#Promethium science productivity scales with distance

1 messages · Page 1 of 1 (latest)

finite swift
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By default all sciences in the game recycles into itself already so you don't need to modify that trianglepupper
Also you don't have an icon for that hidden beacon entity, I think the icon of the shattered planet would work fine

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You can also use infinity chests as walls during testing as asteroid break instantly on impact

halcyon briar
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Oh sick lol, I had just assumed that the science would recycle into its own ingredients. I appreciate the icon idea cause I was unsure what to do for it. I was thinking I'll just do the mod thumbnail but I like that better.

foggy burrow
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oh my this would make my ship OP since I bring 100k to 250k worth of eggs with and also haul back so much science hehehehehehe

halcyon briar
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You're actuallly like just the person I want to talk to then lol. I am completely unsure how to balance this and what formula to use which determines the productivity. How far along do you normally get?

proven patio
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imo, base yield should be reduced a little bit

foggy burrow
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I'd have to double check but I haven't even optimized for egg spoilage and still carry 100kish and end up probably 400k km deep before running out? I can send it out again

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I think it depends a bit on what type of player you want this to optimize for

halcyon briar
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So that's roughly 100k science per trip. If you're going 400km deep (since that takes a lot of time), you should get plenty more than just 100k.

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Yeah it's difficult lol

foggy burrow
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keep in mind this is my v2 prometheum ship 🤣

halcyon briar
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Is that all belt storage?

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(Oh I'm also going to change the stack size of the science from 200 to 2000 I think)

foggy burrow
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I have about 20 bays of 150k storage each yeah

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the way this ship is setup is it collects 20x belts worth and each pair of 2 goes to a cryo plant 😛

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I have to purge it a bit here and get more biters to send

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it's... overkill atm 🤣

halcyon briar
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How does 5,000 prod at 300,000km deep into shattered planet sound? I currently have it so the productivity is non linear, increasing more the further you are, but the code is kinda wack cause there is no easy way to get distances from Nauvis. This means that the way back will gain more productivity than the way there lol

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Unless I wanted to make it so that the productivity starts getting applied once you leave the solar system edge

foggy burrow
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I'd say it's more reasonable to do it that way?

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I am not sure when my ship runs out of eggs. but it's not at all optimized yet

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the lame thing is you cant read the distance

halcyon briar
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Doing it that way also solves the problem of people just flying back and forth between gleba and fulgora lol. All I have available is the station a platform is headed to, where it was, its state, and its speed.

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oooo wait yeah I'll go that route because then I can actually decrease the productivity the closer you get to the solar system edge on return trips

foggy burrow
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it'd be nice if you could emit the distance signal too

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to know when to start processing

halcyon briar
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Lowkey don't know how I'd do that, but I'll keep that in mind. I have seen people use combinators to add up the speed signal multiplied by a time interval, which is exactly how I am getting the distances

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Of course this has its own issues, such as speeds can fluctuate and lead to errors in the distance but it's the best we got

finite swift
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Not on computer rn so can't post blueprint

halcyon briar
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Yeah forgot to mention that it's very accurate when you add more often, but I'm doing it only every 15 ticks or so because I don't wanna be to performance heavy of course.

finite swift
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Also if you dare to use cross-surface wire magic you could use combinators for the distance signal

halcyon briar
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Me being only so good at this stuff, I did add a little setting in game so I can increase how often it is lol. Idk what is considered "too slow" for people

finite swift
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I think Quezler published a ton of mods using that, actual dark magic

halcyon briar
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How on earth would that be done?

finite swift
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generate a combinator circuit for each ship on a hidden surface then wire each one to a ship

halcyon briar
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Ah I see

finite swift
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Very performance friendly but hard to code

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Also my promethium ship was a non-buffered design, but then I added huge buffers like ender's, and it was roughly 6x as effective. I think the extra prod should be around 1600 at 400k? So not optimizing the ship for deep space crafting would be as effective as crafting at nauvis, also it might need a cap at like ~3000 to prevent pencil ship cheese

foggy burrow
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the trick is I still will do both hehehe

finite swift
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im pulling those numbers out of my ass of course, need further testing for it

foggy burrow
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I suspect what will become optimal is bringing as many eggs as you can, then using those to clear the buffers while in the initial stages of the shattered planet

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it's already optimal to have silos with eggs ready to launch

so probably what I'd do in this is:

  1. dump all science, request, idk, 500k eggs (or optimize the number)
  2. only unload eggs when in shattered planet
  3. aim to unload all eggs by the time the timer expires
  4. collect prom on way back for the return trip, before you hit prom collection saturation
halcyon briar
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I think I'd like the bonus to be a little earlier than that because my whole goal is to make crafting en route more effective, and so you shouldn't have to get hundreds of km deep to get a "worthy" bonus, ya know?

I'd probably prefer something along the lines of (pulling numbers out of my ass as well)
+100 at 25km
+400 at 50km
+1600 at 100km
+3200 at 200km
+4800 at 300km and so on

Or at least something along those lines lol

zealous raptor
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Promethium is a radioactive element irl where the longest half life is around 18 years

halcyon briar
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No rhyme or reason behind those (well some, but not a lot)

finite swift
halcyon briar
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maybe a simple exponential? the y value how much more you'd get, so 400,000 is 14x

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True, I gotta remember I've only built one shattered planet ship that turns around at nearly 150km

finite swift
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to prevent the big headache of trying to squeeze all the eggs into cyro plant at the last minute

halcyon briar
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Fair point yeah

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could just make it linear trianglepupper

finite swift
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Just don't make the numbers too aggressive and trivialize prom science dead

halcyon briar
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Yeah this is the part of the mod that I can't do alone lol. I need plenty of peoples inputs on it

finite swift
halcyon briar
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I was actually just thinking about that

vapid hazel
finite swift
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don't think that's accessible in lua

vapid hazel
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Ah

foggy burrow
halcyon briar
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I wish I could know how far people get to the shattered planet on average

proven patio
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personally i go up to 200k before 2.0.26. rip ups above that

foggy burrow
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looks like my hauler didn't turn around until about 600k towards it

halcyon briar
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Word, would a 3.5xish bonus around then feel too strong?

halcyon briar
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Alright, I've added a setting so people can choose how it scales. Additionally, there is a textbox for custom functions, although it does have a default value. Here is how they all scale so far. Any suggestions?

finite swift
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My suggestion is to make all curves have the same value at around 300k distance, 150k feels way too short as it's easily reachable with just normal quality thrusters
Also don't forget to make prod bonus = 3 times the value shown on the image because by that point most ppl would put 8 legendary module 3s in the cryo plant, giving it +200% prod already

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By the way you can just put this image on the mod page so others can see it

halcyon briar
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I'm not going to account for the possibility of legendary prod mods, cause sure most people will have it by then but some won't.