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Factorio 2.0/Space Age Changes #402

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deniszholob opened this issue Oct 12, 2024 · 27 comments
Open

Factorio 2.0/Space Age Changes #402

deniszholob opened this issue Oct 12, 2024 · 27 comments
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2.0 2.0 Related Change Space Age Space Age Related Change

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@deniszholob
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deniszholob commented Oct 12, 2024

Creating a placeholder ticket for the upcoming 2.0/Space Age release

  • If there are any things that need updating for 2.0 we can identify to fix
    • Water => steam is 1:10 instead of 1:1 so that turns the ratio to: steam power ratio to 1:200:400
    • allows mirroring the fluid I/O to chemplants/refineries
    • Fluid mechanics/pipes/pumps affecting fluid wagon transfer - NEED MORE DETAILS
  • Can also have a discussion on what if anything we want to include on the site for Space Age DLC

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.

@deniszholob deniszholob added 2.0 2.0 Related Change Space Age Space Age Related Change labels Oct 12, 2024
@sorahn
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sorahn commented Oct 16, 2024

Off the top of my head:

  • Power Ratios on Nauvis have changed (the day length changed
  • Pumps for Nuclear are different now (water makes 10x steam)
  • RCU's don't exist
  • Will eventually need a section for Quality
  • Some 'cheat sheet' numbers for new sciences.
  • Train colors for new items

@s3bash
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s3bash commented Oct 18, 2024

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.
Maybe add a toggle for base and space age, pull the data from diff places.

@deniszholob
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deniszholob commented Oct 19, 2024

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. Maybe add a toggle for base and space age, pull the data from diff places.

Yeah, thats a great question. There is a couple ways, depending on how much we will end up displaying.

  • Simplest way is just a cheat sheet section just for space age if content is low (probably not).
  • Mark sheets with a space age only note. Add filters/toggle/dropdown element, this will need some routing work.
  • There is actually an implementation of this already in the code, as i was trying to add some sheets for mods, https://github.com/deniszholob/factorio-cheat-sheet/tree/master/src/app/cheat-sheets but;
    1. there wasnt much traction
    2. it messed up routing (something to do with actual host being hithub pages https://deniszholob.github.io/factorio-cheat-sheet/ vs the url being https://factoriocheatsheet.com/ causing improper routing) so i ended up disabling that
  • I am also in the process of rewriting the codebase to
    1. upgrade to angular 18 (latest as of now) from 15 and getting rid of a bunch of fluff code (18 is cleaner to write),
    2. replacing bootstrap with tailwind,
    3. figuring out routing again. As of right now i got most of the structure updated working through each of the sheet components. Its a bit tedious tho...

deniszholob added a commit that referenced this issue Oct 23, 2024
#402 Update data to changes in factorio v2
deniszholob added a commit that referenced this issue Oct 23, 2024
#402 Update data to changes in factorio v2
@ComradeBlaze
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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.

@deniszholob
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Good catch, can probably update the text to

Water input for Refineries is after Oil going clockwise.
Water input for Chemical Plants is the opposite.

=>

Default water input for Refineries is after Oil going clockwise.
Default water input for Chemical Plants is the opposite.
The locations can be flipped with H or V

OR just

The input/output fluid locations can be flipped with H or V
``

deniszholob added a commit that referenced this issue Oct 24, 2024
#402 #404 #405 Update data to changes in factorio v2
@sorahn
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sorahn commented Oct 25, 2024

Fusion Reactor / Turbine ratio calculator :D

@ComradeBlaze
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Rockets also no longer require 100 rocket parts

@deniszholob
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Rockets also no longer require 100 rocket parts

Is this for DLC or 2.0?
I was looking at the rocket ratios, and thought i saw 100 is still required for 2.0. Need to double check

@Xelaph
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Xelaph commented Oct 30, 2024

It is now also possible to redo actions by pressing CTRL+Y

@Everspace
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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)..

  • Acid Neutralization -> Electric Turbine ratio for power (3:100)
  • Acid Neutralization -> Steam Condensation (1:2)
  • Metallurgic Science Pack ratio
  • Offshore -> Molten Copper and Iron (1:38.4)
  • Maybe suggestions on what to do with all the stone 😰
  • Foundry-wire and foundry-plate Green Circuit (9 Wire:8 Iron:6 Green in assembler 3)
  • Foundry-wire Red Circuit (I don't wanna)

@Everspace
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Everspace commented Oct 31, 2024

Nauvis metal processing with foundry:

  • 1 ore = 15 fluid
  • 1/32 calcite per Liquid Metal Foundry per second.
  • 15plate/s (half yellow) = 16 plate foundry + 100 fluid (16 ore/s)
  • 15steel/s (half yellow) = 32 plate foundry + 300 fluid (48 ore/s)

Full belt of product in terms of Foundry/Fluid Foundry/Ore:

Copper and Iron Plate:

  • 0.693 ore : 1 plate
  • Yellow: 32/8.5/32
  • Red: 64/12.8/64
  • Blue: 96/25.6/96
  • Green: 128/34.133/128

Steel:

  • ~1.386 ore : 1 steel
  • Yellow: 64/25.6/48
  • Red: 128/51.2/96
  • Blue: 192/76.8/144
  • Green: 256/102.4/192

@Everspace
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Use fluid wagons to transport liquid metal elsewhere for plate and steel and then make the plates on site.

  • 4k Plates in a wagon, 7.5k in plates in liquid metals
  • 4k Steel in a wagon, 5k in steel in liquid iron

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.

@sorahn
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sorahn commented Nov 1, 2024

Rockets also no longer require 100 rocket parts

Is this for DLC or 2.0? I was looking at the rocket ratios, and thought i saw 100 is still required for 2.0. Need to double check

It goes up to 100%, but each craft increments 2.

@lane-ftw
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lane-ftw commented Nov 5, 2024

Wondering what new colors you're going to add to the https://factoriocheatsheet.com/#train-colors section.

@deniszholob
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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
As far as generated ones, maybe we can add more using https://matkl.github.io/average-color/ coming from this reddit thread
https://www.reddit.com/r/factorio/comments/gvyryk/improved_my_average_icon_colours_sheet_from_the/
Im open to PRs otherwise it will be a while till i get to this

deniszholob added a commit that referenced this issue Nov 9, 2024
* 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
deniszholob added a commit that referenced this issue Nov 9, 2024
* 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
deniszholob added a commit that referenced this issue Nov 9, 2024
* 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
@NautaSquid
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NautaSquid commented Nov 13, 2024

Should add solar/accumulator ratios for each planet
Edit: Oh already there for Vulcanus

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

@Nelyus
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Nelyus commented Nov 15, 2024

Ratio for Space Age science, so far (don’t hesitate to double check)

  • space science: 3 assembler mk2 mk3
  • electromagnetic science: 2,5 4,1667 electromagnetic plants
  • metallurgic science: 1,25 2,0833 foundries
  • agricultural science: 1 1,667 biochamber

If we want integral ratios, we multiply everything by 4 12.

We might want to have a nauvian+space sciences sub-section and an all sciences section.

@Everspace
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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.

Nutrient

There'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)

  • 1 Nutrient from Spoilage (kickstarting biochambers)
  • 1 Biochamber Yumako Mash
  • 3 Biochamber Nutrient from Mash

Bioflux

Assembling 3s Bioflux

Much easier while you have a limited number of biochambers, with direct insertion.

  • 1 Jellynut Processing (If you can manage, ~20% productivity reduces the waste here)
  • 2 Yumako Mash
  • 1 Bioflux

Biochamber Bioflux

  • 5 Yumako Mash
  • 6 Bioflux
  • 2 Jelly

Science

Have 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)

  • 5 Pentapod Egg : 2 Science
  • 1 Bioflux : 4 Science

Complete Science setup (Biochambers)

  • 5 Mash
  • 2 Jelly
  • 6 Bioflux (+5 extra bioflux leftover for other uses)
  • 4 Science
  • 10 Pentapod Egg
  • 1 Nutrient from Bioflux for exclusively the science and pentapod egg production (You need 2 stack inserters to empty it)
  • The yamako mash nutrient setup from above for the bioflux producers

@SleepiestKnave5
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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.

@deniszholob
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Should add solar/accumulator ratios for each planet Edit: Oh already there for Vulcanus

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

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
#415

@deniszholob
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Ratio for Space Age science, so far (don’t hesitate to double check)

  • space science: 3 assembler mk2 mk3
  • electromagnetic science: 2,5 4,1667 electromagnetic plants
  • metallurgic science: 1,25 2,0833 foundries
  • agricultural science: 1 1,667 biochamber

If we want integral ratios, we multiply everything by 4 12.

We might want to have a nauvian+space sciences sub-section and an all sciences section.

I think i would rather just have all the science produced at the same rate so i would need the ratios for all sciences

@deniszholob
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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.

Nutrient

There'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)

  • 1 Nutrient from Spoilage (kickstarting biochambers)
  • 1 Biochamber Yumako Mash
  • 3 Biochamber Nutrient from Mash

Bioflux

Assembling 3s Bioflux

Much easier while you have a limited number of biochambers, with direct insertion.

  • 1 Jellynut Processing (If you can manage, ~20% productivity reduces the waste here)
  • 2 Yumako Mash
  • 1 Bioflux

Biochamber Bioflux

  • 5 Yumako Mash
  • 6 Bioflux
  • 2 Jelly

Science

Have 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)

  • 5 Pentapod Egg : 2 Science
  • 1 Bioflux : 4 Science

Complete Science setup (Biochambers)

  • 5 Mash
  • 2 Jelly
  • 6 Bioflux (+5 extra bioflux leftover for other uses)
  • 4 Science
  • 10 Pentapod Egg
  • 1 Nutrient from Bioflux for exclusively the science and pentapod egg production (You need 2 stack inserters to empty it)
  • The yamako mash nutrient setup from above for the bioflux producers

Havent got the time to play to get to Gleba yet, will have to see whats usefull when i get there

@deniszholob
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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.

Done, thanks for suggestion

@krossavik-a
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krossavik-a commented Dec 9, 2024

Small tweak for the inserter sections:

  • The Inserter ratios section is missing the final bonus provided from the last upgrade of stacking belts (additional +1 to capacity for non-bulk or stack inserters).
  • Filter inserters are still present in the icons for both sections

@flamaster2016
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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.

@MicMara256
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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.

@daz96050
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I think there should either be a new section or an addition to the section on ratios when using the new production buildings.
For instance, instead of 6 Red>1 Green>1 Wire>1.25 plastic
Using the Electromagnetic plants for Red:
9 Red > 1 Green > 2 Copper Wire > 3 Plastic (Chemical Plant)
And for blue circuits: (Including Green for Red)
45 Blue > 36 Red > 34 Green > 38 Copper Wire > 12 Plastic (Chemical Plant)

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