Productivity: Difference between revisions
(Created page with "Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting productivity modules and by researching certain technologies. == Functionality == Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time thi...") |
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Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can | Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It causes the machine in question to output some percent more items or science relative to its inputs. A machine with 20% productivity will output 20% more items over time for the same inputs. | ||
Some buildings have inate productivity bonuses. [[Technologies]] can give productivity bonuses to particular recipes or processes. For buildings and recipes which support them, [[Module#Productivity_module|productivity modules]] can also increase productivity. | |||
== Functionality == | == Functionality == | ||
The productivity bonuses from all applicable sources are first added together to get the overall productivity for that process. When a building or recipe provides productivity, a purple bar appears below the normal bar. | |||
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]] | [[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]] | ||
Represented as a simple | As the machine operates, the productivity bar increases at a rate relative to the crafting bar, scaled by the productivity percentage. If the productivity is 20%, then the productivity bar fills up at a rate 20% that of the crafting bar. If the productivity bar is 150%, then it will fill up one and a half times every time the crafting bar fills up. | ||
{ | |||
When the productivity bar completely fills up, a new output is generated, in accord with whichever recipe or mining is currently being performed. If the recipe produces multiple outputs, the productivity output will be the same number of outputs. If [[quality module]]s are being used on the machine, the productivity output will be of the same quality as that of the output currently being crafted. That is, the random roll is made when the crafting starts, and the result is duplicated whenever the productivity bar completes. | |||
This means that a machine with 50% productivity will produce 50% more items for the same input. | |||
Represented as a simple formula:<br> | |||
<math>AdditionalProductPerCycle = \frac{Productivity %}{100}</math> | |||
If the machine's recipe changes (either manually or via the [[circuit network]]), the productivity bar is reset to zero. | |||
=== Lab productivity === | |||
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick. The productivity bar itself is simply cosmetic. Changing the current research resets the productivity bar in labs, but since the bar for labs is just a visual indicator, no actual productivity is lost. | |||
== Built-in productivity == | == Built-in productivity == | ||
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== Technologies == | == Technologies == | ||
Certain technologies will increase the productivity of | Certain technologies will increase the productivity of various processes and recipes: | ||
* [[Mining_productivity_(research)|Mining productivity]] | |||
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}} | * [[Mining_productivity_(research)|Mining productivity]]: applies to all mining drill types | ||
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}} | * [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[steel plate]]. | ||
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}} | * [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[low density structure]]. | ||
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}} | * [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}: applies to [[Scrap]] recycling in a [[recycler]], but not to hand-"crafted" scrap recycling. | ||
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}} | * [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[processing unit]]s. | ||
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}} | * [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[plastic bar]]s. | ||
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}} | * [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[rocket fuel]]. | ||
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}} | * [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}: applies to [[Space platform (research)|standard]] and [[Advanced asteroid processing (research)|advanced]] asteroid crushing recipes, but not to [[Asteroid reprocessing (research)|asteroid reprocessing recipes]]. | ||
* [[Research_productivity_(research)|Research productivity]] {{SA}} | * [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}: applies to producing [[rocket part]]s in a [[rocket silo]]. | ||
* [[Research_productivity_(research)|Research productivity]] {{SA}}: applies to all [[lab]]-type buildings | |||
== Limits {{SA}} == | |||
All recipes have a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of infinite productivity researches. You can research past level 30 of these technologies, but it will have no practical effects. | |||
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit. | |||
== See also == | |||
* [[Assembling machine]] | |||
* [[Module#Productivity_module|Productivity modules]] | |||
{{C|Main}} | |||
Latest revision as of 20:21, 31 December 2024
Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It causes the machine in question to output some percent more items or science relative to its inputs. A machine with 20% productivity will output 20% more items over time for the same inputs.
Some buildings have inate productivity bonuses. Technologies can give productivity bonuses to particular recipes or processes. For buildings and recipes which support them, productivity modules can also increase productivity.
Functionality
The productivity bonuses from all applicable sources are first added together to get the overall productivity for that process. When a building or recipe provides productivity, a purple bar appears below the normal bar.
As the machine operates, the productivity bar increases at a rate relative to the crafting bar, scaled by the productivity percentage. If the productivity is 20%, then the productivity bar fills up at a rate 20% that of the crafting bar. If the productivity bar is 150%, then it will fill up one and a half times every time the crafting bar fills up.
When the productivity bar completely fills up, a new output is generated, in accord with whichever recipe or mining is currently being performed. If the recipe produces multiple outputs, the productivity output will be the same number of outputs. If quality modules are being used on the machine, the productivity output will be of the same quality as that of the output currently being crafted. That is, the random roll is made when the crafting starts, and the result is duplicated whenever the productivity bar completes.
This means that a machine with 50% productivity will produce 50% more items for the same input.
Represented as a simple formula:
If the machine's recipe changes (either manually or via the circuit network), the productivity bar is reset to zero.
Lab productivity
When productivity is applied to labs (or biolabs), the productivity bonus is directly calculated and applied each tick. The productivity bar itself is simply cosmetic. Changing the current research resets the productivity bar in labs, but since the bar for labs is just a visual indicator, no actual productivity is lost.
Built-in productivity
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:
Technologies
Certain technologies will increase the productivity of various processes and recipes:
- Mining productivity: applies to all mining drill types
- Steel plate productivity : applies to all non-recycler recipes that generate steel plate.
- Low density structure productivity : applies to all non-recycler recipes that generate low density structure.
- Scrap recycling productivity : applies to Scrap recycling in a recycler, but not to hand-"crafted" scrap recycling.
- Processing unit productivity : applies to all non-recycler recipes that generate processing units.
- Plastic bar productivity : applies to all non-recycler recipes that generate plastic bars.
- Rocket fuel productivity : applies to all non-recycler recipes that generate rocket fuel.
- Asteroid productivity : applies to standard and advanced asteroid crushing recipes, but not to asteroid reprocessing recipes.
- Rocket part productivity : applies to producing rocket parts in a rocket silo.
- Research productivity : applies to all lab-type buildings
Limits
All recipes have a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the recycler and its 25% return of input items. This cap puts a hard limit on the effectiveness of infinite productivity researches. You can research past level 30 of these technologies, but it will have no practical effects.
Note that miners are not crafting machines that execute recipes, nor are labs. As such, mining productivity (research) and research productivity (research) have no limit.