Rocket silo: Difference between revisions
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The rocket silo result inventory can hold up to one stack of space science packs (2000). When receiving science packs from a launched satellite, the game discards 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 one stack of space science packs (2000). When receiving science packs from a launched satellite, the game discards 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]]. | ||
== Timings == | |||
The time for a rocket launch is 2475 [[game-tick]]s, or 41.25 seconds. That is the time from a rocket is finished to production on the next rocket can start. | |||
It is not affected by any modules or beacons, which can be important to take into account if you plan to launch rockets quickly. E.g. to launch one rocket per minute using a single rocket silo, you can only produce rocket parts in it for 60 - 41.25 = 18.75 seconds, which means you need a lot of speed modules for the silo. If you instead use two silos, you have 60 - (41.25/2) = 39.375 seconds - i.e. more than twice the time - to produce each rocket. That since each silo is only "inactive" for 41.25 seconds every two minutes instead of one. | |||
Note that to be really accurate you also need to add the [[Inserters#Inserter_speed|time for an inserter]] to insert the satellite into the rocket. | |||
== Achievements == | == Achievements == | ||
The rocket silo, which is used to win the game, is directly connected to the following game win based achievements: | The rocket silo, which is used to win the game, is directly connected to the following game win based achievements: | ||
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}} | {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}} |
Revision as of 16:48, 28 May 2018
Rocket silo |
Recipe |
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+ + + + + → | |
Total raw |
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+ + + + + |
Recipe |
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+ + + + + → | |
Total raw |
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+ + + + + |
Map color |
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Health |
5000 |
Resistances |
Fire: 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 |
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Internal name |
rocket-silo |
Required technologies |
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Produced by |
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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 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 needs 10 low density structures, 10 rocket fuel, and 10 rocket control units.
When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a satellite component. Launching the rocket with a satellite will complete the game and a win menu will be displayed that shows all kills and the playing time, asking the player to exit the current game, continue, or view the replay. Launching a satellite also places 1000 space science packs in the rocket result inventory.
However, launching the silo without the satellite is sadly pointless, as it won't count as a win, and will be a massive waste of resources. More resources will be needed to make another rocket.
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 result inventory can hold up to one stack of space science packs (2000). When receiving science packs from a launched satellite, the game discards 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.
Timings
The time for a rocket launch is 2475 game-ticks, or 41.25 seconds. That is the time from a rocket is finished to production on the next rocket can start.
It is not affected by any modules or beacons, which can be important to take into account if you plan to launch rockets quickly. E.g. to launch one rocket per minute using a single rocket silo, you can only produce rocket parts in it for 60 - 41.25 = 18.75 seconds, which means you need a lot of speed modules for the silo. If you instead use two silos, you have 60 - (41.25/2) = 39.375 seconds - i.e. more than twice the time - to produce each rocket. That since each silo is only "inactive" for 41.25 seconds every two minutes instead of one.
Note that to be really accurate you also need to add the time for an inserter to insert the satellite into the rocket.
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'll be back for breakfast Finish the game. |
No time for chitchat Finish the game within 15 hours. |
There is no spoon Finish the game within 8 hours. |
Raining bullets Win the game without building any laser turrets. |
Steam all the way Win the game without building any solar panels. |
Logistic network embargo Win the game without building any active provider, buffer or requester chests. |
So long and thanks for all the fish |
History
- 0.13.9:
- Rocket parts from building rockets in the silo now show in production statistics.
- 0.12.7:
- Updated icon.
- 0.12.4:
- Rocket silo now behaves correctly when out of electricity.
- 0.12.0:
- Introduced