In other languages: Deutsch 日本語 Русский 简体中文

Fulgora: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
Thrawcheld (talk | contribs)
Mechanics: spacing, capitalisation; don't use "I"; fix red links (replace "power poles" with each one – presumably it includes substations); add link to Recycler
Kelenius (talk | contribs)
Biomes: "Oillands" is not a term I can find being used anywhere
 
(51 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{Languages}}
{{Languages}}
{{Stub}}
{{About/Space age}}
{{About/Space age}}
[[file:fulgora_preview.png|210px|right]]'''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.
[[file:fulgora_preview.png|210px|right]]'''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 ===
{{NavboxIconLink|Planet_discovery_Fulgora_(research)|Planet Discovery Fulgora}}


=== Exclusive Items ===
[[Planet discovery Fulgora (research)]] is required to travel to the planet.
The following items are unlocked on Fulgora:
 
* [[File:Electromagnetic science pack (research).png|32px]] [[Electromagnetic science pack]]{{SA}}
== Achievements ==
* [[File:electromagnetic_plant.png|32px]] [[Electromagnetic plant]]{{SA}}
{{Achievement|visit-fulgora}}
* [[File:Lightning collector.png|32px]] [[Lightning collector]]{{SA}}
 
* [[File:Lightning rod.png|32px]] [[Lightning rod]]{{SA}}
== Exclusive Items ==
* [[File:Recycler.png|32px]] [[Recycler]]{{SA}}
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.
* [[File:Tesla turret.png|32px]] [[Tesla turret]]{{SA}}
 
The following items are unlocked on Fulgora and can only be crafted on-planet:
* {{imagelink|Electromagnetic science pack|space-age=yes}}
* {{imagelink|Electromagnetic plant|space-age=yes}}
* {{imagelink|Lightning collector|space-age=yes}}
* {{imagelink|Lightning rod|space-age=yes}}
* {{imagelink|Recycler|space-age=yes}}


The following items are unlocked on Fulgora but can be crafted elsewhere:
The following items are unlocked on Fulgora but can be crafted elsewhere:
* [[Mech armor]]
* {{imagelink|Mech armor|space-age=yes}}
* [[Personal battery MK3]]
* {{imagelink|Personal battery MK3|space-age=yes}}
* [[Energy shield MK2]]
* {{imagelink|Energy shield MK2}}
* [[Personal roboport MK2]]
* {{imagelink|Personal roboport MK2}}
* [[Quality module 3]]
* {{imagelink|Quality module 3|space-age=yes}}
* {{imagelink|Tesla turret|space-age=yes}}
 
==Surface==
 
===Properties===
{| class="wikitable"
|+ 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 [[fulgoran ruin|alien ruins]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora's sole resource.
* '''Oil sands''' or '''oil oceans'''<!-- "Oil sands" in FFF-399, "Oil oceans" in-game --> are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional '''deep oil oceans''' will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].
 
=== Oil oceans ===
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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 until [[rail support foundations (research)]] is researched.
 
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.
 
=== Plateaus ===
The islands come in three size classes:
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.
* Large islands with no resources other than some [[fulgorite]] and a few ruins.
 
It is possible for two or more islands to overlap, potentially creating an even larger island. 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 [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].
 
== Mechanics ==
=== Lightning ===
During [[time|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 (<code>lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)</code>)
 
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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.
 
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)
 
{| class="wikitable"
|+ Lightning priority above 1
|-
! Entity !! Priority value
|-
| {{imagelink|Lightning collector}} || 10,000
|-
| {{imagelink|Lightning rod}} || 1,000
|-
| [[Fulgoran lightning attractor]] || 1,000
|-
| [[Fulgoran vault ruin]] || 95
|-
| Colossal [[Fulgoran ruin]] || 94
|-
| Huge [[Fulgoran ruin]] || 93
|-
| Big [[Fulgoran ruin]] || 92
|-
| Medium [[Fulgoran ruin]] || 91
|}
 
{| class="wikitable"
|+ Lightning priority 1
! Entities !! Category
|-
| Anything with the "Metal" impact soundset/category?
|-
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps
|-
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles
|-
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing
|-
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers
|-
| {{imagelink|Beacon}} || Beacons
|-
| {{imagelink|Radar}} || Radars
|-
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots
|-
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)
|-
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably ''not'' [[wooden chest]]s)
|-
| {{imagelink|Cargo pod}} || Landed cargo pods
|-
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces
|-
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes
|-
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power
|-
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks
|-
| {{imagelink|Train stop}} || Train stops
|-
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations
|}
 
{| class="wikitable"
|+ Lightning immune entities
! Entities !! Category
|-
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces
|-
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)
|-
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains
|-
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines
|-
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]
|}
 
=== Lightning rods and collectors ===
 
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory's main power source.
 
With this, lightning on Fulgora becomes 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 panel|solar output]] on Fulgora's surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.
 
Every thunderbolt contains 1 GJ of energy, which is then extracted at the lightning rod/collectors efficiency rating (e.g. the base efficiency of a lightning rod is 20%, making the energy extracted 200 MW per bolt collected)
 
=== 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 plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items. [[Player]]s can also recycle by hand provided the recipe has been unlocked.
{| class="wikitable"
|-
! Input !! Output !! Chance !! Rate
|-
|rowspan="12"| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s
|-
| {{Imagelink|Solid fuel}} || 7% || 0.175/s
|-
| {{Imagelink|Concrete}} || 6% || 0.15/s
|-
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s
|-
| {{Imagelink|Steel plate}} || 4% || 0.1/s
|-
| {{Imagelink|Battery}} || 4% || 0.1/s
|-
| {{Imagelink|Stone}} || 4% || 0.1/s
|-
| {{Imagelink|Copper cable}} || 3% || 0.075/s
|-
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s
|-
| {{Imagelink|Processing unit}} || 2% || 0.05/s
|-
| {{Imagelink|Low density structure}} || 1% || 0.025/s
|-
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s
|}
 
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are generally 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 ==
 
* [[Water]] can be obtained from [[ice]] (from recycling [[scrap]]) via [[ice melting]]
* [[Stone]] can be obtained by recycling [[scrap]]
* [[Iron ore]] can be obtained by recycling [[concrete]]
* [[Iron plate]] can be obtained by recycling [[iron gear wheel]], [[battery]], or [[electronic circuit]]
* [[Copper plate]] can be obtained by recycling [[copper cable]], [[battery]], or [[low density structure]]
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:
** [[Plastic bar]] can be obtained by recycling [[advanced circuit]] or [[low density structure]]
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed
* [[Uranium]] is not available eliminating nuclear power without importing from off planet
 
== Power Considerations ==
=== Lightning Power ===
According to the above mechanics section, lightning strikes a chunk (defined as a 32x32 tile region) once every 10 seconds. Presumably it chooses a random tile within that section, and if a lightning rod is present in said chunk it strikes that instead. The exact mechanism is not clear, and there is also Lightning Reach modifying the selection/range, but in simple terms we can consider it this way until more detailed information is added.
 
Every thunderbolt contains 1 GJ of raw energy, which can then be harnessed at the stated efficiency of the lightning rod/collector (20%/40%). Both the coverage range and efficiency can be improved with quality, this will not be considered currently and will be added at a later time.
 
Since lightning strikes each chunk once per 10 seconds on average, that means that each chunk can generate 200/400 MJ per strike. Since the storm spans 90 seconds, that converts to 1.8/3.6 GJ per chunk per cycle. Since a cycle span 360 seconds, that converts to an averaged 5/10 MW per chunk (10/20 MW production for the active half of the cycle). For reference a theoretically ideal chunk of accumulators (so no electrical poles or anything else, just a pure 16x16 grid of accumulators) has an electrical density of 1.28 GJ (16 x 16 x 5). This means the gross production of electricity from lightning exceeds what is possible to store with base quality accumulators even with the lowest 20% efficiency.
 
In practice though we are assuming are factory maintains a static linear power draw during both day and night, meaning we are only trying to store half the lightning with the rest being used immediately, and possibly a little extra buffer. This means the ratio of accumulator capacity to lightning energy is actually adequate when using lightning rods.
 
An alternative way to view power using lightning is that each accumulator needs to store power for 180 seconds of uptime (half a cycle), meaning each accumulator at 5000 kJ effectively offers you 27.7... kW of usable power. Since every chunk offers you 5/10 MW, and each accumulator offers you 5 MJ, you effectively need 180/360 accumulators per chunk to match under ideal conditions. 180 accumulators is ~70% of the chunk's total size. This also establishes that for every 1 MW you need 36 accumulators somewhere in your factory
 
These calculations are theoretical and awaiting empirical confirmation
 
Note about drain: The lightning rods claim to have a drain of 150 MW, but this seems to work fundamentally differently to normal drain on every other electrical item. This 150 MW is not actually drained from the electrical grid as the name implies, as verified by the power panel, and its actual role in our calculations above is currently unclear
 
=== Alternative Power ===
 
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.
 
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).
 
Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.
 
Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.
 
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.
 
Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.
 
Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.
 
To recap:
- Heat Exchangers are ~3x more water efficient than boilers
- Boilers are roughly the same if not better in terms of density
- Solar panels should be avoided, effectively replaced by lightning
 
=== Optimization Tips ===
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren't required and throughput doesn't become an issue. This also helps use up excess solid fuel


==Space routes==
==Space routes==
{{NavboxIconLink|Fulgora}} is connected to 3 other planets: {{NavboxIconLink|Nauvis}}, {{NavboxIconLink|Gleba}}{{SA}}, and {{NavboxIconLink|Aquilo}}{{SA}}.
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].


{| class="wikitable"
{| class="wikitable"
Line 30: Line 258:
! Planet !! Distance (km)
! Planet !! Distance (km)
|-
|-
| {{NavboxIconLink|Nauvis}}|| 15,000
| [[Nauvis]]|| 15,000
|-
|-
| {{NavboxIconLink|Gleba}}{{SA}}|| 15,000
| [[Gleba]]|| 15,000
|-
|-
| {{NavboxIconLink|Aquilo}}{{SA}}|| 30,000
| [[Aquilo]]|| 30,000
|}
|}


Line 42: Line 270:
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] <br> Space route from {{NavboxIconLink|Nauvis}} to {{NavboxIconLink|Fulgora}}
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] <br> Space route from Nauvis to Fulgora
| [[File:Asteroid_chart_Gleba_Fulgora.png]] <br> Space route from {{NavboxIconLink|Gleba }} to {{NavboxIconLink|Fulgora}}
| [[File:Asteroid_chart_Gleba_Fulgora.png]] <br> Space route from Gleba to Fulgora
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] <br> Space route from {{NavboxIconLink|Fulgora}} to {{NavboxIconLink|Aquilo}}
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] <br> Space route from Fulgora to Aquilo
|}
|}


Line 92: Line 320:
! [[Asteroids| Asteroid]] Type !! Spawn Ratio
! [[Asteroids| Asteroid]] Type !! Spawn Ratio
|-
|-
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| 4
| [[Metallic asteroid chunk]] || 4
|-
|-
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| 3
| [[Carbonic asteroid chunk]] || 3
|-
|-
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| 1  
| [[Oxide asteroid chunk]] || 1  
|-
|-
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| 0
| [[Promethium asteroid chunk]] || 0
|}
|}


Line 106: Line 334:
! [[Asteroids| Asteroid]] Size !! Spawn %
! [[Asteroids| Asteroid]] Size !! Spawn %
|-
|-
| Chunk|| .25
| Chunk || .25
|-
|-
| Medium|| .25
| Medium || .25
|-
|-
| Big || 0
| Big || 0
Line 118: Line 346:
*Chunks spawn at Nauvis at 1.25%
*Chunks spawn at Nauvis at 1.25%
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}
==Surface==
===Properties===
{| class="wikitable"
|+ 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]]{{SA}}, Fulgora's sole resource.
* '''Oilsands''' are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s{{SA}}. 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 support]]s 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. <!-- I don't remember the name of said research, and I don't think we've documented it, yet. -->
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 [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].
== Mechanics ==
=== Lightning ===
During [[time|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)
{| class="wikitable"
|+ Lightning priority
|-
! Entity !! Priority Value
|-
| {{NavboxIconLink|Lightning collector}}{{SA}} || 10,000
|-
| {{NavboxIconLink|Lightning rod}}{{SA}} || 1,000
|-
| {{NavboxIconLink|Fulgoran ruin vault}} || 95
|-
| {{NavboxIconLink|Fulgoran ruin colossal}} || 94
|-
| {{NavboxIconLink|Fulgoran ruin huge}} || 93
|-
| {{NavboxIconLink|Fulgoran ruin big}} || 92
|-
| {{NavboxIconLink|Fulgoran ruin medium}} || 91
|}
The following items have a priority of 1:
* {{NavboxIconLink|Pipe}}
* {{NavboxIconLink|Pump}}
* {{NavboxIconLink|Offshore pump}}
* {{NavboxIconLink|Small electric pole}}
* {{NavboxIconLink|Medium electric pole}}
* {{NavboxIconLink|Large electric pole}}
* {{NavboxIconLink|Substation}}<!--presumably – previously just "electric poles" without specifying which-->
* {{NavboxIconLink|Power switch}}
* {{NavboxIconLink|Logistic robot}}
* {{NavboxIconLink|Construction robot}}
* Anything with the "Metal" impact soundset
The following entities cannot be struck by the lightning:
* {{NavboxIconLink|Rail support}}
* {{NavboxIconLink|Rail}}
* {{NavboxIconLink|Rail ramp}}
* {{NavboxIconLink|Rail signal}}
* {{NavboxIconLink|Rail chain signal}}
* {{NavboxIconLink|Locomotive}}
* {{NavboxIconLink|Artillery wagon}}
* {{NavboxIconLink|Cargo wagon}}
* {{NavboxIconLink|Fluid wagon}}
* {{NavboxIconLink|Wall}}
* {{NavboxIconLink|Tree}}
* Any item that counts as rock for "filtered destruction" (presumably this means {{NavboxIconLink|Recycler}})
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 system|electric network]]. With enough [[accumulator]]s 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 panel|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 plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: <!-- Following list could probably be replaced by a table with probabilities. -->
*{{NavboxIconLink|Ice}} {{SA}}
*{{NavboxIconLink|Stone}}
*{{NavboxIconLink|Holmium ore}} {{SA}}
*{{NavboxIconLink|Concrete}}
*{{NavboxIconLink|Solid fuel}}
*{{NavboxIconLink|Steel plate}}
*{{NavboxIconLink|Copper cable}}
*{{NavboxIconLink|Iron gear wheel}}
*{{NavboxIconLink|Battery}}
*{{NavboxIconLink|Advanced circuit}}
*{{NavboxIconLink|Processing unit}}
*{{NavboxIconLink|Low density structure}}
Since this list includes intermediate products, such as [[processing unit]]s, 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. <!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won't object to writing! -->
== Access to basic resources ==
* {{NavboxIconLink|Water}} can be obtained from {{NavboxIconLink|Ice}} via {{NavboxIconLink|Ice melting}}
* {{NavboxIconLink|Stone}} comes from recycling {{NavboxIconLink|Scrap}}
* {{NavboxIconLink|Iron ore}} and {{NavboxIconLink|iron plate}}s can be obtained from recycling {{NavboxIconLink|Scrap}}
* {{NavboxIconLink|Copper ore}} is not available, but {{NavboxIconLink|copper plate}} can be obtained by recycling {{NavboxIconLink|Scrap}}
* {{NavboxIconLink|Coal}} cannot be obtained and must be shipped in from other planets. However:
** {{NavboxIconLink|Plastic bar}}s can be obtained by by recycling {{NavboxIconLink|Scrap}}
* {{NavboxIconLink|Crude oil}} is not available, but {{NavboxIconLink|Heavy oil}} is readily available using offshore pumps


== Gallery ==
== Gallery ==
<gallery widths="300px" heights="200px">
<gallery widths="300px" heights="200px">
fulgora_landscape.png|Example landscape of Fulgora.
fulgora_landscape.png|Example landscape of Fulgora.
fulgora landscape titlescreen.png|Fulgora seen on the expansion's title screen.
</gallery>
</gallery>


Line 254: Line 356:
* The planet's ruins suggest that an unknown civilization once existed there before the game's events.
* 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.
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.
 
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.
== See also ==
* {{NavboxIconLink|Aquilo}} {{SA}}
* {{NavboxIconLink|Vulcanus}}{{SA}}
* {{NavboxIconLink|Gleba}} {{SA}}


== History ==
== History ==
Line 264: Line 362:
* Introduced in [[Space Age]]{{SA}} expansion.
* Introduced in [[Space Age]]{{SA}} expansion.
}}
}}
== See also ==
* [[Aquilo]] {{SA}}
* [[Gleba]] {{SA}}
* [[Nauvis]]
* [[Vulcanus]] {{SA}}
* [[Space platform]] {{SA}}
* [[Tutorial:Scrap recycling strategies]] {{SA}}


{{C|Planets}}
{{C|Planets}}
{{SpaceNav}}
{{SpaceNav}}

Latest revision as of 00:40, 7 June 2026

Space Age expansion exclusive feature.

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.

Planet discovery Fulgora (research) is required to travel to the planet.

Achievements

Visit Fulgora

Travel to planet Fulgora.

Exclusive Items

Scrap can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.

The following items are unlocked on Fulgora and can only be crafted on-planet:

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

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 as well as fulgoran lightning attractors, which can protect you at night until you build your own lightning rods. Plateaus also hold scrap, Fulgora's sole resource.
  • Oil sands or oil oceans are the lowlands between the plateaus. No buildings can be built in them except for rail supports. You can walk through them, but occasional deep oil oceans will slow you to a crawl. An offshore pump can be placed on the edge of oil oceans to produce an unlimited amount of heavy oil.

Oil oceans

Fulgoran terrain is mainly composed of oil oceans, on which nothing except for rail supports can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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 until rail support foundations (research) is researched.

Much later, foundation can be researched, which allows for building on top of the oceans.

Plateaus

The islands come in three size classes:

  • Small islands always have a Fulgoran vault ruin, usually other ruins, and a massive amount of scrap in a dense pile.
  • Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.
  • Large islands with no resources other than some fulgorite and a few ruins.

It is possible for two or more islands to overlap, potentially creating an even larger island. 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. Islands are often bordered by cliffs, which can make placing rail ramps difficult without access to cliff explosives.

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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.

The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)

Lightning priority above 1
Entity Priority value
Lightning collector
10,000
Lightning rod
1,000
Fulgoran lightning attractor 1,000
Fulgoran vault ruin 95
Colossal Fulgoran ruin 94
Huge Fulgoran ruin 93
Big Fulgoran ruin 92
Medium Fulgoran ruin 91
Lightning priority 1
Entities Category
Anything with the "Metal" impact soundset/category?
Pipe
Pipe to ground
Pump
Offshore pump
Pipes and pumps
Small electric pole
Medium electric pole
Big electric pole
Substation
Electric poles
Power switch
Accumulator
Electric routing
Recycler
Assembling machine 1
Assembling machine 2
Assembling machine 3
Recyclers and assemblers
Beacon
Beacons
Radar
Radars
Roboport
Logistic robot
Construction robot
Roboports and bots
Burner inserter
Inserter
Long handed inserter
Fast inserter
Inserters (but not bulk/stack inserters)
Iron chest
Steel chest
Storage chest
Passive provider chest
Active provider chest
Requester chest
Buffer chest
Metal chests (notably not wooden chests)
Cargo pod
Landed cargo pods
Steel furnace
Electric furnace
Metal furnaces
Heat exchanger
Heat pipe
Heat exchangers and pipes
Fusion generator
Fusion reactor
Fusion power
Car
Tank
Cars and tanks
Train stop
Train stops
Electric energy interface
Asteroid collector
Thruster
Some modded situations
Lightning immune entities
Entities Category
Legacy rail
Rail
Rail ramps and elevated rails
Rail support
Rail pieces
Rail signal
Rail chain signal
Rail signals (notably not train stops)
Locomotive
Artillery wagon
Cargo wagon
Fluid wagon
Trains
Wall
Land mine
Walls and mines
Tree
Rock
Fulgorite
Trees and entities that count as a rock for filtered destruction

Lightning rods and collectors

Lightning rods and lightning collectors serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which they quickly discharge into the local electric system. 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 becomes 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.

Every thunderbolt contains 1 GJ of energy, which is then extracted at the lightning rod/collectors efficiency rating (e.g. the base efficiency of a lightning rod is 20%, making the energy extracted 200 MW per bolt collected)

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. Players can also recycle by hand provided the recipe has been unlocked.

Input Output Chance Rate
Scrap
Iron gear wheel
20% 0.5/s
Solid fuel
7% 0.175/s
Concrete
6% 0.15/s
Ice
5% 0.125/s
Steel plate
4% 0.1/s
Battery
4% 0.1/s
Stone
4% 0.1/s
Copper cable
3% 0.075/s
Advanced circuit
3% 0.075/s
Processing unit
2% 0.05/s
Low density structure
1% 0.025/s
Holmium ore
1% 0.025/s

Since this list includes intermediate products, such as processing units, but no iron or copper plates, players are generally 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

Power Considerations

Lightning Power

According to the above mechanics section, lightning strikes a chunk (defined as a 32x32 tile region) once every 10 seconds. Presumably it chooses a random tile within that section, and if a lightning rod is present in said chunk it strikes that instead. The exact mechanism is not clear, and there is also Lightning Reach modifying the selection/range, but in simple terms we can consider it this way until more detailed information is added.

Every thunderbolt contains 1 GJ of raw energy, which can then be harnessed at the stated efficiency of the lightning rod/collector (20%/40%). Both the coverage range and efficiency can be improved with quality, this will not be considered currently and will be added at a later time.

Since lightning strikes each chunk once per 10 seconds on average, that means that each chunk can generate 200/400 MJ per strike. Since the storm spans 90 seconds, that converts to 1.8/3.6 GJ per chunk per cycle. Since a cycle span 360 seconds, that converts to an averaged 5/10 MW per chunk (10/20 MW production for the active half of the cycle). For reference a theoretically ideal chunk of accumulators (so no electrical poles or anything else, just a pure 16x16 grid of accumulators) has an electrical density of 1.28 GJ (16 x 16 x 5). This means the gross production of electricity from lightning exceeds what is possible to store with base quality accumulators even with the lowest 20% efficiency.

In practice though we are assuming are factory maintains a static linear power draw during both day and night, meaning we are only trying to store half the lightning with the rest being used immediately, and possibly a little extra buffer. This means the ratio of accumulator capacity to lightning energy is actually adequate when using lightning rods.

An alternative way to view power using lightning is that each accumulator needs to store power for 180 seconds of uptime (half a cycle), meaning each accumulator at 5000 kJ effectively offers you 27.7... kW of usable power. Since every chunk offers you 5/10 MW, and each accumulator offers you 5 MJ, you effectively need 180/360 accumulators per chunk to match under ideal conditions. 180 accumulators is ~70% of the chunk's total size. This also establishes that for every 1 MW you need 36 accumulators somewhere in your factory

These calculations are theoretical and awaiting empirical confirmation

Note about drain: The lightning rods claim to have a drain of 150 MW, but this seems to work fundamentally differently to normal drain on every other electrical item. This 150 MW is not actually drained from the electrical grid as the name implies, as verified by the power panel, and its actual role in our calculations above is currently unclear

Alternative Power

The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.

Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).

Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.

Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.

Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.

Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.

Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.

To recap:

- Heat Exchangers are ~3x more water efficient than boilers
- Boilers are roughly the same if not better in terms of density
- Solar panels should be avoided, effectively replaced by lightning 

Optimization Tips

Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren't required and throughput doesn't become an issue. This also helps use up excess solid fuel

Space routes

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

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


Asteroid rate graphs:


Space route from Nauvis to Fulgora

Space route from Gleba to Fulgora

Space route from Fulgora to Aquilo


Graph legend:

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

Orbit

Properties

Property Value
Solar Power 120%
Asteroid Spawning Types
Asteroid Type Spawn Ratio
Metallic asteroid chunk 4
Carbonic asteroid chunk 3
Oxide asteroid chunk 1
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

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.
  • The planet is based on real-world desert planets, as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.

History

See also