
30 legendary assemblers
7 Cryo plants
7 Foundries
1 EMP
400 Legendary/epic Speed 3 modules
134 Legendary prod modules
133 legendary Beacons

Power:
3x Fusion reactors, 1.2 GW generation, peak consumption 600 MW

Production stats:

12000 Explosives/minute
3800 Explosive Rockets/minute
250 Railgun shots/minute (production for way more exists but is not needed)

Total Production to reach Shattered Planet:

-5,2 million Explosives
-1.6 Million explosive Rockets
-140 000 Railgun shots
-123 000 Firearm magazines
-4 Million iron Plates
-250 000 Copper Plates
-700 000 Steel

156 Fusion cells consumed

Most important parts of the Ship showcased in this video:

-Asteroid reprocessing. This feels like the single most important part since the asteroid occurency frequencies vary wildly on the way to the shattered planet and you need a TON of production (if saturated, this belt makes a full stacked green belt of explosives e.g.) The best solution i could come up with is the one shown in the Video: All Asteroids are collected and belted to a central processing place. There a sushi belt is loaded with random asteroids (input limited to avoid clogging). From that belt, asteroids are placed on sorted belts that feed into the actual asteroid crushing belt. The crushing belt input only accepts the asteroid type that is the rarest on the belt at any given time.

After reprocessing, overflows for Coal/Iron/Ice are important to ensure constant production of Sulfur/Calcite/Copper. These i have limited to only trash stuff if the belts are full.

The actual production is relatively simple -- quality buildings, modules and beacons do the heavy lifting with a bit of care needing to be taken to belt management since many production lines need their full stacked belts to work and cannot operate on e.g. just half a stacked belt of iron plates.

Power is very simple, 3x fusion reactor gives like 2x the peak power draw easily. The entire trip to the shattered planet burned less than 150 fuel cells, so trivial to bring from home.

The thruster stack has a bunch of logic to limit fuel intake based on a speed number i can manually input, for the journey to the shattered planet i wired the speed input variable to the number of Explosive rockets on the rocket belt, so if the ship runs low on ammunition it automaticallys slows down. Cruise speed for most of the journey was around 120 km/s, though the first part was flown with 250-ish.

Weapon systems were planned with a heavy focus on rocket turrets since the density increases so much that splash damage is key. Some gun turrets are in there to take care of medium asteroids. Small asteroids mostly die in the splash, there is also a couple of laser towers in free spaces that only shoot small asteroids and i researched laser damage to exactly oneshot small promethium asteroids. I think research breakpoints are fairly important, this ship used:

-Level 19 Laser damage (248 laser damage per shot, small promethium asteroids have 240 Laser EHP)
-Level 17 physical damage
-Level 12 Railgun speed (though it seems to be bugged and stop improving long before that, so propably not important)
-Level 19 Explosives damage. This puts explosive rockets at 930 splash damage which oneshots medium promethium asteroids (880 explosive ehp) and requires 5 hits for 4400 EHP big promethium asteroids
-Level 8 Railgun damage since they oneshot anyways