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Factorio noob: "does it bother anyone else that the water pump doesn't require power?"
Factorio veteran: "oops I forgot I had that mod for infinite exponential growth of free energy"
Just 2.5TW of power. A rounding error xD
"round to the nearest 2.5TW within possibility."
Welp, couldn't run a factory on 0.0TW. Better round up.
one of the super furnace mods comes with a recipie that turns 1 wood into a full yellow belt of coal and i cant stop myself
I am on K2SE run (not my first) and I can tell you that the most annoying thing in the whole game is the fact that offshore pumps require electricity
Just use wind turbines to power the pump silly
Whoa, i see there is always something to learn, thank you!
IMO the thing that "feels" the most broken about the base game is the fact that you can store superheated steam in tanks indefinitely and it never cools down
I think you are good for a bit.
No kidding, plus this base chugs out rockets so that number is only going up lol
Which mod is this?
https://mods.factorio.com/mod/OrbitalSolarPower Don't even know where it came from, had to be some random modpack
Is that a multiplicative 10% or just a lot of launches?
My god Factorio consumed Dyson Sphere Program???
You know what mod it is that adds productivity science efficiency?
https://mods.factorio.com/mod/crafting-efficiency-2 I like this one for the mega base, the higher level techs are expensive so it gives the base something to do when I'm waiting on science tech to buffer. Plus who doesn't want to unlock better recipes EDIT: For refrence Mil Tech Pack Efficiency 22 (the highest level) costs 28k of everything bar mil and space tech
Awesome! You think that it’s similar to productivity research coming in space age/2.0?
I’d have to imagine that this efficiency stacks with productivity
Just read the dev diary, I think the end result is roughly the same (improving assemblers will improve crafting efficiency) but the path to get there is different (productivity/quality in 2.0 will effect buildings not recipes)
There will be productivity research for certain recipes. They aren't talking about quality. https://www.factorio.com/blog/post/fff-376
I’m SORRY!!! I was corrected by a fellow redditor; the mod is very similar to what they will be adding, in fact 2.0 will probably have more unique research than the mod itself.
Not a problem :) I was wondering cause simply increasing the output of a recipe doesn’t work well with productivity. Instead of being an additive effect, the research efficiency and prod mods will multiply
We Dyson Sphere Program now!
Keep going until you can run your whole base off a single solar panel.
...and 2193412450 accumulators.
You're just giving the factory the night off.
Haha wow, 10% sounds like it's made up by someone who never launched a rocket. 1-2% would be more balanced maybe but I think the whole thing is OP because rocket launches are on an exponential scale while this is linear, meaning your solar increases exponentially too. Should at least have deminishing returns
If anything it should be 10% less per launch...
Our rockets will blot out the sun!
Or diminishing returns. I feel the first rocket is worth a lot and should be 50% and then 1% until 100% then 0.1% till 1000% then 0.01 after
sth log based maybe
I was thinking philosophers arrow toward 2 (or a value set in mod config.
So first adds 10%, then 9% then 8.1%... slowing closing the gap to optimal.
I see that you are also a man of culture, leaving those 4 rows of steam power running since the start of the game, forever.
Steam Engine Union won't let him deconstruct them.
Ofc ofc got to keep the backup power
You never know when the next nuclear winter is gonna come
If you suddenly have huge negative power "generation" after a while know that integers were used somewhere in calculations
If you reach the limit of a 32 bit integer I think it is time to take a break :P
Wube updated tick counter to 64bit in 2.0 for a reason xD
But in this case with only 220-230 rockets you're in int32_t limits territory with 10% increase per launch if solar panel output is stored in int32
Are you assuming multiplicative growth there? Because the formula above looked additive.
Yeah, assumed multiplicative from OP's "increase by 10% per rocket launch" didn't see any formula there
Oh... I thought you meant when the rocket counter reached the limit XD
Did not think of that…..
Wow if I used that mod, I would have a huge amount of power.
I have launched more than 5000 rockets ;-)
Niceeee! I’ll be there soon (hopefully) I’ve got 8 fully beaconed and moduled rocket silos going full time. ;-)
I think I could let my 12k SPM megabase run on a dozen solar panels. IIRC, each of the 24 silos has launched some 40k rockets so far (1700 hours in). 1M rockets = 6 GW per panel, if I am not mistaken.
That’s actually terrifying
When scrolling down on reddit past this post a little quick, i thought this screenshot looked like a cool 90's winamp skin.
Most balanced "QoL" mod
C'mon it's only 2/15ths of the world's power supply. The Factory MUST GROWWW
OP accidentally built a Dyson sphere.
The 80 steam engines sitting there like
¯\(ツ)/¯
10% of base or of current?
Base, so it is linear not exponential (that would get crazy real fast)
I just imagine that one wooden power pole between the base and the solar panels 🤣