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Relatar um problema com a tradução
https://www.factorio.school/view/-LJfmAxOU0rJ8CaeKVLW
Personally, I would just use Mining Prod research instead of extra prodmodules. That small bit extra is imo not worth the extra prods, which decrease speed and probably beacons to compensate speed
Or is it better with big miners?
Not just winner. Tripple winner!
And this perceived about 200 posts ago. The "Never underestimate the community's ability..." quote should be a sticky
"The big mining drill is the stronger and larger big brother of the electric mining drill. It has the unique property of reducing resource drain from mining by 50%, which means the resource underneath the drill's mining area only has its richness depleted half of the time. This effect directly multiplies with the productivity of the drill in terms of the amount of resources that can be extracted from a single patch."
the normal big mining drill has resource drain at 50%, while the normal basic mining drill has 100%, according to the tooltip.
So, f.e. when you have 50% mining prod and use normal big drills:
for 100 mining operations, you get 150 ores due to mining prod
And only every other mining operation depletes the patch.
-> 50 ore from the patch delivers 150 ores, which is 3 times more
-> the normal basic mining drill would mine 100 ores and delivers 150 ores -> 1,5 times more
Now, I still wonder, if prod modules would have positive effect. At least you reduce depletion further
btw: A legendary big drill has 8% depletion rate. That's insane. It's like ~12 times more resources.
But it's off topic now anyway, should probably be a different thread now
So the higher your mining productivity research, the lower the effect of productivity modules in mining drills.
Still, a legendary productivity module 3 gives +25% (+10% for normal quality), so 4 of them is still adding 100 (40 with normal quality) to the percentage added by research, it isn't exactly small.
But productivity modules is not the only thing you can add there, speed modules end up being pretty good in big mining drills if your belts can support the increased output, and they combo really well with the mining productivity research.
It's often not much about resource depletion and often more about how much you are producing per minute since your factory is an ever-growing monster needs an increasingly large amount of ores to sustain it..
OP left the ship as it seems. Nevertheless OP should mark one of Alligators spot on posts as answer.
"So far, so good!"
Oh man, this forum wouldn't be that same without you!
Correct answer for OP's use case could either be the "simple" output-only lane balancer (that I shared), or the more complex input/output lane balancer (that Fel shared). With the caveat that its not recommended to use the underground half-belt trick to split off a single lane -- should always use the "T" design to do that (in my opinion) since there are edge cases where gaps do not get filled when just using the underground half belt trick with any of these lane balancer designs.
There are many different designs for output-only and input/output lane balancers as others have shared too -- everyone has their favorite they prefer. The beauty of the game is that possibilities are endless and there rarely is any single "best" answer without giving a lot more context and being specific on exactly what case is being optimize for -- screenshots would help when proposing a problem and asking the community for solutions.
For all we know, OP's problem might not be best solved by any lane-balancer at all. Could potentially be related to a production problem upstream or just simply the belts need to be upgraded for more throughput.
In a base where belt throughput is not a problem, and production/supply is not a problem (over production related to consumption), the end result between the output-only and input/output balancers is just picking which excess production machines will sit idle.
The difference just shifts which production machines are idle, while both lane balancers will "fill any gaps" in one lane by using excess products from the other lane. The key being "excess products from the other lane". 50% of the production machines will still be idle either way when only 50% of the production is being consumed.
In the use-case of train-wagon unloading and you want buffer chests to have equal levels in them: you'll probably need some sort of input/output lane (and belt) balancing. Outside of that use case (balancing levels in buffer chests), the output-only lane balancer may be all that is needed for it to "just work".
In Satisfactory you just have Splitters and Smart Splitters and it works very well.
So ... is is just like Gaming-Alligator said and this discussion a result of people looking for overy complicate solutions ....
... or is this game (regarding belts) really that insane complicate / complex / bad-coded, so that one should better learn Factorio at university as a postdoctoral study before trying to dive into that mind-twisting / mind-numbing experience?
For the sake of Factorio I hope it's the former and Alligator is "the winner" of this discussion.
*inserts a praying emoticon*