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Either revert, or even further increase the cost of mining productivity
Posted: Wed Jan 29, 2025 3:05 pm
by CyberCider
For those unaware, the cost of the mining productivity infinite tech was reduced in space age. By a factor of 2.5, no less. Personally, I can’t think of any reason for this to have been done. On top of that, yellow and space science were removed from its cost. I can understand space, as it’s a larger progression block than purple or yellow science. The devs wanted players to be able keep their factory working on something useful while they set up the space platform, so mining and steel productivity don’t require space science. But why was yellow removed? Was that at all necessary? And you can’t say “productivity techs don’t take yellow, only purple”, because asteroid productivity takes yellow science! And those two techs have one key thing in common: They evenly affect all resources, not a specific resource/item.
Which is also exactly why the mining productivity tech is powerful, and why it has its high cost it has in the base game. So why would it be reduced in space age? Especially when the same expansion adds many ways to increase science output, indirectly making all infinite techs easier to research.
But to be honest, I have to question the decision to make mining productivity in particular one of the “early” infinite techs, still on Nauvis. Is it really appropriate for it to be there? Its primary purpose is to allow megabasers to reduce and eventually eliminate resource pressure. Should regular players really have access to something like that? Especially so early, even before space? Resource pressure should be a prominent factor in the quest to beat the game, before all researches are completed. It drives players forward and keeps them on their toes, and it’s a very important element of factorio’s identity as an automation game.
In my opinion, it would be more appropriate for mining productivity to belong to cryogenic science, where all the other specifically megabase oriented technologies are. Cryogenic science is kind of lacking in terms of infinite technologies anyway, so this change would have a double benefit.
Re: Revert/increase cost of mining productivity
Posted: Wed Jan 29, 2025 3:19 pm
by Kyralessa
If your mines run out, you have to go back and set up new mines. And this is something that isn't super easy to do remotely, though it is possible. Especially if it's your first playthrough, you might not have set up a tank for remote construction before leaving Nauvis (or other planets).
So while only the devs can say for sure, my personal guess is that they wanted to make it easier for mines to last longer so as to require less back-and-forth to set up new mines on each planet.
Re: Revert/increase cost of mining productivity
Posted: Wed Jan 29, 2025 3:56 pm
by CyberCider
Kyralessa wrote: Wed Jan 29, 2025 3:19 pm
If your mines run out, you have to go back and set up new mines. And this is something that isn't super easy to do remotely, though it is possible. Especially if it's your first playthrough, you might not have set up a tank for remote construction before leaving Nauvis (or other planets).
Well yeah, it’s a challenge. To reduce the amount of back and forth they have to do, players would be incentivized to seek out later techs. New buildings, higher tier modules, individual prod techs, spidertrons and artillery to make remote expanding easier when you do have to do it… Except now, all of that is definitely handy, but you definitely don’t need it. You have the option to just research more Nauvis tech. You’re never under any real pressure to “get this thing, or else”. And I think the game is worse for it.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Wed Jan 29, 2025 7:30 pm
by fencingsquirrel
My question would be, when would your propose nerf actually matter?
On default difficulty, mining productivity being half price on infinite tech means you'll only have one more of it. Nerfing it to previous levels would mean having ~8% less ore at purple/yellow tech for the rest of the game. Not exactly a high impact change.
On deathworld marathon, the hardest preset, mining productivity is notoriously bad with only the green science one being particularly useful. The blue science one is highly questionable, because you're delaying space flight for 2000 blue science for a relative ore increase of like 9%, and you'll use up probably more than 9% of your current patches. Getting to vulcanus and establishing a calcite/forge/big miner trade route, e.g., gives an ore increase of about 300%. The purple science level tech is out of the question hot garbage even in it's current state.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Thu Jan 30, 2025 7:41 am
by CyberCider
fencingsquirrel wrote: Wed Jan 29, 2025 7:30 pm
My question would be, when would your propose nerf actually matter?
On default difficulty, mining productivity being half price on infinite tech means you'll only have one more of it. Nerfing it to previous levels would mean having ~8% less ore at purple/yellow tech for the rest of the game. Not exactly a high impact change.
I’m not sure I follow. Maybe you misunderstood? I’m not asking for just the first level’s cost to be reverted, but also the scaling. The cost of mining productivity scales linearly. Previously it was +2500 science packs per level, now it’s +1000.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Thu Jan 30, 2025 12:55 pm
by fencingsquirrel
Oh I thought it was one of those exponential ones. I don't really megabase that hard so I don't even remember.
Yeah, honestly that is a bit surprising that it's so cheap then. Still worthless on deathworld marathon, but that's just infinite resources on default really quickly.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Fri Feb 14, 2025 6:31 pm
by DataCpt
The research is linear and 2.5x cheaper, then you have 50% less drain with big drills that have an extra module slot (increased to 92% with legendary quality), then you have space/other planets' infinite resources, then you have new buildings with massive base productivity and increased module slots and then you have a bunch of new productivity techs.
I do understand the desire to make outposting less necessary because clearly enough people disliked it, especially when dealing with remote view and larger bases but I do question the need to hit this problem so hard from so many different angles at the same time.
Surely this is a little much? There's no effective way to limit the rate of this growth without mods, there is no amount of reduction to resource density you can make that can outpace these multiplicative forces once they "kick in". It only makes it more painful to initially get things rolling.
To be clear, I like that the patch productivity ramps up - I'm just saying the multiplicative effects might have been underestimated.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Sat Feb 15, 2025 8:36 am
by CyberCider
DataCpt wrote: Fri Feb 14, 2025 6:31 pm
The research is linear and 2.5x cheaper, then you have 50% less drain with big drills that have an extra module slot (increased to 92% with legendary quality), then you have space/other planets' infinite resources, then you have new buildings with massive base productivity and increased module slots and then you have a bunch of new productivity techs.
I do understand the desire to make outposting less necessary because clearly enough people disliked it, especially when dealing with remote view and larger bases but I do question the need to hit this problem so hard from so many different angles at the same time.
Surely this is a little much? There's no effective way to limit the rate of this growth without mods, there is no amount of reduction to resource density you can make that can outpace these multiplicative forces once they "kick in". It only makes it more painful to initially get things rolling.
To be clear, I like that the patch productivity ramps up - I'm just saying the multiplicative effects might have been underestimated.
Imo it’s not the amount of productivity increases that matters. When megabasing, you can never have too many. At that point, resource pressure would be nothing but tedium and a waste of time. Megabasers are way past having to deal with it.
What matters is how quickly and and how easily you can get them, and how many of them you need to get. The other ones require space progression, exponential cost techs, and only have selective effects. Mining productivity on the other hand:
1) Is cheap
2) Is available early
3) Affects every form of resource consumption
This combination is what makes it specifically noteworthy even among so many others.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Sat Mar 08, 2025 12:24 pm
by Panzerknacker
Agree with OP.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Sat Mar 08, 2025 5:35 pm
by Rseding91
At this point I’m comfortable saying this won’t change. You can mod it yourself if you want something different.
Re: Either revert, or even further increase the cost of mining productivity
Posted: Sat Mar 08, 2025 8:08 pm
by Panzerknacker
And why is that? Seems like you are extremely reluctant to any balance changes. Like Factorio v1 didn't take years to balance properly.