Guide: Spaceships

(WIP - questions or suggestions can be directed to PeterHan5#1790 on Discord.)

Accumulator
Very short-range ships may be powered by accumulator only. + simple: easy to set up - low-powered: available power is very limited. - fragile: any event prohibiting travel or landing can leave the ship stranded and require an in-person visit

Solar + Accumulator
Adding solar panels addresses some issues of accumulators. + simple: easy to set up + low-maintenance: doesn't use any fuel or consume any items - low-powered: available power is limited. - bulky: uses a lot of space, and therefore hull integrity - affected by solar yield: be careful as some areas may not have enough solar energy to power your defenses...

Rocket Fuel Engine
+ simple: easy to set up + continuous power: generates constant power as long as you have fuel - uses rocket fuel

Steam Battery
+ simple: easy to set up + decent energy density - uses a lot of cargo integrity - no continuous power: must be frequently refilled with steam

Nuclear - Steam
+ good energy density + continuous power: good for long flights and high power usage - bulky: uses a lot of space, and therefore hull integrity - must be periodically refilled: condenser turbines only preserve 99% of the water used - complicated: 2 kinds of fluid, and extra circuitry for efficiency

Antimatter
+ amazing energy density - bulky: uses a lot of space, but at this point you have integrity to spare - complicated: 3 kinds of fluid, and extra circuitry for efficiency

Signal I/O
Signals cannot currently be passed into or out of spaceships by wire without manual placement of the wire. A fix that adds electrical and signal transmission capabilities to spaceship clamps is in the works. Rudimentary communication can be done with fluids, tanks, and underground pipes.

Signals to console:
There is no real benefit from using more than one clamp, so use one clamp and put the signal on a constant combinator attached to the console. You can put more than one clamp, but it's pointless and may create problems for other spaceships. These two go well together on a constant combinator. You can either activate and deactivate it manually or with a decider combinator set to pass all received signals. The destination signal for a surface can be found in the info box in the universe explorer - it's a signal unique to each zone or spaceship. The destination clamp # can be found on the clamp
 * Speed - Tells the ship how fast to try to go. This is useful for regulating power usage on solar-powered ships to make sure there's enough power for the defenses. Recommended methods are either a constant combinator or a math combinator linked to an accumulator.
 * Spaceship clamp # - indicates the clamp on the spaceship to use to dock
 * Destination
 * Destination clamp #
 * Launch signal
 * 1) Launch based on fuel: Useful when you want to pass a signal to take off from outside
 * 2) Launch based on cargo: Useful when you can wire up your cargo either directly or with a roboport

Routing:

 * Simple back-and-forth
 * Multi-selector