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I use the brute force method:
I just pump all the Mk3 into a transport tower and put enough production to keep it full.
If you want to play with numbers, there is an online tool that can help you figure out how to balance stuff. Here is a link to produce blue proliferator stuff:
https://factoriolab.github.io/list?p=proliferator-3*60&s=dsp&v=4
The way proliferator works is by adding "points" to the products it is used on. 0-3 points per item in a stack depending on which Proliferator you've used, and whether or not you've mixed proliferated with non-proliferated items. The more points that proliferator has, the more bonus 'sprays' you get out of each individual canister when you proliferate your proliferator.
The container only holds a certain amount of sprays of proliferator, not actual canister counts. If you add proliferated proliferator to the tank, you use less individual proliferator canisters to get the same number of sprays into the tank. When you 'empty' the tank, you get an equivalent number of sprays returned to you, which usually means one actually gets MORE individual canisters back, but in unproliferated form - it is still an equivalent value of proliferator in 'sprays', though, which is the important part.
So, no, not a bug, just a 'conversion' of sorts. You don't need to re-spray the proliferator if it's going back into spray tanks, as you will still get the original 'boosted' amount of sprays when inserted back into the tanks, just from a larger number of raw canisters instead of a smaller count of proliferated ones.
As to your original 'ratios' issues... I would highly encourage you to check out the factoriolabs DSP calculator - it's extremely comprehensive and allows you to find the answer to exactly the question that you're asking about production with different proliferators, and just ratios in general using multiple sources, recipes, and tech modifiers.
Edit: Shawn beat me to it while I was typing up my post... that link right there.
You can use the factoriolab dyson sphere calculator (that Shawn and Kyrros mentioned) to work out what you need.
For example:
* If the arc smelters are in additional product mode you'd need 24, with Mk.III proliferator, to fill a blue belt.
https://factoriolab.github.io/list?z=eJxdj08LgkAQxb.NHgYKhcQ6Ohbbf4I01MuQhiUWSIVUhz57M7O3Fvb35r0ZZtkuBH.seaacmyYDH9aEE4CYcKAccoR0BAZelVyztoQbbnGV0FOSD-FOOzkVohWFvMDc4wjAEo6EZ8FWEGh4kBdawUl9JYwtwJIaiGBK2EMuUqvbu2zl5KatkZqPG4tYLKXOLCAn7NxspvICqVNlorTCi6AXvDXkX1lT-xTzrorvjO2DP5Z9i28Jf8eaPvgBkCtTbA__
(And they'd consume 1440 iron ore/min to do so)
*If the arc smelters are in additional speed mode you'd need 15 to fill a blue belt.
https://factoriolab.github.io/list?z=eJxdj1sLgkAQhf.NPgwUCYr16Fhsd4I01JchDSsskAqpHvztzcy-tbDfmXNm2EsbgjcejUw5N9cMPFgTTgBiwoFyyBHSERh4U3LN2hBuuMVVQi9JvoQ77eRUiFYU8gHmEUcAltAXngVbQaDhQW5oBCf1lTC2AEu6QgRTwg5ykVrd3mUrJ3dt-Wq-bixiWVLqzAJywtbNZipvkDpVJkorvAg6wUdD.pU1tUcxP6biPWP75I9lfdGX8Les6YIfkYRTbw__
(And they'd consume 1800 iron ore/min to do so)
For example here's the small rocket production chain for (150/min):
* Non-proliferated[factoriolab.github.io]
10 Mk.III assemblers making rockets (total of: 945 arc smelters, 586 Mk.III assemblers, 148 chemical plants - and 1125 MW of power)
* Speed proliferated[factoriolab.github.io]
5 Mk.III assemblers making rockets (total of: 474 arc smelters, 296 Mk.III assemblers, 74 chemical plants - and 1379 MW of power)
* Production proliferated[factoriolab.github.io]
8 Mk.III assemblers making rockets (total of: 304 arc smelters, 284 Mk.III assemblers, 60 chemical plants - and 1141 MW of power)
The +production one, in this case, didn't quite beat the non-proliferated version for power usage; but it did take only 1.4% more power; far better than the +speed's 22.6% more power.
Wow thanks a lot guys, this answers both of my questions perfectly!
Have a nice day!
That would have been my next question :D
Thank you! :)