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Unik 10 AGO 2020 a las 7:33 a. m.
How long is the rocket launch animation?
The English wiki is 40.33sec (as of February 2020) in the German wiki is 41.25sec (as of May 2020).

(I intend to build a base that will run out 1 rocket a minute)
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Fel 10 AGO 2020 a las 7:45 a. m. 
Does it really matter?

I mean, no matter which is right you need at least 2 rocket silos to reach 1 per minute anyway and you will end up being limited by your production (carefully set to produce exactly enough for 1 launch per minute) rather than the rocket launch animation length.
Unik 10 AGO 2020 a las 7:55 a. m. 
Well, if the animation e.g. It takes 40 seconds between the start and manufacture of the new rocket, there are 20 seconds left to provide all resources, so it is already possible to release a rocket every minute in a rocket silo.
Unik 10 AGO 2020 a las 7:57 a. m. 
I just wanted to have a clear idea of everything ...

Then use a Factorio calculator and then build according to this.
Unik 10 AGO 2020 a las 8:05 a. m. 
but you are right.

according to wiki:

"However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~ 20.6 seconds; ie, slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all speed modules 3, plus 4 productivity modules 3 in the silo itself. "https://wiki.factorio.com/Rocket_silo
The Chaotic Coder 10 AGO 2020 a las 11:00 a. m. 
Publicado originalmente por S6S6S6:
but you are right.

according to wiki:

"However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~ 20.6 seconds; ie, slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all speed modules 3, plus 4 productivity modules 3 in the silo itself. "https://wiki.factorio.com/Rocket_silo

I haven't tested it but I think if you take out 1 productivity module from the silo and replace it with a speed 3 it will build faster (using more components of course)
Fel 10 AGO 2020 a las 12:09 p. m. 
The module effects are additive (together) so the small increase in speed can't cover the big decrease in productivity if you swap like that.

You go from 10.4 speed and 40% productivity to 11.05 speed and 30% productivity.
The amount of cycles required goes from 71.42857.. to 76.92307.. (so you consume a bit over 5 more cycles worth of items) and the time required for that goes from 20.604 to 20.884.

By swapping a productivity 3 fro a speed 3 you slightly increase the time it takes (nearly unnoticeable but still) and you need to spend more items.

The only thing that is winning with that is the power consumption but you wouldn't use that many modules if power was an issue anyway.
The Chaotic Coder 10 AGO 2020 a las 12:29 p. m. 
Publicado originalmente por Fel:
The module effects are additive (together) so the small increase in speed can't cover the big decrease in productivity if you swap like that.

You go from 10.4 speed and 40% productivity to 11.05 speed and 30% productivity.
The amount of cycles required goes from 71.42857.. to 76.92307.. (so you consume a bit over 5 more cycles worth of items) and the time required for that goes from 20.604 to 20.884.

By swapping a productivity 3 fro a speed 3 you slightly increase the time it takes (nearly unnoticeable but still) and you need to spend more items.

That's really interesting. I've been playing heavily modded for a long time so I wasn't familiar with vanilla numbers.

That seems like a balancing flaw -- Productivity modules slow you down overall, so just taking one out and not putting anything in its place seems like it *should* increase the output-per-minute by a little (and the input-per-minute by a lot). Then adding the Speed mod should further increase both by the same %.

Publicado originalmente por Fel:
The only thing that is winning with that is the power consumption but you wouldn't use that many modules if power was an issue anyway.

Since you're using more inputs it would actually increase your overall power consumption by a LOT, so there's really no advantage at all to doing that.
AlexMBrennan 10 AGO 2020 a las 1:42 p. m. 
That seems like a balancing flaw -- Productivity modules slow you down overall, so just taking one out and not putting anything in its place seems like it *should* increase the output-per-minute by a little (and the input-per-minute by a lot)
Yes, you can get more production cycles done but you lose a quarter of your bonus output which you now need to spend time to produce.

Also consider that no one would be using beacons if effects were multiplicative - right now beacons are used because they massively increase crafting speed with minimal effect on power, so in your version of the game it would become cheaper to just build more assemblers in parallel.
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Publicado el: 10 AGO 2020 a las 7:33 a. m.
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