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I've restarted and so far I'm only doing it for silicon and processors because my starting system doesn't have that much silicon. I could certainly see myself doing it with unipolar magnets, research jello, photons, that kinda stuff...
It's definitely more useful for low resource games.
I use it on long chains, power cells (hydrogen, duet and antimatter) and on research cubes. It's also good on solar sails, makes them launch faster.
However on a many-stage production lines the 25% free product from +product can really add up.
For any given stage it's less efficient than +speed; 125% product output, 100% inputs, and 250% energy is a 100% power increase (but a 20% savings in input materials).
However, lets say I'm making something fairly simple, titanium alloy using pumped sulfuric acid.
steel < iron ingots < iron ore
titanium ingots < titanium ore
sulfuric acid
If I want to make 360/min without proliferation, and with arc smelters that takes:
18 smelters for titanium alloy, 12 for titanium, 18 for steel, and 18 for iron = 66.
This consumes 720 titanium ore/min, 1080 iron ore/min; and uses 23.76 MW
If I apply Proliferator Mk.III in +product mode to all stages, to make that same 360/min it now takes (rounded up to whole smelters):
15 smelters (83.3% as many) for titanium alloy, 8 (66.7% as many) for titanium, 12 (66.7% as many) for steel, 10 (55.6%) for iron = 45 (68.2% as many)
This consumes 460.8 titanium ore/min (64% as much), 553 iron ore/min (51.2% as much); and uses 40.5 MW (+70.9% power - not the +100% power you'd get from a single production stage)
You can see, even on that short chain, how each stage lower requires proportionately fewer buildings, because that free +25% product means at each stages you need only ~80% the production you'd need without proliferation.
For a production chain that's n stages long the original stage needs only 0.8^n as much production = 80%, 64%, 51.2%, 41%, 32.8%, etc.
That vast reduction in size over a long multi-stage production chain can end up mostly, or completely, offsetting the extra power each remaining building actually uses. (And that means even proliferating your smelting, can end up significantly reducing your mining and shipping requirements, while allowing for far fewer smelters to supply a given level of end item production compared to going without proliferation.
It's only my late mid-game or later blueprints that call for full proliferating of everything :D
Also, stick to MK 2 Proliferator. Mk 3 only gives an additional 5% bonus, and it adds a carbon nanotube into the recipe, which is a headache that's not worth dealing with for such a marginal benefit. Just stick to MK 2 that is much easier to make AND only requires coal.
I have only made a base once since they were introduced, but I would recommend not bothering with MK 1, early in the game it doesn't really help that much and it will make progression slower. Just leave room for spray coaters in your base and then when you unlock MK 2 hook it up to your production lines.
I have my proliferators delivered to my towers and then i output from this tower to proliferate the other outputs from that tower.
Early game I proliferate Deuterium fuel cells to power my first planet. I do not proliferate early builds, but i have them blueprinted in all my tower stacks.
It's a bit overkill. Especially the way I do it. I play on 1x and still everything is just super cheap and easy to make for them. But, I'm also the kind of player that likes to setup entire planets for one or two products. Even the upgrade to mk3 (blue) isn't costly at all relative to the rest of the game.
What proliferating extra products does in essence is convert power into free products. I'd recommend not starting to proliferate those until you have your power situation sorted with an abundance. Usually around the min-fusion plant stage.
For MK2 vs MK3, for extra products MK3 definitely doesn't seem worth. Extra products itself obviously nice for things that are *relatively* limited but I don't know that I'd do it on literally everything. You do get into a loop where each level of VU starts costing less materials overall than it provides via mining efficiency so at some point both energy and raw materials become more or less infinite...
Unless I'm missing something?
Ooh that's a cool tip.
That just sounds wrong.
So 25% extra speed directly reduces your factory size by 20%, and the 20% input reduction means the previous step can be 20% smaller. Each extra step in the process that gets proliferated continues compound this savings.
Simple two step example:
1800 gears per minute requires 22MW, 40 mk1 assemblers, 30 smelters, and 60 miner nodes.
100% Speed Up proliferation would take 27MW (+23%), 20 mk1 assemblers, 15 smelters, and 60 miner nodes..
25% Extra Product proliferation would take 39MW (+77%) 32 mk1 assemblers (-20%), 19.2 smelters (-36% or -20% twice), and only 39 miner nodes (-35%)
With only two steps the boost is not as apparent.
More complex multi-step example:
60 Small Carrier Rocket per minute requires 448MW, 543 mk1 assemblers, 119 chemical plants, 34 fractionators, 543 smelters, and 975 miner nodes.
100% Speed Up proliferation would take 549MW (+23%), 237 mk1 assemblers (-50%), 60 chemical plants (-%50), 34 fractionators, 273 smelters (-50%), and 975 miner nodes.
25% Extra Product proliferation would take 398MW (-11%), 229 mk1 assemblers (-58%), 44 chemical plants (-63%), 22 fractionators (-35%), 170 smelters (-69%), and only 293 miner nodes (-70%).
With the full production line you can clearly see why everyone swears by the Extra Product mode.
All of these numbers are coming from: https://factoriolab.github.io/list?s=dsp&v=6