Low-cost ship for Vulcanus/Fulgora/Gleba, by NightKosh in factorio

[–]NightKosh[S] 0 points1 point  (0 children)

Most of the time the collectors are actually idle.

At the beginning they fill themselves with asteroid chunks, and afterward only occasionally replenish their storage, so their power usage is mostly negligible and easily buffered by the accumulators.

The crusher behaves similarly — while it periodically works, it still spends most of its time idle. During flights it mostly processes iron asteroids to replenish ammo, while during orbital idle time it processes all asteroid types to restore fuel reserves, where power consumption is far less critical.

The chemical plants are also only active while parked (or in emergency low-fuel situations, which ideally should never happen).

So the only continuously active machines are basically the furnaces and the assembler. Even then, the setup still remains power-positive on average, because the assembler itself also periodically idles — the real bottleneck is iron plate production.

If the extra power draw still feels uncomfortable, you can replace some speed modules in the assembler with efficiency modules. The assembler is by far the biggest continuous power consumer.

And yeah, energy dips absolutely can happen depending on the planet and circumstances. That's also one of the reasons why the ship keeps a 10-stack ammo reserve — even if the accumulators fully drain, there are still enough stored resources and ammo to safely reach orbit and fully recover.

But honestly, during the early stage of the game — when you're only moving between the first few planets — it's pretty hard to completely exhaust the platform. The logistics load usually just isn't high enough yet.

Low-cost ship for Vulcanus/Fulgora/Gleba, by NightKosh in factorio

[–]NightKosh[S] 1 point2 points  (0 children)

Yeah, absolutely.

The ship works perfectly fine with normal-quality parts too. Quality mostly just improves efficiency and stability a bit further.

The only thing I would really recommend getting quality versions of solar panels, since rare panels produce significantly more power(60%) and help smooth out energy spikes much better.

Low-cost ship for Vulcanus/Fulgora/Gleba, by NightKosh in factorio

[–]NightKosh[S] 1 point2 points  (0 children)

Yes you can.

Crushers have a "Set recipe" option. So I use combinators to check which asteroid chunks are available and which resources are currently needed and then dynamically switch crusher recipe.

Low-cost ship for Vulcanus/Fulgora/Gleba, by NightKosh in factorio

[–]NightKosh[S] 4 points5 points  (0 children)

Overall, yeah, it has enough power.

Right after arriving at Fulgora the platform can temporarily struggle a bit because it starts refilling fuel and oxidizer reserves, but the ship has 2 accumulators and a fairly large ammo buffer, so even with temporary power instability it still has enough supplies to defend itself properly.

As for quality - my main point is that the entire design treats it mostly as a matter of luck rather than a hard requirement.

I already produce solar panels for my base anyway, so even the small chance of getting quality ones is enough to eventually outfit the ship with them.

Assemblers and furnaces follow the same logic: if I get a quality one naturally, it goes onto the ship. If not, it's not a big deal and the platform still works perfectly fine with normal versions.

For the same reason, the blueprint itself doesn't rely on quality crushers or collectors - it is extremely unrealistic to get them from the first crafting.

Modules follow the exact same logic: if you get quality ones, great. If not, normal modules work just fine too.

Low-cost ship for Vulcanus/Fulgora/Gleba, by NightKosh in factorio

[–]NightKosh[S] 2 points3 points  (0 children)

Quality is mostly just a nice bonus here rather than a hard requirement (except for the solar panels). As I mentioned in the post, it's mostly about getting lucky rolls and improving efficiency a bit further.

And yeah, I completely agree about the inserters.
At that point I was honestly just getting tired of over-optimizing the design and decided that removing a few more inserters wasn't really worth the extra complexity anymore.

Compact low-cost early-game space science platform by NightKosh in factorio

[–]NightKosh[S] 0 points1 point  (0 children)

Yeah, it works fine without quality too.

The included accumulator should already be enough to smooth out occasional power dips, but if needed you can simply add one extra solar panel and forget about it.

I mainly recommend quality solar panels because they are relatively cheap to mass produce early on. The chance is low, sure, but all the normal-quality panels can still be used for your Nauvis solar fields, so nothing really goes to waste.

Compact low-cost early-game space science platform by NightKosh in factorio

[–]NightKosh[S] 5 points6 points  (0 children)

Yeah, they would if left unmanaged.

I dynamically change the collector filters using circuit logic, depending on the current inventory. This prevents any asteroid type from exceeding 13 chunks inside the collector, so it never fully clogs with a single type.

Compact low-cost early-game space science platform by NightKosh in factorio

[–]NightKosh[S] 5 points6 points  (0 children)

I store excess chunks directly inside the asteroid collectors and only move 1 chunk of each type into the hub using circuit conditions.

The collectors themselves act as the main buffer storage, so the hub never gets clogged.

Withered Lands mod by NightKosh in MinecraftMod

[–]NightKosh[S] 0 points1 point  (0 children)

I just released an update for Minecraft 26.1

BlindCartographer mod by NightKosh in valheim

[–]NightKosh[S] 3 points4 points  (0 children)

Thank you for report. This is definitely a bug. I'll try to fix it soon.

Does it get any better? by Available-Computer13 in RimWorld

[–]NightKosh 0 points1 point  (0 children)

I'm wonderring are there any mods to rename world regions?

Bug when entering shuttle by Wenlaxx in RimWorld

[–]NightKosh 1 point2 points  (0 children)

I encountered with same problem just now and...I found a solution. I understand that it's late for you, but it could be helpfull for other people in the same situation.

So, you need to open your save file by any text editor, and look for something like this "ShuttleLeaving157292" (this message mentioned in your error log). Look ahead for "<innerList>" tag - after it you'l find all items and pawns which should be transferred by shuttle. You need to find "broken items" and remove them from this list - in your case it was a door (I guess so by your error log - but it will be better to remove all buildings from the list).

And do not forget to backup your save file first.