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The '''Rocket silo''' is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo.   
The '''Rocket silo''' is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo.   


In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units. (The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.)
In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.
   
   
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input a [[satellite]] component. Launching the rocket with a satellite will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay. Launching a satellite also places 1,000 [[space science pack]]s in the rocket result inventory.
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input an item as cargo. Launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]].


Launching the silo without the satellite is sadly pointless, as it will not count as a win, and will be a massive waste of resources. More resources will be needed to make another rocket. However, the silo interface includes the option to "Auto-launch with satellite", which will immediately, automatically launch the rocket if and only if it is completed ''and'' a satellite has been inserted as payload. Checking this option and thereafter leaving the silo alone may be helpful in preventing accidental manual launches with no payload.
Launching the rocket with a [[satellite]] as cargo produces 1000 [[space science pack]]s, which are generated inside the silo. The silo interface includes the option to "Auto-launch with cargo", which will immediately, automatically launch the rocket if it is completed ''and'' cargo has been inserted as payload.


Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo.
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.


The rocket silo result inventory can hold up to 2,000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The "Auto launch with cargo" checkbox does '''not''' check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The "Auto launch with cargo" checkbox does '''not''' check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].


== Maximum throughput ==
== Maximum throughput ==


The duration of the rocket launch animation is 2,475 [[game-tick]]s, or 41.25 seconds. This is the time from when the rocket is finished to when production on the next rocket can start, but does not include the time to insert the payload. Unlike rocket part crafting, the animation's duration is not affected by any modules or beacons. This may become a factor if one is planning to launch rockets at high frequency.
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases.  


For example, to launch one rocket per minute using a single rocket silo, one would need to produce the rocket parts within (60 - 41.25 =) 18.75 seconds. However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~20.6 seconds; i.e., slightly longer than what would be required to launch 1 rocket / minute.
There are five phases to a rocket launch.  


''(This is using the maximum of 20 beacons with all [[speed module 3|speed modules 3]], plus 4 [[productivity module 3|productivity modules 3]] in the silo itself. The latter not only cuts resource requirements by almost 30%, but also is marginally faster than using more speed modules 3 in the silo.)''
===== Working =====


Thus, the largest space science pack output one can obtain out of a single rocket silo is about (1000 * 60 / 61.85 =~) 970 per minute.
Rocket parts must be assembled in the silo before the rocket can be deployed.


For empirical results see [https://forums.factorio.com/viewtopic.php?f=5&t=52275 this] forum thread.
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.
 
1250 ticks elapsed.
 
===== Preparing rocket for launch =====
 
The rocket is brought up out of the silo so a payload can be inserted, if any.
 
This animation lasts 890 ticks, or ~14.833 seconds.
 
2140 ticks elapsed.
 
===== Waiting to launch rocket =====
 
The payload must be inserted.
 
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.
 
2154 ticks elapsed.
 
===== Launching rocket =====
 
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.
 
1162 ticks, or ~19.367 seconds.
 
3316 ticks elapsed.
 
===== Reset =====
 
The silo door must close before the cycle begins again.
 
368 ticks, or ~6.133 seconds.
 
=== Conclusions ===
 
'''Grand Total: 3684 ticks''', which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.
 
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]


== Achievements ==
== Achievements ==
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The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:


*[[Car]]: When a car is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.
{{Spoiler|button-text=Spoiler! Click to view.|message=
**This allows a fast-moving view of one's base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), but other than that does nothing and returns the player next to the launching silo once the launch animation has finished.
<ul><li> [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.
**It also wastes the launch, as the rocket's sole payload slot is occupied by the car, rather than a satellite. (Having any number of satellites in the car's trunk or the "astronaut"s inventory does not count.)
<ul><li> This allows a fast-moving view of one's base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.
*[[Raw fish]]: Grants the "So long and thanks for all the fish!" achievement. This is a reference to ''[https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_the_Galaxy The Hitchhiker's Guide to the Galaxy]'', a satirical science-fiction novel series by [https://en.wikipedia.org/wiki/Douglas_Adams Douglas Adams]. Other than this, it also wastes the launch.
<ul><li> If all space near the rocket silo is occupied, the player is placed at spawn instead. </li></ul>
<li> It also wastes the launch, as the rocket's sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car's trunk or the "astronaut"s inventory does not count.) </li></ul></li>
<li>[[Raw fish]]: Grants the "So long and thanks for all the fish!" achievement. Other than this, it also wastes the launch.</li>
<li>[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.</li></ul>}}
 
== Gallery ==
<gallery widths=240px heights=240px>
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch.
File:rocket_silo_launch.gif|The rocket launching.
File:rocket_silo_gui.png|The rocket silo's GUI.
</gallery>


== History ==
== History ==
{{history|0.17.0|
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}


{{history|0.13.9|
{{history|0.13.9|
Line 63: Line 114:
* [[Satellite]]
* [[Satellite]]


{{CombatNav}}
{{ProductionNav}}
{{C|Defense}}
{{C|Space related}}

Latest revision as of 02:26, 3 October 2022

Rocket silo.png
Rocket silo

Rocket silo entity.png

Recipe

Time.png
30
+
Concrete.png
1k
+
Electric engine unit.png
200
+
Pipe.png
100
+
Processing unit.png
200
+
Steel plate.png
1k
Rocket silo.png
1

Total raw

Time.png
80
+
Concrete.png
1k
+
Electric engine unit.png
200
+
Iron plate.png
100
+
Processing unit.png
200
+
Steel plate.png
1k

Recipe

Time.png
30
+
Concrete.png
1k
+
Electric engine unit.png
200
+
Pipe.png
100
+
Processing unit.png
200
+
Steel plate.png
1k
Rocket silo.png
1

Total raw

Time.png
80
+
Concrete.png
1k
+
Electric engine unit.png
200
+
Iron plate.png
200
+
Processing unit.png
200
+
Steel plate.png
1k

Map color

Health

5000

Resistances

Fire: 0/60%
Impact: 0/60%

Stack size

1

Dimensions

9×9

Energy consumption

4.0 MW (electric)

Crafting speed

1

Mining time

1

Module slots

4 slots

Prototype type

rocket-silo

Internal name

rocket-silo

Required technologies

Rocket silo (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

The Rocket silo is currently the only win condition. Once the silo has been built and placed it can be filled with low density structures, rocket fuel, and rocket control units, which will allow rocket parts to be created within the silo.

In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.

When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input an item as cargo. Launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay.

Launching the rocket with a satellite as cargo produces 1000 space science packs, which are generated inside the silo. The silo interface includes the option to "Auto-launch with cargo", which will immediately, automatically launch the rocket if it is completed and cargo has been inserted as payload.

Building a silo requires, among other things, electric engine units, engine units, and processing units, which must be produced in assembling machines and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts productivity modules, and due to the high resource requirements to craft a rocket is a good candidate for their use.

The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The "Auto launch with cargo" checkbox does not check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the circuit network.

Maximum throughput

A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases.

There are five phases to a rocket launch.

Working

Rocket parts must be assembled in the silo before the rocket can be deployed.

The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.

1250 ticks elapsed.

Preparing rocket for launch

The rocket is brought up out of the silo so a payload can be inserted, if any.

This animation lasts 890 ticks, or ~14.833 seconds.

2140 ticks elapsed.

Waiting to launch rocket

The payload must be inserted.

One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.

2154 ticks elapsed.

Launching rocket

The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.

1162 ticks, or ~19.367 seconds.

3316 ticks elapsed.

Reset

The silo door must close before the cycle begins again.

368 ticks, or ~6.133 seconds.

Conclusions

Grand Total: 3684 ticks, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.

With a build time of 1250 + 14, the delay from animations is 2420 ticks.[1]

Achievements

The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:

Smoke-me-a-kipper-i-will-be-back-for-breakfast-achievement.png Smoke me a kipper, I'll be back for breakfast

Finish the game.

No-time-for-chitchat-achievement.png No time for chitchat

Finish the game within 15 hours.

There-is-no-spoon-achievement.png There is no spoon

Finish the game within 8 hours.

Raining-bullets-achievement.png Raining bullets

Win the game without building any laser turrets.

Steam-all-the-way-achievement.png Steam all the way

Win the game without building any solar panels.

Logistic-network-embargo-achievement.png Logistic network embargo

Win the game without building any active provider, buffer or requester chests.

So-long-and-thanks-for-all-the-fish-achievement.png So long and thanks for all the fish

Spoiler! Click to view.

Trivia

The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:

Spoiler! Click to view.


Gallery

History

  • 0.17.0:
    • Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.
  • 0.13.9:
    • Rocket parts from building rockets in the silo now show in production statistics.
  • 0.12.4:
    • Rocket silo now behaves correctly when out of electricity.

See also