First Self Sufficient Ship! Rockets and Bullets oh my
My first ship design!
Self Sufficient, doesn't require any planet resupply.
Only 1 smelter, 1 chemical plant, 1 assembler, 1 crusher
Any item over a predefined limit are thrown overboard
Prioritize production of Bullets, then Repair Packs, Then Rockets, Then Red Ammo
The Design is kinda boxy, its a first draft POC- shaking out the bugs! There are so many bugs.
Smelter
The tricky bit was ensuring the inserter only grabs iron plates in stacks of five so it doesn't get stuck. Used a simple logic that iron plates must be > 950, before we try to pick them up and a stack size override of 5
Crusher
Every recipe on a decider with a priority by signal count, a selector grabbing the highest priority, and a latch that holds any selection for 1200 ticks.
Assembler
Same as crusher
Chemical Plant
Same as crusher, PLUS filtered pumps to sort the output of the chemical plant.
Defense
Of course, surrounded bu turrets, and rocket defenses filtering for HUGE targets, and a few tesla towers for flavor.
It is just a proof of concept build, so some of the circuits are messy. Don't go to aquilla until you have at least 600 rockets.
If you change the fluid latch above the current 1200 ticks, you will have to adjust the output delay product of ticks*output and make sure its < the storage container overhead, otherwise the fluid system can get stuck.
Thanks! Is it able to stay in orbit above Aquilo once it has enough rockets, or does it need to turn around at some point?
Do you have a name picked out for it?
It doesn't have enough power to make rockets fast enough to stay at Aquilo, solar panels are very limited there; So I set a over-ride to leave Aquilo no matter what once rockets goes below 1000.