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Factorio 2.0/Space Age Changes #402
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Off the top of my head:
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How will the cheetsheet handle both base and space age? Space Age is a DLC and it is possible to keep playing the old game with old recipes. |
Yeah, thats a great question. There is a couple ways, depending on how much we will end up displaying.
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#402 Update data to changes in factorio v2
#402 Update data to changes in factorio v2
2.0 has allowed the player to flip chemical plants and refineries to have inputs on the other sides. Under Oil Refining, the statement "Water input for Refineries is after Oil going clockwise. Water input for Chemical Plants is the opposite" is no longer applicable. |
Good catch, can probably update the text to
=>
OR just
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Fusion Reactor / Turbine ratio calculator :D |
Rockets also no longer require 100 rocket parts |
Is this for DLC or 2.0? |
It is now also possible to redo actions by pressing |
I have only been on Vulcanis at the moment, but I would have liked (ratios when listed are my best guess, I have been delirious and not really optimizing)..
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Nauvis metal processing with foundry:
Full belt of product in terms of Foundry/Fluid Foundry/Ore: Copper and Iron Plate:
Steel:
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Use fluid wagons to transport liquid metal elsewhere for plate and steel and then make the plates on site.
I think this also eases the logistic problem of managing the location of calcite on Nauvis or other worlds where calcite may have to come in space. |
It goes up to 100%, but each craft increments 2. |
Wondering what new colors you're going to add to the https://factoriocheatsheet.com/#train-colors section. |
Nothing for tailored as of right now, as thats more personal to me |
* Update factorio icons to inlcude an optional Space age boolean that marks the icon with a SA subscript icon * Add Turbo belt data to belts section * #414 Update max pipe length area * Add Recycling info for Fulgora * General tweaks to Space Age section
* Update factorio icons to inlcude an optional Space age boolean that marks the icon with a SA subscript icon * Add Turbo belt data to belts section * #414 Update max pipe length area * Add Recycling info for Fulgora * General tweaks to Space Age section
* Update factorio icons to include an optional Space age boolean that marks the icon with a SA subscript icon * Add Turbo belt data to belts section * #414 Update max pipe length area * Add Recycling info for Fulgora * General tweaks to Space Age section * Couple lint+format fixes
Should add solar/accumulator ratios for each planet Would also recommend adding ratios for lava processing e.g. how many pumps to iron/copper/steel & stone output assuming full throughput. Easy to underestimate how much bandwidth you need for stone disposal if you don't have foundations yet and need to belt stone to lava |
Ratio for Space Age science, so far (don’t hesitate to double check)
If we want integral ratios, we multiply everything by We might want to have a nauvian+space sciences sub-section and an all sciences section. |
The agricultural science ratio is wonk because of spoilage, and the ratios are a little funny due to many researches requiring some but not all. You need some form of production for the Jellynut and Yumako Mash to gain a surplus on seeds, but do be careful of an overabundance of seeds, setup logistic safeguards and active providers to prevent them from building up. NutrientThere's 4 seconds of power per nutrient at 100% freshness (not real), so I very conservatively price nutrient at roughly 0.5 nutrient/second for a biochamber to account for spoilage. This means that spoilage nutrient is quite awful almost needing 1 nutrient/second. Biochamber Yumako Mash Nutrient (should be roughly ~20 Machines)
BiofluxAssembling 3s BiofluxMuch easier while you have a limited number of biochambers, with direct insertion.
Biochamber Bioflux
ScienceHave 1 extra science producer or a heating tower to handle the slight weirdness of eggs not quite matching up (Each produces roughly 0.2 of an egg but in practice it's a bit funky)
Complete Science setup (Biochambers)
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not sure if this is the right place to comment this or not, but as a noob I would love to see the big miner ratios added to the mining section, as an easy reference for how many are needed to fill each belt type. It would also be cool if green belts could be added to that table as well. |
Yeah not sure what the other planet ratios are right now, i think im gunna make a solar ratio calculator based on the wiki formula |
I think i would rather just have all the science produced at the same rate so i would need the ratios for all sciences |
Havent got the time to play to get to Gleba yet, will have to see whats usefull when i get there |
Done, thanks for suggestion |
Small tweak for the inserter sections:
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There should be an addition to the belts/inserter throughput to accommodate for stacked belts of all types. The maximum per second per belt of a single item is now 240. |
In the Vulcanus section, there needs to be a mention of using the recipe acid neutralization to produce 500degree steam to be used in steam turbines to generate power. |
I think there should either be a new section or an addition to the section on ratios when using the new production buildings. |
Creating a placeholder ticket for the upcoming 2.0/Space Age release
Relevant 2.0 Changelog entries
Balancing:
- [x] Diminishing return of beacons effect (https://factorio.com/blog/post/fff-409)
- [x] Lowered Fluid pumping speed from 12 000 to 1 200.
- [x] Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.
- [x] Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.
- [x] Decreased the crafting time of rocket ingredients.
- [x] Decreased the crafting time of solid fuel.
- [x] Changed the rocket recipe to require only processing unit instead of rocket control unit. Rocket control unit was removed from the game.
Changes:
- [/] Reworked the fluid system flow logic. (https://factorio.com/blog/post/fff-416)
Contiguous sections of pipes and storage tanks are merged into segments.
Each segment contains a single fluid, and throughput is proportional to how full a segment is.
- Removed Filter and Stack filter inserter, instead all inserters can use filters now.
- [x] 1 Water will now produce 10 Steam in boilers/heat exchangers.
Notes:
Keep in mind, that the cheat sheet is not a replacement for the wiki (which contains lots of details), but rather a more slimmed down/condensed info of more common things to reference for regular players and a quick intro for newcomers.
So we will have to evaluate if things like "quality tech" or whatever else is worth putting in there.
Personally speaking i wont be updating anything (based on whatever info we have from FFFs) until i start playing, get a feel for the gameplay and identify things myself.
Will be accepting PRs though.
As we identify things, ill test them out in game as well. if havent already
Next couple months is a busy time for me personally, so will have to see if/how much time i can allocate for updates.
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