#Promethium science productivity scales with distance
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By default all sciences in the game recycles into itself already so you don't need to modify that 
Also you don't have an icon for that hidden beacon entity, I think the icon of the shattered planet would work fine
You can also use infinity chests as walls during testing as asteroid break instantly on impact
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.
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
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?
imo, base yield should be reduced a little bit
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
I think it depends a bit on what type of player you want this to optimize for
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.
Yeah it's difficult lol
keep in mind this is my v2 prometheum ship 🤣
Is that all belt storage?
(Oh I'm also going to change the stack size of the science from 200 to 2000 I think)
I have about 20 bays of 150k storage each yeah
the way this ship is setup is it collects 20x belts worth and each pair of 2 goes to a cryo plant 😛
I have to purge it a bit here and get more biters to send
it's... overkill atm 🤣
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
Unless I wanted to make it so that the productivity starts getting applied once you leave the solar system edge
I'd say it's more reasonable to do it that way?
I am not sure when my ship runs out of eggs. but it's not at all optimized yet
the lame thing is you cant read the distance
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.
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
it'd be nice if you could emit the distance signal too
to know when to start processing
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
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
It's less than 1% error when using a memory cell to accumulate speed each tick then divide by 60
Not on computer rn so can't post blueprint
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.
Need a test on that since even though Lua is like 2 orders of magnitude slower than C++ it's still quite fast
Also if you dare to use cross-surface wire magic you could use combinators for the distance signal
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
I think Quezler published a ton of mods using that, actual dark magic
How on earth would that be done?
generate a combinator circuit for each ship on a hidden surface then wire each one to a ship
Ah I see
Very performance friendly but hard to code
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
the trick is I still will do both hehehe
im pulling those numbers out of my ass of course, need further testing for it
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
it's already optimal to have silos with eggs ready to launch
so probably what I'd do in this is:
- dump all science, request, idk, 500k eggs (or optimize the number)
- only unload eggs when in shattered planet
- aim to unload all eggs by the time the timer expires
- collect prom on way back for the return trip, before you hit prom collection saturation
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
Promethium is a radioactive element irl where the longest half life is around 18 years
No rhyme or reason behind those (well some, but not a lot)
300km is like way too early still, my current ship goes to like 700 lol
maybe a simple exponential? the y value how much more you'd get, so 400,000 is 14x
True, I gotta remember I've only built one shattered planet ship that turns around at nearly 150km
I think it should be logarithmic instead
to prevent the big headache of trying to squeeze all the eggs into cyro plant at the last minute

Just don't make the numbers too aggressive and trivialize prom science 
Yeah this is the part of the mod that I can't do alone lol. I need plenty of peoples inputs on it
btw I think you should make a setting for players to input their own formula, then use this to use the formula in game https://lua-api.factorio.com/latest/classes/LuaHelpers.html#evaluate_expression
I was actually just thinking about that
What if you use the asteroid density curves to measure distance?
don't think that's accessible in lua
Ah
fwiw
I wish I could know how far people get to the shattered planet on average
personally i go up to 200k before 2.0.26. rip ups above that
Word, would a 3.5xish bonus around then feel too strong?
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?
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
By the way you can just put this image on the mod page so others can see it
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.