youre just starting out, you can either get more mines or deal with it for now and trickle in the resources till you start the ramping up. Also another option would be to just add speed module I's as they are extremely cheap and still help. Use the modules you get at first to module the circuit production. with no productivity the miners needed to saturate a belt is the max speed per side, so 90 total for a blue belt with 45 on each side. I have always thought it was bonus ore. i.e. Contribute to Klonan/Mining_Drones development by creating an account on GitHub. They’re relatively cheap, and I’ve got my big green and red chip factories running fully. 18x productivity (level 170) times 1.25 (0.5 mining speed * 250%) speed gives you the 45/2 items per second which is the max of single lane on a blue belt. Any ore that is produced by the productivity bonus is free, it does not deplete the amount of ore under the miner. Español - Latinoamérica (Spanish - Latin America). I think it's worth it because I can get double what I would get and therefore I can use half the amount of ore patches I would need otherwise and railworld has patches really far apart so I don't want to go to many different patches. Unlike productivity from productivity modules , there are no downsides. So if you have 2% productivity, each ore mined will fill this bar by 2%. Minor nitpick: Mining productivity infinite research is linear(2500x(level-3)), not exponential. Multiple patches (copper and iron) fully decked out with miners, and everything pulled by train. Ok, I’ll add a few more mines and trains to move them, and keep limping towards productivity upgrades and build my module factory then. Espeically if your ore patch is not large enough. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Re: Mining Outposts with Speed Beacons and Productivity Modules Post by aober93 » Sat Feb 25, 2017 12:56 pm Annoying accent and impossible to watch lol, but i … Sacrifice production elsewhere to make speed modules 3’s for miners? The reason is that you get a better long term value than modules. Speed modules t3 is very effective on miners. I'm actually wrapping up yellow science now. Regardless, going for Production 3 modules in your main base is likely to give you far greater yields in production. Recently updated Most downloaded Trending ... Manual Mining Productivity. Default forces are player, enemy and neutral. a speed module in every 5th miner gets 10% more total. Or, if you just want to change mining productivity and nothing else, there might be a command to complete the research for it, and using the fact it's it's an infinite research, you could just repeat the command a bunch. Mining drone mod for Factorio. For most of a patches life it seems like the most efficient thing to do is mine into provider chests and move the ore by robot. You could temporarily mod the productivity module to do that instead. Development. Feedback especially on the “freeform endgame” would be greatly appreciated. Productivity, be it from modules or research are basically "free" rounds. Now with all this production capacity you can redo science for higher spm and get more meaningful amounts of mining productivity for the megabase building. To state it easier, productivity is just separate bar which fills when doing normal mining. At what point should I move from focusing on one to another? Speaking of which - just finished a x4 copper plate blue belt + x4 32 miners (Speed 1s + Mining Productivity 8) outpost, which just barely fit: https://imgur.com/gallery/SDl8cFu. When I get home, going to extend my line of assemblers making speed 1’s and put them into a passive provider chest. Factorio.com | Forums | Wiki | Mod Portal. Put speed modules there instead. a speed module in every 5th miner gets 10% more total. Just tested it myself, it appears you actually do get a free ore, thus should extend the life of the ore pile. Sounds like a plan. It fills by 4% per crafting cycle for this tier of module. Mining speed formula. Don't bother with modeling your miners until you start direct mine into trains. What should I prioritize in order to move forward quickly? Electric mining drills required to saturate a belt. To state it easier, productivity is just separate bar which fills when doing normal mining. I’ve even fired off a few rockets to get some of the tech locked behind white science. Each tier increases the mining speed by around 2.5 times and also improves movement speed, inventory capacity, and fuel efficiency. I'm in the middle of scaling up my starter base to a 1,000 science per minute base. For Vanilla, having 3 speed 3s gives you +200% or triples your production. I used economy modules until my FPS was impacted by the number of stuff like miners, then I beaconed them. Also gears and green circuits are good candidate for prod 1 modules, because the crafting time is very low. So if you have 2% productivity, each ore mined will fill this bar by 2%. The tiers are based on your progression in the game, and each of them has a base buff that can be stacked with the mining-productivity research: Base Buffs for each tier: Mk2: 12,5%; Mk3: 25,0%; Mk4: 35,0%; Mk5: 50,0%; Mk6: 75,0%; With Mining-Productivity 4: Mk2: 52,5%; Mk3: 65,0%; Mk4: 75,0%; Mk5: 100%; Mk5: 125% You can add productivity updates too if you want. LuaForce encapsulates data local to each "force" or "faction" of the game. Factorio. Does mining productivity actually increase the amount of ore you get from a pile, or does it simply increase the speed of which you mine it? Just open the chat box (default is ~ or / ). It shouldn't take many patches to saturate your smelter. Calculations are performed using bigint rationals, so errors from floating-point calculations should not be an issue. My patches are large, but I don’t saturate belts at all. more ore. First infinite mining productivity research costs 147 750 iron. Yeah with my test I put a miner on a single tiny tile of ore, I let it mine from 1446 down to 1426, then counted the ore I got, the pile went down 20 and I had over 30 ore in the box. at level 10 you cut that number in half since each cycle now makes 2 ore. at 20 it makes 3 and so on. 38 minutes ago 1.0 2 Mining Download Information Downloads Discussion 0; Owner: Schmendrick Source: N ... Factorio version: 1.0 Downloaded: 2 times. Once your productivity reaches somewhere in the triple digits as I understand it, you should switch to direct insertion into trains. and I'm just going off the mining productivity research, not modules. I've been adding Speed 1s into the miners (you should have a lot of these from the rocket parts / rocket control unit production already so just store the excess like 1,000 of them in a passive provider chest). 7. Especially with the ability to research technology to increase the productivity bonus on mining drills, extra long underground belts, and the sexy new mining drill graphics, the time is right to come back and make a guide to help explain some concepts. Factorio console commands and cheat codes allow you to get a ton of resources, weapons, armor, and materials. Support for "expensive" mode. It’s starting to get busy, and if I add 3 or 4 more trains x four or five mining setups, I might end up with a giant deadlock. Above this rate you need to output into sideways splitter to achive max consumption. i dont even bother with speed modules in miners. Hello! Here's my advice - don't put Speed 3s into miners, you'll need literally thousand(s) of them if you plan to x16 speed 3 beacon your assemblers that are making all the actual products needed for the science. First infinite mining productivity research costs 147 750 iron. Otherwise nobody would be able to hit triple-digit mining productivity levels. You may want to read previous FFFs (FFF-257, FFF-284) about the Introduction. The last finite mining productivity tech is unlocked; At least one rocket has been launched; and; The research queue isn't full. The first mining productivity research gets you 10% more stuff. If you are going mega, then I would expect you set the patch size large (rail world type settings), meaning you should be able to get about 8 belts from each patch. Press question mark to learn the rest of the keyboard shortcuts. Applies mining productivity to manual mining. Don't worry, you will get there.Outpost slowly last longer and longer. 2:20. I ran into a wall very quickly where I wasn't producing enough Speed 3s for the assemblers I wanted to setup. May display rates per second, minute, or hour. I was never close to that and I'm sure I'd run those bases in the single digits FPS, lol. Applies mining productivity to manual mining. I know that other people may think different, but I did module III my miners (i'm playing railworld though) so instead of one direction of belts coming out of my miners I can support two directions, I can get about 8 blue belts out of each side of an ore deposit so 16 blue belts total from a ore patch. I guess what I really need to do is adjust my train system. All trademarks are property of their respective owners in the US and other countries. each productivity level you research is a prod3 module permanently added to all miners. Factorio. The value is really good - with Speed 1s and Mining Productivity 8, I only need ~32 miners to fill a full blue belt 45/s. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. If you wait that long you should probably just go to full beaconing of everything like I did, but my computer is a potato. Given a resource patch of a certain type and a specified level of mining productivity research, how many electric mining drills are required to saturate the entire belt? With moduled circuit production and a fair amount of steel furnaces you should be able to get enough circuits off the ground. Productivity modules add a second purple "production bar" to item producing buildings and labs. ... Mining drone productivity: Gives a chance to produce extra products when mining. Mining productivity sort of renders prod modules in miners useless. There are two ratios to consider: the stack compression ratio and the belt compression ratio.. level 1 How many outposts do you have? so you really need all the Speed 3s you can make. Subreddit for the game Factorio made by Wube Software. This is using the speed module III and also having mining productivity 15. Speed 1’s seems to be the consensus. this means .1 additional cycles added per cycle. One other advantage of high numbers on your mining productivity is that your patches wont run out as quickly (or ever!). Tim 1,275 views. Factorio version: 0.16.51 Assemblers required for a given science per minute If your target is X science per minute, this will tell you how many assemblers you need for each science pack given particular bonuses for speed and productivity. Ty for the input guys. If you change the recipe or mine the depot, all the 'connected' drones will die. Conectare Magazin ... Factorio. Also in the future I will be able to take out the modules as my productivity gets higher. It seems as though I’m just simply not mining enough. 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