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Factorio rocket
Factorio rocket









  1. #Factorio rocket full
  2. #Factorio rocket software

  • As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts by hand.
  • As of version 0.15 Roboports start off with a miniscule auxilary power charge to help define their logistics and construction zone before they start drawing power from your grid.
  • #Factorio rocket software

    Basic inserters don't require any electronic circuits, even though in real life fully autonomous robotic arms, being able to grab arbitrary objects on the move precisely, would require quite complex hardware and software to work.Furthermore, it does not produce a single speck of pollution during operation, so it will never add to any smog problems you might have attracting biters. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with. The very first Inserter in the game, the Burner Inserter, requires no electrical power to run, just a steady feed of coal.Offshore water pumps never run dry, and you can even apply landfill over them to turn them into water wells tapping an underground water source.A lot of things that you would think would require electric power — conveyor belts, splitters, offshore water pumps — don't need to be powered in-game because doing so would just add a layer of annoyance and not add anything to the gameplay.The only place you'll find that word is inside the game's code. All There in the Script: The planet Factorio takes place on is called Nauvis.However, needing to monitor steam temperature would add a layer of complexity to the game's fluid and nuclear power generation mechanics (both of which are already pretty complicated) without really adding anything to the gameplay, so presumably this is the reason players don't need to worry about their steam cooling. Once produced, steam will remain at a consistent temperature, rather than cooling or condensing back into water, as logically it should. Acceptable Breaks from Reality: Steam is treated as a fluid, ergo it is transported via pipelines and can be stored in fluid tanks and transported in fluid train cars to be saved and used to power engines and turbines as needed later.The production time of 15s for the speed module is exactly half what an un-sped-up control assembler takes. You can save a bit of room if you share a speed module with two control part assemblers. It sure uses up a lot more space, since it needs those blue cards. Wonder why I didn't.ĮDIT 2: Ok, well, there isn't much I can tell you about assembly of the control parts. I could easily change it to a logistics setup, since I have the parts unload from trains into passive providers. Even with all these beacons, the rocket takes so long to open and close that the belt refills the chests by the rocket before it is ready to accept more parts again. I see I run one double sided belt of each item right to the rocket. I just have a big logistics system already at this point, so I use a requester chest of the parts (which you see on the left of the rocket too).ĮDIT: I guess it's been a while since I saw my own setup here. The individual parts are easy enough to make as-is, right? but the parts that go into it are complex.

    #Factorio rocket full

    Then you can use nice, fast stack inserters like in my first screenshot to move an entire stack of a rocket part at once (they will only do or a full stack, whichever is lower, per cycle). A dual-side belt dumping into a passive provider chest, and a requester chest by the rocket for that exact item will handle logistics. Or do what I do, and for such a short distance use robots. Don't forget that you can use two sides of each rocket in order to not need long handled inserters for inserting. Well, it seems you got the materials handled.











    Factorio rocket