Question in title.
For oil, the yield diminishes in a specific way until it reaches a minimal value for that field.
Does Fluorine work the same way? If so, are the numbers the same (300 cycles per percent, 10*yield produced per cycle, minimum yield is the highest between 20% absolute and 20% of original)?
It seems that, unlike oil, nothing appears in the "expected resources" row, which made me doubt that it does diminish.
Whatever the answer, if anyone here has a habit of working on a wiki, that would be useful information to add.
Does the yield of Fluorine fields on Aquilo diminish?
Does the yield of Fluorine fields on Aquilo diminish?
Last edited by Holy-Fire on Mon Mar 10, 2025 9:55 pm, edited 2 times in total.
Re: Does the yield of Fluorine fields on Aquilo diminsh?
Does crude oil field diminish on Aquilo?
Re: Does the yield of Fluorine fields on Aquilo diminsh?
Good question, but it does have "expected resources" filled in like on Nauvis, so if that's any indication, yes.
Re: Does the yield of Fluorine fields on Aquilo diminish?
I was hoping to learn from other people's experience, but I guess there's only one way to find out.
I tested it out. If there's demand I can share screenshots and calculations, but for now I'll share the main results.
Oil on Aquilo seems to work exactly like on Nauvis.
As for Fluorine, it's similar, but with a few differences.
It turns out that what I perceived as "Expected resources not being displayed" is actually the game rounding down the amount/s to an integer. So for my already depleted fields, which had fractional yield, it was rounded to 0 and not shown. I consider this a bug.
Anyway, it does get depleted, but with different parameters.
Unlike oil, it takes only 100 cycles for yield to diminish by 1%, rather than 300 cycles.
Also, it doesn't get a x10 increase. 300% yield will give 3 Fluorine/second with no bonuses.
Edit: Just like oil, it continues to diminish until it reaches 20% yield or 20% of the original yield, whichever is higher.
I tested it out. If there's demand I can share screenshots and calculations, but for now I'll share the main results.
Oil on Aquilo seems to work exactly like on Nauvis.
As for Fluorine, it's similar, but with a few differences.
It turns out that what I perceived as "Expected resources not being displayed" is actually the game rounding down the amount/s to an integer. So for my already depleted fields, which had fractional yield, it was rounded to 0 and not shown. I consider this a bug.
Anyway, it does get depleted, but with different parameters.
Unlike oil, it takes only 100 cycles for yield to diminish by 1%, rather than 300 cycles.
Also, it doesn't get a x10 increase. 300% yield will give 3 Fluorine/second with no bonuses.
Edit: Just like oil, it continues to diminish until it reaches 20% yield or 20% of the original yield, whichever is higher.
Re: Does the yield of Fluorine fields on Aquilo diminish?
Thank you for the tests.
Now I know this, I think I will put productivity modules into all pumpjacks on Nauvis and Aquilo too. Hopefully on Aquilo I will have enough power, because my last attempt to kick start a base was not successful, as I experimented with everything myself without reading anything about this planet, apart from built-in game entry.
Now I know this, I think I will put productivity modules into all pumpjacks on Nauvis and Aquilo too. Hopefully on Aquilo I will have enough power, because my last attempt to kick start a base was not successful, as I experimented with everything myself without reading anything about this planet, apart from built-in game entry.

Re: Does the yield of Fluorine fields on Aquilo diminish?
Productivity vs. Speed on pumpjacks is another interesting problem, which I've spent some time thinking about in the past. But back then it either worked differently, or I was wrong about how it works. (Specifically, I thought that the minimum is 20%, I didn't know that it can also be 20% of the original yield.)pioruns wrote: Tue Mar 11, 2025 5:04 pm Thank you for the tests.
Now I know this, I think I will put productivity modules into all pumpjacks on Nauvis and Aquilo too. Hopefully on Aquilo I will have enough power, because my last attempt to kick start a base was not successful, as I experimented with everything myself without reading anything about this planet, apart from built-in game entry.![]()
Recently I thought about it again, and reached this conclusion - unless you are using beacons, productivity modules are *never* better than speed modules.
If the pumpjack is assisted by a beacon with speed modules, productivity can be helpful, but it depends on a lot of factors.