this post was submitted on 15 Jan 2025
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Factorio

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About to jump planets, what should I be taking along? Also is there anything I should make sure is done on the OG planet before leaving for a bit?

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[–] [email protected] 6 points 2 days ago* (last edited 2 days ago) (4 children)

Have robo ports up,

Have radars with solar panels around critical areas

Vulcanious is easier to get to, and has more solar energy

Make sure your ship can survive parked in orbit with rocks coming at it, if not, send it home and don't park it.

Make sure your comfortable running your base 100% from the map

Nuclear fuel and reactors can be good for a new base, but depends on you.

Setting up a automated bus from home planet to your new planet is very useful. The whole system can be automated logistics, one planet requests something to a group, the ship requests things from that group, and the other planet supplies things to that group. All hands off.

If your ship can go to a planet come back successfully, with no hand holding, you're going to find life to be very very happy

Your home base will run out of something while your away, nake sure you can bootstrap

[–] Leeks 4 points 2 days ago (3 children)

Thanks!

I sent the ship on a test run and it made it to Vulcanious just fine. It is sitting in orbit refueling and building up ammo, then I plan to send it back and start loading it up for the trip with me. I set up some circuit conditions on the ship so that it could be automated later.

Map based building is almost easier at this point since there isn’t the “can’t reach” problem. The main base is run completely on solar, but would make an Italian grandmother proud. (Downside of running a multiplayer map)

[–] slazer2au 5 points 2 days ago (1 children)

How good are you with combinators? I only let a ship leave orbit if it has enough ammo to get to its next destination.
Set up a combinator to read the belt the ammo is on and only give a tick signal to the cargo platform when there is enough ammo. In your schedule set them up with requiring a circuit condition of tick > 0

[–] Leeks 5 points 2 days ago

Yup, exactly what I did! Stored limited ammo in the hub via a circuit to prevent overloading, and only send a green signal if their is enough ammo and fuel.

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