Rocket silo
Rocket silo |
Recipe |
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+ + + + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Map color |
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Health |
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Resistances |
Fire: 0/60% |
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Stack size |
1 |
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Too heavy for a rocket! |
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Dimensions |
9×9 |
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Energy consumption |
4.0 MW (electric) |
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Crafting speed |
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Mining time |
1 |
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Module slots |
4 slots |
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Prototype type |
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Internal name |
rocket-silo |
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Required technologies |
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Produced by |
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Recipe |
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+ + + + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Map color |
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Storage size |
20 |
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Health |
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Resistances |
Fire: 0/60% |
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Stack size |
1 |
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Too heavy for a rocket! |
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Dimensions |
9×9 |
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Energy consumption |
4.0 MW (electric) |
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Crafting speed |
|
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Mining time |
1 |
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Module slots |
4 slots |
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Prototype type |
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Internal name |
rocket-silo |
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Required technologies |
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Produced by |
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Page "Rocket silo" has been recommended for clean-up. Reason: Rocket launching changed in version 2.0 |
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This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
Further recommendations for this page's clean-up can be made at Talk:Rocket silo. |
The Rocket silo is currently the only win condition without the Space Age expansion. Once the silo has been built and placed it can be filled with processing units, low density structures and rocket fuel, which will allow rocket parts to be created within the silo. In order to launch a rocket and leave Nauvis, 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, 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. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as Aquilo, Gleba, Fulgora and Vulcanus.
Note that in 2.0, the rocket will not launch if you do not have a cargo landing pad, and unlike 1.0, returned items will be available in the cargo landing pad instead of the rocket silo itself. Maps migrated from 1.0 will need adjusting to use processing units direct instead of rocket control units, and the science removel inserters moved to the cargo landing pad.
With Space Age, launching a rocket can create a cargo landing pad via the "Build new space platform" with the help of using a space platform starter pack. The "Deliver cargo" option will take any loaded cargo to the chosen platform. The "Travel to space platform" option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.
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'll be back for breakfast Launch a rocket to space. |
No time for chitchat Launch a rocket to space within 15 hours. |
There is no spoon Launch a rocket to space within 8 hours. |
Raining bullets Launch a rocket to space without building any laser turrets. |
Steam all the way Launch a rocket to space without building any solar panels. |
Logistic network embargo Finish research with space science pack for the base game or any planetary science pack for Space Age without building any active provider, buffer, or requester chests. |
So long and thanks for all the fish |
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:
Gallery
- Error creating thumbnail: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127
Circuit connections for rocket silo.
- Error creating thumbnail: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127
Circuit connections for rocket silo.
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.
- 0.12.7:
- Updated icon.
- 0.12.4:
- Rocket silo now behaves correctly when out of electricity.
- 0.12.0:
- Introduced