In other languages:

Fulgora

From Official Factorio Wiki
Revision as of 00:11, 16 November 2024 by Systemparadox (talk | contribs) (→‎See also: Update for consistency)
Jump to navigation Jump to search
No-building-material-icon.png
This article is a stub, and not comprehensive.
You can help this wiki by expanding it.

Space Age expansion exclusive feature.

Fulgora preview.png

Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.

Required Research

Planet discovery Fulgora (research).png Planet Discovery Fulgora

Exclusive Items

The following items are unlocked on Fulgora:

The following items are unlocked on Fulgora but can be crafted elsewhere:

Space routes

Fulgora.png Fulgora is connected to 3 other planets: Nauvis.png Nauvis, Gleba.png Gleba, and Aquilo.png Aquilo.

Planet Distance
Planet Distance (km)
Nauvis.png Nauvis 15,000
Gleba.png Gleba 15,000
Aquilo.png Aquilo 30,000


Asteroid rate graphs:

Asteroid chart Nauvis Fulgora.png
Space route from Nauvis.png Nauvis to Fulgora.png Fulgora
Asteroid chart Gleba Fulgora.png
Space route from Gleba.png Gleba to Fulgora.png Fulgora
Asteroid chart Fulgora Aquilo.png
Space route from Fulgora.png Fulgora to Aquilo.png Aquilo


Graph legend:

Asteroid type Chunk Medium Big
Metallic asteroid chunk.png Metallic Blue Red Cyan
Carbonic asteroid chunk.png Carbonic Orange Yellow Brown
Oxide asteroid chunk.png Oxide Green Magenta Purple

Orbit

Properties

Property Value
Solar Power 120%
Asteroid Spawning Types
Asteroid Type Spawn Ratio
Metallic asteroid chunk.png Metallic asteroid chunk 4
Carbonic asteroid chunk.png Carbonic asteroid chunk 3
Oxide asteroid chunk.png Oxide asteroid chunk 1
Promethium asteroid chunk.png Promethium asteroid chunk 0
Asteroid Spawning Sizes
Asteroid Size Spawn %
Chunk .25
Medium .25
Big 0
Huge 0

Note:

  • Chunks spawn at Nauvis at 1.25%
  • Huge Asteroids only spawn past Aquilo

Surface

Properties

Fulgora Surface Properties
Property Value
Pollutant Type None
Day Night Cycle 3 Minutes
Magnetic Field 99
Solar Power 20%
Pressure 800
Gravity 8

Biomes

Fulgora is split between two distinct biomes.

  • Plateaus are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to alien ruins, which have rudimentary lightning rods, which can protect your buildings until unlocking your own lightning rods. Other plateaus hold scrap, Fulgora's sole resource.
  • Oilsands are the lowlands between the plateaus. No buildings can be built in them except for rail supports. You can walk through them, but occasional oilpatches will slow you to a crawl. An offshore pump can be placed on the edge of oilsands to produce an unlimited amount of heavy oil.

Terrain

Fulgoran terrain is mainly composed of oillands, on which nothing except for rail supports can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built without research.

However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as foundation for building on top of the oillands requires research that can not be performed until much later.

The islands come in three size classes:

  • Small islands with high amounts of resources, but with little room to build on
  • Medium islands with lower amounts of resources, and with sufficient room for a small factory
  • Large islands with no resources, but with enough room to build the main part of a medium-sized factory

It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for roboports or big electric poles to reach, thus requiring local logistic and electric networks to be built, as neither roboports nor power poles can be built on the oillands without foundation.

Mechanics

Lightning

During nighttime, dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each chunk once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )

If a lightning strike is set to occur near a lightning rod, lightning collector, or fulgoran lightning attractor, then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.

Lightning will target entities based on priority first and then random for any entity not on the priority list (Higher priority gets hit first)

Lightning priority
Entity Priority Value
Lightning collector.png Lightning collector 10,000
Lightning rod.png Lightning rod 1,000
Fulgoran ruin vault 95
Fulgoran ruin colossal 94
Fulgoran ruin huge 93
Fulgoran ruin big 92
Fulgoran ruin medium 91

The following items have a priority of 1:

The following entities cannot be struck by the lightning:

When a lightning rod or a lightning collector is struck by lightning, it will generate a brief but powerful burst of electric energy, which can be utilized by connecting it to the electric network. With enough accumulators to last during daytime or between lightning strikes, this can serve as the factory's main power source.

With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak solar output on Fulgora's surface and the difficulty of setting up a global electric network on Fulgora before foundation becomes available.

Natural resources

Aside from numerous items that can be collected by mining ancient ruins, only two "natural" resources occur on Fulgora, those being heavy oil and scrap.

Heavy oil can be obtained in infinite and non-diminishing amounts by placing an offshore pump on the shore of an island, allowing it to collect heavy oil directly from the oillands.

Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like iron or copper plates using traditional production methods. Rather, it is recycled to produce a variety of items:

Since this list includes intermediate products, such as processing units, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources.

Access to basic resources

Gallery

Trivia

  • The planet's ruins suggest that an unknown civilization once existed there before the game's events.
  • In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.

See also

History