Version 2.0.46

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Zicandar
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Re: Version 2.0.46

Post by Zicandar »

Kyralessa wrote: Tue Apr 29, 2025 11:25 am
GregoriusT wrote: Tue Apr 29, 2025 11:14 am
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Balancing
  • Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
Old:

1 firearm magazine
1 steel plate
5 copper plates

New:

2 firearm magazines
1 steel plate
2 copper plates

Change:

Copper plates: 5 -> 2
Iron plates (in firearm magazine): 4 -> 8
It's great that you posted a summary of the actual changes! However...
This is wrong, as it fails to include the fact that it now crafts 2 red magazines at a time!
Per Magazine the change is:
Copper plates: 5 -> 1
Steel: 1 -> 0.5
Iron plates (in firearm magazine): Unchanged
Crafting time per magazine: Unchanged

It'd be great if the post I quoted here could be edited with this info, as it's the first thing most people will see when reading this thread. (And this post is on the second page for me at least.)
Kyralessa
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Re: Version 2.0.46

Post by Kyralessa »

Zicandar wrote: Fri May 02, 2025 7:58 am It's great that you posted a summary of the actual changes! However...
This is wrong, as it fails to include the fact that it now crafts 2 red magazines at a time!
Per Magazine the change is:
Copper plates: 5 -> 1
Steel: 1 -> 0.5
Iron plates (in firearm magazine): Unchanged
Crafting time per magazine: Unchanged

It'd be great if the post I quoted here could be edited with this info, as it's the first thing most people will see when reading this thread. (And this post is on the second page for me at least.)
Fixed. But also, the crafting time has doubled.
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The Phoenixian
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Re: Version 2.0.46

Post by The Phoenixian »

Stargateur wrote: Wed Apr 30, 2025 10:17 pm
The Phoenixian wrote: Wed Apr 30, 2025 7:06 pm The Red Ammo changes are interesting to see. I'd been using it anyways, since my platforms weren't really bottlenecked by magazine production and the 60% damage for the added cost was worth it in that light, but I suppose now the only reason not to is either extreme space constraints or if the platform literally can't produce it.
red ammo was bad in a lot of way, without space age, the damage of gun turret skyrocket with tech since ammo damage and turret damage bonus are multiplicative, but they nerf it A LOT in space age. So before you basically better rush damage tech and use yellow ammo, and only replace with uranium ammo, red ammo simply wasn't worth it, and so in space age you don't have this insane damage on gun turret anymore (well it's still very good but not like before) you end up still using yellow ammo, cause red ammo was just too expensive (on nauvis forget about space platform).

You can even read this thread Mid Game Space Platform Yellow Ammo NERF where we talk a lot about this subject

TL;DR: red ammo was never worth it but since they reduce damage bonus on tech they needed to reduce red ammo cost to make them attractive to use not only in space but on nauvis or even gleba.
Oh yeah, I'm aware there was a community sentiment that it was generally not worth the space and expense, and actively detrimental in the likes of Deathworld, I just ended up designing my platforms in a manner where I had more than enough copper and steel for railgun ammo, and with other turrets, especially railguns, clearing out asteroids the build could both fit a set and didn't need more than one. Especially after adding target priority combinators for ammo (un)rationing, because, well, why solve a problem one way when it can be solved ten ways?

It could be argued that all I'm doing is just hitting important damage breakpoints a something like... 6? bullet damage techs earlier than I otherwise would? (at a rough guesstimate since my instinct is that compounding would affect how the extra base damage factored in)

*gets curious, checks math*

Oh, hunh, no. It looks like piercing rounds hit the breakpoint of 20 damage to medium asteroids (IE: two magazines to a kill) at bullet damage 10, while yellow ammo should take until about tech 19 if I'm doing this right. Didn't expect the gap to be that large, that early.

Well, regardless, the fact of the matter is that I am in what seemed to be odd space within the community at large, I felt I should chime in about that.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
Tertius
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Re: Version 2.0.46

Post by Tertius »

For practical reasons, I consider red ammo only if I have to produce copper anyway. This is if I also need railguns, since railgun ammo needs copper. That's just for platforms going beyond Aquilo. For the inner planets, going to red ammo needs additional production buildings, and it's not clear if the additional space and power demand is balanced by the lower turret footprint. I didn't look into it, but I feel it's not worth updating an existing design.

For a platform that goes beyond Aquilo, you need space for an additional production building for copper plates and double the assembling machines you have for yellow ammo. As benefit, you can remove a few gun turrets. Is the saved space worth it? Is it really saving space? The platform is already quite big, a few turrets more or less aren't really an impact. You change gun turret space for production area space. You put more copper you have anyway to good use, that's an argument in favor. May be a bit more more security for high speed platforms.

I see the benefit of the red ammo change with the early game on Nauvis, which enables you to micromanage your gun turrets less. You can switch to red ammo earlier and need to spend less copper and precious steel on ammo and more to science and mall. At least I feed most early gun turrets manually and don't build a supply infrastructure in the early game while the base constantly expands.
guy-732
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Re: Version 2.0.46

Post by guy-732 »

Kyralessa wrote: Fri May 02, 2025 10:10 am
Zicandar wrote: Fri May 02, 2025 7:58 am It's great that you posted a summary of the actual changes! However...
This is wrong, as it fails to include the fact that it now crafts 2 red magazines at a time!
Per Magazine the change is:
Copper plates: 5 -> 1
Steel: 1 -> 0.5
Iron plates (in firearm magazine): Unchanged
Crafting time per magazine: Unchanged

It'd be great if the post I quoted here could be edited with this info, as it's the first thing most people will see when reading this thread. (And this post is on the second page for me at least.)
Fixed. But also, the crafting time has doubled.
Well, it was 3 seconds for 1 red ammo, now 6 for 2 red ammo
So it's still 3 seconds per ammo on average, hence, crafting speed remains unchanged.
quigonquinn0
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Re: Version 2.0.46

Post by quigonquinn0 »

The vehicle auto snapping 😍😍😍
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