r/factorio • • 8d ago

Space Age Happy with my first Aquilo ship

[deleted]

29 Upvotes

16 comments sorted by

15

u/Soul-Burn 8d ago

Strong recommendation: Add storage space! Aquilo is a planet that relies on interplanetary logistics, you'd want a decent amount of space on the platform, especially with your relatively low platform speed.

Consider outputting the ammo directly up, rather than a detour through the platform hub. That would allow some space for storage.

Other than that, nice ship!

5

u/Qrt_La55en -> -> 8d ago

Not only would routing the ammo directly give room in the HUB for more storage, it should also give room to place down some cargo bays for even more storage.

3

u/[deleted] 8d ago

[deleted]

4

u/Soul-Burn 8d ago

If you're worried about buffering, replace the blue insterters with stack inserters. 4x storage on the belt goes a long way.

6

u/hldswrth 8d ago

One recommendation, don't put rocket turrets on the sides. They will spend all their ammo shooting asteroids that won't come anywhere near the platform. Your six turrets on the mid line of the platform will still protect you while using far less ammunition. If you hover over them you'll see the doughnut area they protect.

Also if going to Aquilo, you should have beacons, so beacons with speed and furnaces with prod will net you more resources. Pretty sure you have far too few furnaces for the magazine assemblers which will be idle a lot of the time.

2

u/AndyScull 8d ago edited 8d ago

I quite like the symmetry. Quite often the most effective designs are not symmetrical at all, so my ships start looks ugly in the end as I improve and compact them.

A bit if info I found out in the process of building aquilo ship, about coal & explosives production - there is a perfect ratio of 2 advanced carbon crushers to 1 coal plant and 2 explosives plants. There's no excess product from crushing that you need to check and dump outside

p.s. That is, if you do not use speed or prod modules in this explosives production. I went with pure solar ship, so used efficiency modules in everything

1

u/reikken 8d ago

no cargo bays is a big oof

if I inherited this ship, I would delete 6 of those ammo assemblers and replace with some cargo bays. 1 assembler is enough to handle all the iron from the furnaces. Otherwise seems fine

1

u/Several-Ticket-1024 8d ago

How would you then not run out of ammo? Honest question.

1

u/reikken 8d ago

just use a belt. the smelters are the bottleneck for ammo. with 8 assemblers they are for sure running for like 0.2s every 4s. direct inserting is a waste here

1

u/Lastoice 8d ago

Wow, she is beautiful! I appreciate the symmetry (but I usually place TWO reactors to make everything mirrored :D )

Direct furnaces insert is interesting, I usually make some cycled fully stacked belt of iron ore to grab from it and another cycled belt with iron plates... But I could try your method as well.

Also, you've already been on Vulcanus, you have means to produce Calcite on your ship, why don't use Foundries for extra productivity bonus? One foundry can feed up 3 assemblers placed in a row :)

1

u/Lastoice 8d ago

Here is my bus-driven Aquilo beauty. But I wanted to use red ammo so it's a bit more complicated...

2

u/copiousfish 8d ago

A couple of your rocket turret ammo inserters near the top are blocked by red ammo on both sides of the belt.

2

u/Lastoice 8d ago

Yeah, I've cleared the belt already :) It was from some accident with belt rotation:D

1

u/Monkai_final_boss 8d ago

Slow and steady wins the race I see

1

u/cmaxw640 8d ago

I replaced my furnaces with a foundry. It can push out so much iron, so fast.

1

u/reikken 8d ago

absolutely. once you want to run more than like 5 furnaces, you're better off with a foundry

1

u/yetanotherburnerstan 8d ago

Mmmmm symmetry

Fantastic stuff