Search found 13 matches
- Tue May 30, 2017 2:59 am
- Forum: General discussion
- Topic: infinite research cost and effect (math!)
- Replies: 17
- Views: 18108
Re: infinite research cost and effect (math!)
I copied this work into https://wiki.factorio.com/Science_pack#Types so that people will be able to find it later. Thanks! (and you might like my own math at https://repl.it/IWyE/1, but I didn't break down the oil fractions. It took me a moment to convince myself that breakdown was reasonable -- ie,...
- Tue May 30, 2017 2:35 am
- Forum: General discussion
- Topic: total cost of a rocket (with research) in 0.15.X?
- Replies: 2
- Views: 2550
Re: total cost of a rocket (with research) in 0.15.X?
Here's a python scratchpad: https://repl.it/IWyE/1 Counting only the costs of researching the actual rocket (rocketry, rocket speed 1-5, and rocket silo), I get that rocket research costs 388K resources, and the rocket + satellite costs 229K resources. If you include other research (in particular th...
- Sat May 27, 2017 9:47 pm
- Forum: General discussion
- Topic: intermediate products
- Replies: 4
- Views: 3688
intermediate products
Productivity modules can only be used on "intermediate products". What's up with that? Is there something about my laser turret assembler that would cause it to break if I added a productivity module? I guess where this gets me most is: I'm making purple science, and it's expensive. Most o...
- Sat May 27, 2017 3:54 pm
- Forum: General discussion
- Topic: How accurate is the energy info?
- Replies: 6
- Views: 3142
Re: How accurate is the energy info?
I said to myself: "well, one thing that's definitely fake is the sulfur thing. Convert petroleum gas, a hydrocarbon, into sulfur by adding water?" But I checked Wikipedia and apparently that's actually how you get sulfur. https://en.wikipedia.org/wiki/Hydrodesulfurization So, that's one th...
- Tue May 23, 2017 2:24 pm
- Forum: Not a bug
- Topic: green science pack "Total Raw" numbers seem wrong
- Replies: 1
- Views: 1545
green science pack "Total Raw" numbers seem wrong
The "total raw" cost for the green science pack is listed as 8.75 seconds, 1.5 copper, 5.5 iron. But a green science pack is made from a transport belt (cost: 1 second, 3 iron) and an inserter (cost: 2.25 seconds, 1.5 copper, 4 iron), plus 6 seconds. (These numbers are all mirrored on the ...
- Sun May 21, 2017 1:03 am
- Forum: General discussion
- Topic: [0.15] Beacon redundant in Marathon mode?
- Replies: 5
- Views: 3044
Re: [0.15] Beacon redundant in Marathon mode?
You probably still want to use speed modules on your pumpjacks -- once they're down to 20%, speed bonuses are equivalent to productivity bonuses, and speed modules add more than productivity does. Other than that, if you don't care about production capacity or about electricity, then you're right th...
- Fri May 19, 2017 3:38 am
- Forum: General discussion
- Topic: so who's done a Death World?
- Replies: 19
- Views: 15458
Re: so who's done a Death World?
I launched the rocket in my Death World game just shy of 32 hours in. That's a lot of hours! Here's the guide I wish I'd had: * The evolution rate looked scary at first, but it slowed down considerably after a while, and even 32 hours in my evolution level was only like 0.84. This is with a reasonab...
- Thu May 18, 2017 7:56 am
- Forum: Not a bug
- Topic: [0.15.9] Death World evolution settings reset on loading?
- Replies: 1
- Views: 1199
[0.15.9] Death World evolution settings reset on loading?
I started a Death World game (version 0.15.9); after a few hours I checked the evolution level and it was very high. On my first save, time alone had caused 0.17 worth of evolution after 3 hours 13 minutes! I kept playing for a bit longer. At some point I saved my game, logged off for the night, and...
- Mon May 15, 2017 1:24 pm
- Forum: Wiki Talk
- Topic: some "Total Raw" numbers are wrong on the wiki
- Replies: 3
- Views: 4930
some "Total Raw" numbers are wrong on the wiki
Some of the "Total Raw" numbers are wrong on the wiki. My favorite is https://wiki.factorio.com/Processing_unit, where the recipe is: Time, 10 + Advanced circuit, 2 + Electronic circuit, 20 + Sulfuric acid, 5 and the "Total Raw" numbers are the same -- they don't break down advan...
- Sun May 14, 2017 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Higher Contrast Pollution Cloud
- Replies: 3
- Views: 1830
Higher Contrast Pollution Cloud
When I check the pollution tab on my map, I usually have a very simple question: how far is my pollution cloud reaching? Doe it touch any enemy bases? I've been having trouble with this, because the pollution cloud is pretty low-contrast at its edges, so I really have to squint to even find the edge...
- Sun May 14, 2017 5:36 pm
- Forum: General discussion
- Topic: Are efficiency modules even worth it?
- Replies: 28
- Views: 20108
Re: Are efficiency modules even worth it?
One efficiency module = 32.5 copper + 15 iron + 2 plastic One solar panel = 27.5 copper + 40 iron If we count the 2 plastic as 5 things, then one efficiency module costs 73% as much as one solar panel. Solar panels generate 60kW during full daylight, so actual return is 0.7*60=42kW, so 73% of a sola...
- Sat Jan 21, 2017 5:20 pm
- Forum: Not a bug
- Topic: rocket silo doesn't use enough power
- Replies: 2
- Views: 1409
Re: rocket silo doesn't use enough power
(This is particularly relevant because I like to install productivity modules on my rocket silo. If my productivity modules multiply a 257kW load as opposed to a 4MW load, I feel like it's really letting me get away with something...)
- Sat Jan 21, 2017 5:18 pm
- Forum: Not a bug
- Topic: rocket silo doesn't use enough power
- Replies: 2
- Views: 1409
rocket silo doesn't use enough power
My rocket silo is rated at 4MW of power, but I noticed it only actually uses 257kW of power. What's up with that?
I have attached an image of my rocket silo using 257kW of power. This is with no modules.
I have attached an image of my rocket silo using 257kW of power. This is with no modules.