[Space Age] Silo animations should be influenced by speed modules

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thedoh
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[Space Age] Silo animations should be influenced by speed modules

Post by thedoh »

TL;DR
Rocket silo animations should be sped up when the silo is affected by speed modules so that the silo can prepare to launch again sooner.

What?
Right now, according to the https://wiki.factorio.com/Rocket_silo#M ... throughput, there are five parts to launching a rocket to space:
  • Working
  • Preparing
  • Waiting to launch
  • Launching
  • Reset
The wiki notes that "[Speed] [m]odules accelerate crafting time in the first phase, but have no effect on animations in the other phases"

This means that there are dozens of real-time seconds -- 39 of them -- lost to the animation phases. Once players have a high degree of rocket part productivity, rockets craft extremely quickly (300% productivity means you need to make ~17 rocket part crafts to "ready" a rocket), and there is no major benefit to using speed modules, or indeed rocket silos of higher quality that offer increased craft time.

I propose that speed modules affecting rocket silos - directly in the silo and via beacons - should also speed up the animations.
Why?
Speaking for myself, I feel this limit very painfully, with nearly 300 legendary rocket silos surrounded by speed beacons on Nauvis so I can meet the peak rocket demand of my interplanetary factory empire. My silos spend the vast majority of their time in the animation state, where I'm not seeing any benefit from the surrounding speed beacons. I shudder to think what kind of performance impact this has on the system as bots need to fly to further silos and more entities must be tracked. This pain is felt especially on Gleba where science can end up spoiling while it waits for a silo to launch it into a waiting platform (there's always a waiting platform).

The time spent waiting for the all of the animations make the rocket part productivity research feel particularly like it was a waste because the answer to increased throughput isn't "make your 50 rocket parts faster" it's "add more rocket silos so you can work around the animation limitation" and what was the productivity really for? You could very easily craft enough blue circuits, LDS and rocket fuel in the time you're forced to wait for the animations to render the productivity research to be redundant.
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Nosferatu
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Re: [Space Age] Silo animations should be influenced by speed modules

Post by Nosferatu »

In Space Age a second rocket starts being produced while the first one is launched. Also the door animation should stop playing.
Your problem should only start once you produce faster then the animations.

This was their compromise they did not want to speed up the animations:

Source: https://factorio.com/blog/post/fff-405

I don't know how many beacons you need until you hit that limit. But if you do, more speed modules won't do anything.
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Re: [Space Age] Silo animations should be influenced by speed modules

Post by crimsonarmy »

There is already a topic on this 128837
thedoh
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Re: [Space Age] Silo animations should be influenced by speed modules

Post by thedoh »

crimsonarmy wrote: Mon Sep 01, 2025 8:35 pm There is already a topic on this 128837
Oh I hope a forum moderator can combine them! Thank you.
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