Introduction
So you have landed on Fulgora or planning to go there and are wondering what the hell you are supposed to do there? I will explain what you should take with you so it doesn't feel like being a total chore, transporting scrap in the hundreds of thousands to get the science rolling.
You can always drop items from the space station to the planet by shift clicking them in the hub
Without the cargo landing pod, they will land where you landed. (They can kill you if they land on you)
What To Take With You, What Not?
Like probably all planets you want at the very least one stack of:
Roboports (so you can interact with the planet after you are gone and place blueprints)
Robots (Logistics and Construction Robots)
Belts/Undergrounds/Splitter (Duh you are playing Factorio, ofc you need automation)
Pipes
Power Poles (just take Substations if you can afford it since you can ship 50 Substations per Rocket, 1 Stack in the beginning)
Assemblers
Chemistry Stations (no Oil Refinery needed on this planet)
Electric Engines (enough for the Rocket Silo at least and since processing on Fulgora in the beginning is a drag, more for easy robots would be ok)
SPOILER WARNING
What you definitely don't need to bring (because of Fulgora Mechanics):
Processing Units
Low Density Structures
Steel
Rocket Fuel
Advanced Circuits
Concrete
Fulgora Specific:
While the other 2 of the 3 starting planets can do with some form of early solar power, you can scrap the idea for Fulgora. Sun is less effective, space is very limited and you can't create a big power grid.
You need a ton of accumulators, just take as many as you can. Anything less than 300 and you will craft them on site, which isn't too hard if you have some in the beginning (obviously there will be crafting on them anyways). Since energy is limited, efficiency modules can be king.
And now the real MVP for this planet: elevated rails
Without elevated rails, you can't sustain a factory for long since in general you have big islands with almost no resources or small islands with big resource patches (>15m). I mean you always can empty your Inventory and run back and forth, but that is not automated.
What To Do To Start On This Planet?
Easy find a big Island near a small Island with lots of resources.
You will have to mine a fulgoran vault ruin (i almost always find one on the big islands) for some crucial unlocks.
You will then be able to craft recyclers and lightning rods (later collectors).
Then it is easy use the lightning to generate electricity, save it in the accumulator and use it to recycle the scrap. With that you should be good to go, to build your own base so stop here if you want to figure the rest out yourself. Down below will be how i did it on my planet, which in fact is not the best solution but it is a solution
WIP
coming soon
The Basic Math
I am assuming Productivity Modules 2 for the most part since Module crafting is the easiest on Fulgora and getting enough Holmium for Electromagnetic Plants and Science would definitely mean you don't need this guide anymore.
Tipp: Use highest level Quality Modules for Electromagnetic Plant crafting and always either craft 2 or dedicate one Electromagnetic Plant to it for the Bonus
Scrap Recycling (1 Recycler): Consumes 2.5 Scrap/s
Produces/s:
0.02 Holmium Ore
0.02 Low Density Structures
0.05 Processing Units
0.07 Advanced Circuits
0.07 Wires
0.10 Steel
0.10 Battery
0.10 Stone
0.12 Ice
0.15 Concrete
0.17 Solid Fuel
0.50 Iron Gears
Fulgora Science needs/s (1 Electromagnetic Plant with Normal Productivity 2 Module): Produces 0.18
0.10 Supercapacitor
0.10 Accumulator
2.50 Electrolyte
2.50 Holmium Solution
Supercapacitor needs/s (1 Electromagnetic Plant with Normal Productivity 2 Module): Produces 0.18
0.10 Battery
0.40 Green Circuit
0.20 Holmium Plate
0.20 Superconductor
1.00 Electrolyte
Superconductor needs/s (1 Electromagnetic Plant with Normal Productivity 2 Module): Produces/s 1.2
0.40 Copper
0.40 Plastic (Those 2 come easily from scrapped Low Density Structures)
0.40 Holmium Plate
2.00 Light Oil (oil products are easy through the oil ocean)
Holmium Plate needs/s (1 Assembling Machine 2 with Normal Productivity 2 Module): produces 0.67/s
12.00 Holmium Solution
Holmium Solution needs/s (1 Chemistry Plant with Normal Productivity 2 Module): produces 8.25/s
0.06 Stone
0.13 Holmium Ore
0.69 Water
Electromagnetic Plant you can waste the Overflow Holmium in large masses for it
When you craft them in an Electromagnetic Plant every 2 you get 1 for free
1 Needs every 10 seconds
50 Steel
50 Processing Units
150 Holmium Plates
50 Refined Concrete
Since it needs so many Holmium Plates you don't really need to worry about the other things because you can get the rest easy through recycling and crafting
Advanced Math
Disclaimer (Machine rarity can greatly affect how many is needed i will assume normal rarity)
So we now have all the things for 1 Machine with Productivity Modules 2, but what we want to know is the final count for everything so we can fully satisfy at least the science while generating excess Holmium for some Electromagnetic Plants.
Its relatively easy just remember to calculate based on your holmium and battery rate.
Those are the only 2 that are bottlenecking me.
For the start ca. 6 Recycler per Solution crafting station so you end up with a positive amount of holmium plates
My Base
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Base Picture
Disclaimer: Fulgora was my first Planet and i had no elevated rails in the beginning so this is not optimized because it gets not nearly enough Holmium
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3360956324
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