Description
The Rook 3.1 - 1.3k/min Promethium Science Pack
Layout
- Description
- Blueprint book comes with 3.1, and old vesions would recommend only using the latest 3.1 one (it is the best by far)
- Update List (for 3.0)
- Most recent update is 3/23/205
- Changed collector behavior, no performance increase other than efficiency, shoulod not overload on resource any more
- I think, if you have 3.0, and delete all existing asteroid collectors, you can just paste think update over previous 3.0 (I think,but no guarantee)
- Very small update 4/5/2025, added 4 missing undergournd belts feeding bottom rail guns on promethium storage, easy to fix by hand if you have built it in between 3/23/2025 and 4/5/2025 (Thanks TheGreekOrange!)
- Most recent update is 3/23/205
- Specs
- 1.3k/min promehtium science pack if supplied fully
- Weight: 2553.6 tons
- Smart/confirgurable bug disposal
- 38.24/s explosive rocket production
- 21.84/s piercing ammo production
- 6.12/s railgun ammo production
- Only limit on ammo is how fast the belt can carry a half load of stacked ammo
- Circuit network
- General descriptions of logic, combinators mostly commented
- Advice for less rare pieces or lower productivity levels
- Mostly comes down to slow it down or spend less time in shattered planet, logic to do both is included and configurable
- Basically should be fine with less rare devices and lower productivity with a little tweaking
- Old Docs for 1.0/2.0:
- In case anyone loves the 1.0 or 2.0 ship :) again would recomment 3.0
Description:
Full redesign of ship from ground up. I really wanted to it be over 1k/min science pack production. Blueprint book includes new and previous stable versions. I have tried to include descriptions in network combinators where usful for 3.0. I do have high producitivity/weapond damage and speed researched (depending on what you consider high). I do not know where cutoffs are to fully supply ship. I know that roughly level 15 for things will do. There is advice for lower research levels and rarity of parts. Like 1.0/2.0 the logic should all work well still, the ship will just need to be slowed down likely. There have been a few small updates, most notably the addition of a bug dispol, highly recommend updating to lates version of 3.0. The original 3.0 could be overwhelmed by bugs if rng was bad enough. Newest version has killed 44 bugs in 10 hours vs 820 on original version. I am hoping this is final version for 3.0. (I was wrong I have added a 3.1, but it is technically minor if 3.0 has been working wel). The bug issue was the last thing I think I needed to tweak. Hapy to chat in the comments if anyone finds any issues! Hope you Enjoy!
Update List (for 3.0)
-
Update 1: Minor Fix to 3.0 right after initial post (nothing critical, small tweaks)
- Copper plate production: added a stack inserter and changed them to gold for copper plate unloading
- I have not seen it needed, but technically was limiting piercing ammo production
- Changed stack inserters for iron and copper ore unloading to gold
- Again I have not seen it needed but techincally limited unloading of copper/iron ore
- Small tweak to allow more calcite on belt for fuel
- Copper plate production: added a stack inserter and changed them to gold for copper plate unloading
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Update 1/22/25: Also nothing critical, minor balancing and missing inserters on bottom collectors
- Added downline of ammo production to ammo count network to prevent over production
- Reformatted balancing and loading of center rocket ammo pool (was not a big issue, but there were some empty spots ons the line at high draw)
- Previously was really only loaded by one side if only front rocket launchers are used and had limited loading speed
- New way should ensure more even and faster loading
- Added 4 missing inserters to the bottom collectors (these do not grab much and were not affecing functionality in a large way, but good to have connected obviously)
-
Update: 1/27/25
- Added extra bug guns in center ship
- I had a situation where all bugs were expiring before promethium prick up and it wore down ship. I do not want to put a timer in. This seems to have fixed the issue.
- Adjusted ammo belt amounts
- Now that ammo downline is part of network it seems to be able to keep a more full belt under high draw
- Added extra bug guns in center ship
-
Update: 2/1/2025
- Alright I broke down and put in a bug disposal, I had it die again (it takesa days but if RNG is bad enough bugs can overwhelm defenses)
- A constant combinator and 2 decider combinators do logic. They are above and to the right of the hub, right above the beacon. While not moving and out of promethium 4 bugs per second are disposed of, this keeps them spread out when hatching a bit. You can adjsut the amount per second in the constant combinator to a max of 12 per second. You could change the timer a bit to do more if you let the arm go twice per second
- The bug disposal eliminates them while veloicity is 0 and there is no promethium in hub. It keeps them for the trip. This also leads to more production at shattered planet with more fresh bugs. This should fix any bug issues I think. If your ship gets destroyed increase the number in the constant combinator to elimate more bugs per second. I went from massive spike to killing only 44 bugs in the last 10 hours, so it should be fine with 4/sec
- If you really want to be safe, you can adjust it to dump all bugs when moving, there are notes about how to do this in the combinators.
- I lowered the turn around amount to 28k which seems to still get it full. You can adjust this if you aren't getting a full load in the combinator below the hub, should have a comment in it.
Update 3/23/2025 (Changed to version 3.1 and left 3.0 in old versions)
- This is more of an efficiency update. I have added the collector and collector arm inventories to the count. This prevents the behavior of it collecting a ton of resource, jumping to 500+ sometimes before stopping collection. This required a lot of additional combinators.
- Since the belts do not overload any more, the central belt allows more on them and now operates with both lanes occupied and a spacing done before recyclers.
- Recyclers are on significantly less now as there is very little over abundance of resource.
- Added a version of this ship with no storage that can go to and from shattered planet (needs high damage and productivity research, not sure how high), bring some extra guns!
Update 4/5/2025
- added missing betls for rails guns at bottom of storage (Thanks TheGreekOrange!)
- Alright I broke down and put in a bug disposal, I had it die again (it takesa days but if RNG is bad enough bugs can overwhelm defenses)
Specs
- ~1.3k/min promethium science pack production
- Round trip of about ~40min from Nauvis, filled, and back
- Collects ~62k promethium
- can collect nearly 120/s promethium at max load
- Can craft promethium science packs at 70/s if fully supplied with materials
- Full load of promethium used for crafting in about 20 minutes makes ~80k promethium science packs (about 1 hour total round trip and crafting)
- Doubled ammo production from 2.0
- 38.24/s explosive rocket production
- 21.84/s piercing ammo production
- 6.12/s railgun ammo production
- Should be able to support full production of all ammo types, but should not need all at once anyway. Requires relatively high crusher productivity to work at full draw, particularly for carbonic asteroid chunks (hard to adjust this with setup but should work at partial speeds well). Only issue I am aware of is if rocket draw is too high and explosive production too low, railgun ammo will not get explosives.
- There will be a small sparse area in the ammo belt at rest, would NOT recommend increasing ammo amount of any type, you need a little space to fill line with produced ammo in shattered planet. The sparse area is intentional to keep new ammo flowing. I really wanted to hold 5k rockets instead of 4.8k but it causes issues under high ammo draw, so it is best left alone.
- Weight: 2553.6 tons
- Small increase in weight from 2.0
- Averages around 290km/s
- Does NOT slow down in shattered planet area (reaquires high productivity and weapon dmg/speed research)
- There are 2 gold pumps not in use by default over the engines on either side. If these pumps are placed in the pipes below them, they will shut engines after the pump off in the shattered planet area. The logic is already built in, just adjust pump location to shut off engines if needed. Constant combinators here are just to extend network cable.
- Depending on weapon damage and shooting speed research this may be necessary (with around 15+ of each I do not need them, but have no idea where the cutoff is)
- Shattered planet turn around based on belt filling roughly halfway or a timer (in minutes) set in the hub. Can adjust promethium amount for turn around in decider combinator right below hub. Timer setting is in hub, logic for timer is set to the right of the hub below the cryogenic plant. Huge promethium asteroid signal sent to hub is time spent in shattered planet (in minutes), can set a time limit to spend there if having issues by adjusting value set in hub.
- Smart bug disposal has been added. by default when there is no promethium left, bugs will be discarded at a rate of 4/s if ship is not moving. It then saves the bugs for the trip. Just above and to the right of the hub are combinators controlling it. Can discrd as many as 12 bugs per second.
Circuit network (same principles as 1.0/2.0)
There are a number of small local networks, but the 'main' networks are carried by electric poles
- Red network
- Carries current ammo, current belt asteroid amount, and parameters for asteroid amounts
- H,T,M,L - signals on red network (high - begin recycling, T - target amount, M - Amount to allow recycling, L - amount to request recycling from other sources if available), shouldn't need to be adjusted, set in constant combinator below the hub
- Green network
- Carries filters for collectors, time signal, light signals, modified destination, damage, and storage outputs (1 and 2 are signals for full storage)
Advice for less rare pieces or lower productivity levels (3.0)
Speed is not limited in shattered planet by default, but logic to do this is included. Unused gold pumps above engines on either side can be put into the pipes below them above any engine and will shut off subsequent engines in shattered planet. I have not done testing with lower quality rail guns, but I imagine it would be fine, maybe require slowing down. There are 2 mechanisms in place to turn ship around. The first is the amount of promethium collected, set to 29k by default (set directly below hub in a decider combinator). The second is an actual timer that starts when entering shattered planet. The ship will turn around after a specified amount of minutes there. It is the huge promethium signal in the hub and is set to 20 minutes by default (it should not hit this value with default set up). You can set this to 5 for instance to only spend 5 minutes before turning around.
Old Docs for 1.0/2.0:
Now a blueprint book with rook 1.0 and 2.0
1.0 Changes
Only change should be rail guns in front filter for only huge asteroids now
2.0 Changes
2.0 minor fix - 2 collectors at front were missing inserters. Added a splitter that was missing for balance in middle of storage,
Collects nearly twice as fast as 1.0 about. Twice as much collected in 50-55 minutes, only a few minutes slower than 1.0. This comes from extra collectors, better storage distribution and down lines for collection, and a faster speed in the shattered planet area. Goes about 200k km towards shattered planet before turning around. It will slow down if ammo falls too low. Ammo gets strained near the turn around but should have enough stock to not slow down and will be catching back up not long after turn around. Takes about 35 minutes to use a full load for crafting. Needs testing for full production, but based on crafting rates and times, should produce 800+/min science packs.
- Doubled capacity and redesigned storage loading and filtering
- Will collect at full draw now and should not back up on promethium
- New wider front end to accommodate storage size increase, more grabbers and rocket launchers
- Rail guns are no longer normal rarity, but this is maybe not necessary
- Needed a rare fusion generator to generate power
- A little slower outside of shattered planet area (averaging around 290 km/s), but moves faster than 1.0 in shattered planet area.
1.0 Features
End game ship/platform prioritizing fewer parts and smaller size (1768 tons), but includes almost all legendary machines and a lot of legendary mods and arms. A long time ago it started as The Aquilo Hauler from https://www.factorio.school/view/-OAyI3v0vsVKSJ6tsDyy which has awesome logic for managing asteroid resource that I am essentially still using in this ship. Priority of ship is being small and fast with as few machines as possible. Ammo is fully sustained with settings as are, it can go further with current ammo production before it is unable to keep up.
In full rotation should support about 500/min promethium science pack. I have 2 of them producing ~1050/min consumption.
Features:
- Speed and capacity
- About 32k promethian capacity (31931 when full)
- Round trip, empty from Nauvis and back about 50 minutes
- Averages around 370 km/s when at full thrust depending on gravity
- Limits speed to average of 150 km/s in shattered planet collection
- Will stop if ammo is low (any type), or slow down if damage has been taken and you are in between aquilo and solar system edge
- Storages fill simultaneously allowing technically 60/sec throughput (it collects in sustained bursts near or at 60/sec when over ~140k km on the way to shattered planet).
- Highly selective filtering for collectors based on original logic from aquilo hauler
- Smart belt supply regulation recycling only when needed to replenish other materials or if too many are on belt (this is intentionally kept a little slow without legendary mods).
- Ammo production is on one large belt around the ship, roughly half full and forcibly spaced out. There are some pools of ammo types near the front of the ship fed by the main line. All Ammo should be able to be produced simultaneously at full draw depending on steel and asteroid crushing productivity level (full draw on railgun and gun ammo may strain steel, but gun ammo is generally not used at max rate)
- Explosive missile production of 19.12/sec
- Armor piercing production of 10.92/sec
- Railgun Ammo production of 3.06/sec
- Minimal waste: optimized to only expel some carbon (excess from sulfur production), iron or copper ore (well optimized to only waste one or the other if the other resource is stocked), and technically ice but it happens very rarely.
- Lights are white when it is alright on all 3 ammo types, any other color means something is a little low, though it will be a while before it stops the engines.
- Any other color means something is off (this is determined by a circuit on the top left of the ship if you want details)
- Can produce 35 promethium science packs per sec if fully supplied with other resources
Circuit network
There are a number of small local networks, but the 'main' networks are carried by electric poles
- Red network
- Carries current ammo, current belt asteroid amount, and parameters for asteroid amounts
- H,T,M,L - signals on red network (high - begin recycling, T - target amount, M - Amount to allow recycling, L - amount to request recycling from other sources if available), shouldn't need to be adjusted, set in constant combinator below the hub
- Green network
- Carries filters for collectors, time signal, light signals, modified destination, damage, and storage outputs (1 and 2 are signals for full storage)
Advice for less rare pieces or lower productivity levels (1.0/2.0)
The overall logic should still work very well. The 2 inner engines are active in the shattered planet area, you can easily slow down the ship by replacing these 2 engines with lower rarity so shattered planet speed is lower. The same really goes with all engines, replace if the trip to solar system edge is too much. If rail gun shooting speed is too slow, it is easy to replace the inner 2 collectors at the very front with rail guns. I have put in efficiency modules where I am able and draw is over 100MW sometimes, but if you have the batteries it should barely come down from full capacity so you have room to remove some efficiency modules. It would be fine to have more speed or productivity mods instead. There is a timer setting that the hub gets from the right of the hub next to the cryogenic plant. The ship either turns around when it is a little less than half full or when a time (in minutes) happens. This is the 'Huge Promethian Asteroid' signal the hub receives. You can set this to a lower time to have the ship turn around and collect a partial fill. You can change the amount too in a decider combinator just below the hub.