r/factorio•
baberg

Mining Productivity cost changing in 0.17.6

Mining Productivity research changed in this patch to increase to +10% per level, but 5x the cost. Some of us noticed that this was a pretty large change to the overall cost, especially as you get into Infinite research - basically an 80% reduction.

Kovarex has confirmed that they will be changing the prices again in 0.17.6 to something more reasonable, and in tune with the previous versions.

https://forums.factorio.com/viewtopic.php?p=407015#p407015

Yes, asymptotically it was actually 5 times cheaper. So I fixed it for 0.17.6.
The cost will be like this:
Level 1: 250 (red + green)
Level 2: 500 (+blue)
Level 3: 1000 (+purple+yellow)
of level 4+ is (level - 3) * 2500

So it works out like this (RGBYPW are the science packs - red, green, blue, yellow, purple, white) cumulatively:

Productivity0.160.17.50.17.6
+10%1500 RG, 900 B500 RG250 RG
+20%4000 RGB, 2700 P1000 RGB500 RGB
+30%6500 RGBP, 5400 Y1500 RGBPY1000 RGBPY
+40%8500 RGBYPW2000 RGBYPW2500 RGBYPW
+50%11000 RGBYPW2500 RGBYPW5000 RGBYPW
+60%13500 RGBYPW3000 RGBYPW7500 RGBYPW
+70%16000 RGBYPW3500 RGBYPW10000 RGBYPW
+80%18500 RGBYPW4000 RGBYPW12500 RGBYPW

So it's a middle ground. 0.17.5 is way too fast, whereas the 0.17.6 is much cheaper at first, then climbing back close to the original prices.

I think it's a pretty solid change, and gets you into a pretty good bonus stage pretty early which is nice. Seeing "+2%" is demoralizing because it feels insignificant, but "+10%" feels like a strong bonus.

Posted Mar 4, 2019, 11:29 PM UTC

12281
alsfactory•

Seeing "+2%" is demoralizing because it feels insignificant, but "+10%" feels like a strong bonus.

Agreed, I like the change a lot, the numbers were just way off.

65
audigex:nuke: Spaghetti Monster•

The .5 numbers were crazy low, although I still feel like the .6 numbers are a bit high

The entire point of mining productivity, as far as I can tell, is to ensure we don't spend our entire lives adding new ore patches because that gets old real quick.

I like the current ramp up profile, but I'd like to see it at around 75% of .6 levels

3
[deleted]•

[deleted]

1
DrMobius0•

but I'd like to see it at around 75% of .6 levels

it's like that for about the first 20 levels. See here

1
audigex:nuke: Spaghetti Monster•

I'm talking about reducing it to 75% of the proposed .6 levels

1
triggerman602smartass inserter•

I guess I'll stay on 0.17.5 forever then.

22
anthonyca30•

I was thought the same thing.

1
sbarbary:science7:•

Or stay on 0.16 until you atleast in the hundreds on mining productivity.

-2†
jimmybald•

It will reset all your productivity the moment you upgrade to 0.17.

Edit: might be in the wrong here. I did lose all mining prod from .4 to .5, however i had yet to hit infinite research and that might be a reason to it being buggy.

2
sbarbary:science7:•

This just can't be the case. Are you sure about this?

​

EDIT:Phew it isn't the case the upgrade script currently gives you 10% per level although somebody reported this and it's getting nerf in 0.17.6

-1
TheNosferatu•

I'm at level 40 atm, still at 0.17.4, gonna upgrade tonight so I'll either have level 8 or I'll have +400% productivity bonus.

I think it would make sense to have the levels reset, it feels more balaned. But I really hope they don't.

1
Unnormally2Tryhard but not too hard•

Seeing "+2%" is demoralizing because it feels insignificant

Speak for yourself, I loved each and every 2% bonus. I was excited for even the first 2%, just to stretch my dwindling coal supplies, just a little.

10
Zomunieo•

If I were a new player I'd probably think it was pointless - it isn't immediately obvious it would pay off. Giving bigger initial bonuses helps make it seem worthwhile.

15
sbarbary:science7:•

Everybody on here who has ever gone to high numbers on mining productivity was a new player to infinte research once and clearly we wearn't put off.

2
Zomunieo•

Survivorship bias. People on forums are among the most active players out there.

According to Steam achievements, only 40% of players ever build a locomotive and only 25% ever destroy 100 trees. The vast majority of players don't get far, and it absolutely makes sense to fix the issues. Hence the GUI changes, other NPE changes like this one for mining.

23
sbarbary:science7:•

"Survivorship bias" Outstanding use of this.

​

You sir have made an excellent point but far more importantly you made it very well.

16
IntoAMuteCrypt•

Those stats are misleading though. Steam achievements are based on all people who have the game in their library, and I just don't believe that only 60% of people who have played have reached oil, or that only 50% of people who have played triggered the biters. It's far more likely that 20-30% either haven't been playing (and the game has just been sitting on their list to play), or haven't played vanilla on steam - you don't get achievements with Bob, Angel, Squeakthrough, Helmod and the rest. That said, around a quarter of players who have reached oil have finished the game (in vanilla), so maybe something can be done there. Mining productivity is probably a good NPE change.

5
Unnormally2Tryhard but not too hard•

Yea, but I bought Factorio on Steam, and then switched to the standalone version, so I actually have very few achievements on Steam, even though I have a thousand hours in Factorio.

1
Koker93•

I don't know. I built an entire distribution depot on the assumption I'd be drying out resource patches so I'd only have to edit the northern half of my train network as I moved miners. Since then none of the patches I found have dried out. And they're producing a lot more now than when I set up the easily moveable system. I had no idea mining productivity would make that big a difference.

3
sbarbary:science7:•

I have a uranium patch that appears to be infinite because of this. It start out at 900k a year ago and there is still 455k left because mining productivity almost outstrips the speed I use it.

2
sbarbary:science7:•

Me too. Late game it's the only research to do that still gives you instant gratification.

3
epicfail1403•

I'm sorry but you are doing the math wrong.

The numbers you posted in the table are science cost per each level, not cumulative.

As long as research cost per each level remain increasing linearly, the new "+10%" change essentially removed 80% of levels needed to research, which results in high level mining productivity research in .17 being ALWAYS ~80% cheaper than .16 in the long run.

Even with Kovarex's new fix in 0.17.6, the above statement remains true. I am honestly not quite sure what exactly Wube's intention is. Let's wait and see what they say in the upcoming FFF.

2
DrMobius0•

Actually... you're also wrong.

Here are the .16, .17.5, and .17.6 cumulative cost equations in order (note, all equations treat x as a .16 level, or +2% increase in mining productivity. .17 levels only occur at multiples of 5):

.16 cost = 100 * x * (x + 1)  / 2
.17.5 cost = 500 * x / 5 * (x / 5 + 1) / 2
.17.6 cost = 2500 * (x / 5 - 3) * ((x / 5 - 3) + 1) / 2 + 1750

These can be rewritten as:

.16 cost = 50x^2 + 50x
 .17.5 cost = 10x^2 + 50x
.17.6 cost = 50x^2 - 1250x + 9250

In terms of scaling cost, the only things that matter are the degree of the function and the leading coefficient. All functions are 2nd degree polynomials (the highest exponent of x is 2), so all we need compare if what we care about is long term scaling is their leading coefficients. This means that .16 and .17.6 are equal in this respect.

However, there's another little detail that is worth noting here, as it is considerably more relevant to those in their first few hundred mining productivity techs. If we look at the cost per 10%, we see something interesting. The total cost of a given set of 5 levels is:

.16 cost per 10% = 500x + 1500
.17.5 cost per 10% = 100x + 500
.17.6 cost per 10% = 500x - 5000

In other words, per you save 6500 science per 10% level because of the new curve's offset. As you scale toward infinity, this value is less and less apparent, but it's actually a pretty huge bonus for quite a while. Here's what you pay on .17.6 at certain levels:

30% prod = 14.6% cost
50% prod = 28.5% cost
100% prod = 56.3% cost
150% prod = 69.0% cost (nice)
200% prod = 76.1% cost
250% prod = 80.5% cost
300% prod = 83.6% cost
400% prod = 87.5% cost
500% prod = 89.9% cost
inf% prod = 100% cost

Anyways, as you can see, this is a significant boost to early techs that very slowly falls more in line with the old balance as you scale up.

3
sbarbary:science7:•

I see. GULP Your way better at maths than me.

​

Ok using all of this it would have been roughly 18 Million less to get to the level I'm at. If we converted the levels using the cost of where I'm at and not Productivity Level I'm at.

​

So the way they are converting me kinda does me out of 13 levels which is 130% Productivity. Maybe that's not worth complaining about.

​

Dunno. Once again it has been confirmed that there are many people in the world smarter than me. :-)

1
sbarbary:science7:•

I don't understand it, I thought it was awesome as it was.

​

However I am confused your saying it will always be cheaper. After I migrate I will be on lvl 577

​

(577-3)*2500 = 1.4 Million roughly

but here in 0.16

next 10% is 225k*5 = 1.12 Million

​

So that's 300k more for the next 10%. Am I wrong? Do I just not understand?

​

EDIT Clearly my maths was off here the costs are about the same

2
epicfail1403•

Yes you are right.

Let n be number of lvls into infinite research in 0.17 (i.e. n=1 means mining productivity is at +40%):

Cumulative research required to reach n in 0.17.6 :

1250n^(2) + 250n

While in 0.16, to get the same effect (mining productivity +(n+3)*10% ) we needed :

1250n^(2) + 7250n

So yes, it is almost exactly awesome as it was.

I guess I was distracted by my day job during my initial derivation :P

2
Traffic_Cone600•

No, with the new 0.17.6 the research cost goes towards costing about 80% of what it did in 0.16 cumulatively https://imgur.com/a/0qNIJOE

Edit: If you get to Mining Prod 10,000% the cumulative cost in 17.6 would be 99.5% of 0.16.

2
imguralbumbot•

^(Hi, I'm a bot for linking direct images of albums with only 1 image)

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1
sbarbary:science7:•

Does anybody know how this effects upgrading a current base?

​

I'm on Mining Productivity 2886 am I about to upgrade to 0.17 and find

​

  1. I've lost all my research like I have for Military
  2. I've got roughly 28,860 Mining productivity bonus

​

Anyone?

​

(If I want to finish that 45 million copper patch that is in the way I really need to do it before I upgrade :-) )

​

EDIT: Sorry should have said I can't load it because it crashes for me on both computers.

EDIT 2: For those saying that all mining bonus will just be lost there is infact a forum post discussing how old saves will be handled and confirming at the moment you get level-3*10%https://forums.factorio.com/viewtopic.php?f=30&t=66708&p=407265#p407265

EDIT 3: Appears even the thread above doesn't explain well. You should get the level to get roughly the same bonus. I was just told by the dev I will get level 577 to get 5770% bonus.

1
Gunter137•

Just load the save and see.. you don't have to overwrite the original save and you can revert to the old version..

3
sbarbary:science7:•

Sorry should have said I can't load it because it crashes for me on both computers.

1
jimmybald•
  1. I lost all productivity on my new world going from .17.4 to .17.5 so im pretty sure you will lose everything. Same as 0.16 bases lost all their laser turret bonusses.

Edit: conflicting reports, there is a form of transfer between research apparently. Maybe i was in buggy territory when i didnt hit infinite research yet when going from .4 to .5.

1
sbarbary:science7:•

After doing some research I think this is a BUG. You should report it.

​

There is a script to handle this change going from 0.16 to 0.17 maybe it doesn't work if you already in 0.17. Although that script is getting changed for 0.17.6

2
sbarbary:science7:•

Oh good god no.

​

If that's true I guess I'm stuck on 0.16 or I'm done with factorio.

​

EDIT you can ignore this bit turns out no your not going to lose everything. PHEW. :-)

1
SqwirrelzFor Science!•

...or just update and then use commands to restore your research to where it should be?

2
sbarbary:science7:•

So I only this minute found out you can do that. The forum post I listed above shows how to remove productivity bonus. So I guess I can do that for anything I could do that for the missing military research.

​

Isn't there some down side to console commands, I have always avoided them and I can't remember why?

1
Braveheart4321•

Or you could start fresh with a new base for .17

1
sbarbary:science7:•

I have 10k+ hours in this base so I really don't want to start afresh.

1
TheNosferatu•

For what's it worth, I didn't lose my laser turret damage. Lost some minor stuff (the science packs, low density structures, etc, that kinda stuff but I had researched those before I managed to fix all the science recipe changes)

1
sbarbary:science7:•

When you say it picks one of them there is only one infinite research for laser turrets. Laser Turret Damage.

​

So what Laser Turret Damage level were you on and what level Energy Weapon Level did you get?

​

You have to be above 8 to see a change. 8 and above gets set back to 8 is what the devs are saying.

2
TheNosferatu•

Same as 0.16 bases lost all their laser turret bonusses.

What? No, I kept my laser turret bonusses, it picks one of the laser turret researches and converts it to the new bundled one.

I don't know the damage output difference prior because I didn't pay attention to it but I definitely didn't lose that research.

1
TheNosferatu•

I upgraded my 0.16.x game to 0.17, I haven't updated to the 0.17.5 version yet so I don't know for sure how research will be affected.

However, I can answer a few of your other questions; you need to research all the new technologies, like the actual science flasks, I think low density structures, and a few more I forgot (at the time I had launched ~5 rockets and breezed to all the new research before I fixed refactered science production)

you won't lose your military science. It gets converted to the new bundled research.

As for the mining productivity, It's been mentioned that it gets converted, so your level 28,860 which currently gives a +5,772% bonus should become a level 577

That's just what I've heard here on reddit, though.

1
sbarbary:science7:•

Ok thanks

But it's been confirmed that I will lose my military infinite research except for Artillery.

​

So laser turret 23 -> Energy Weapon 8.

​

So I'm level 2886 and that gives me 5772% so surely they should give me level 577. Which is what 0.17.6 might give me but it does look like 0.17.5 would give me level 2886 and 28k% but I can't upgrade to 0.17.5

​

EDIT most of this was wrong and Nosferatu was right. Confusion mainly rained as the upgrade script had a bug. I was right about the Laser Turret part though.

​

2
TheNosferatu•

I think I was at or around laser turret 8, so I didn't notice losing anything.

Yeah, i meant level 577. However, since I keep browsing and checking I hear different things with regards to the mining productivity. Either you lose everything or you keep the level. ¯\_(ツ)_/¯

I just updated my server, I'll find out when I get home from work

1
bilka2Wiki Administrator•

For those saying that all mining bonus will just be lost there is infact a forum post discussing how old saves will be handled and confirming at the moment you get level-3*10%

No you don't. You get exactly what you should as long as you researched beyond level 25: https://forums.factorio.com/viewtopic.php?p=406825#p406825

If you have it below level 25 you will get more than you had (usually 50%) if you load the save in 0.17.5. This has been solved for 0.17.6.

1
sbarbary:science7:•

You are right at least that's what they intended to do. I feel that isn't the correct way to update this you should get the equivalent of the science packs you spent getting to your level equated to the new level.

​

That way if it's cheaper you get more or if it's more expensive you should get less.

​

I'll settle for it though as you can see several people on this thread told me I would just lose it all. :-(

1
sbarbary:science7:•

All the other infinite research starts at level 7 would have been nice to keep this. Need to plot this on a graph but this one now "feels" too expensive. I just don't see the need for the change.

​

However demoralized people were with 2% gain imagine now a new player and how quickly the cost will rise at level 23 your already at 50k for the research. Instead of that nice slow progression of "just one more mining research and then I'm done."

1
Braveheart4321•

By the time a player reaches the 23rd level of mining productivity they are no longer a new player, honestly I think anyone who has launched a rocket has left new player territory, since they have overcome all of the games core challenges (except maybe biters). A new player will at most get 2 or 3 upgrades in mining productivity, and might not even notice the difference if it was still at the 2% change. However the 10% per level will let the player actually notice a difference with 2 or 3 levels of the upgrade.

4
sbarbary:science7:•

I guess new players is a bad term but players going from I launched a rocket to I going to build a mega base. The bit in between those two points for me was doing just one more mining productivity.

1
DrMobius0•

.17.6 is still a much nicer curve for new players than .16. It starts you out at 14% of the total cost per mining efficiency increase, and slowly scales back up to 100%. It's not just the 1st 3 levels that are cheaper. Every level beyond is 6500 science cheaper than its corresponding .16 levels. This matters less over time, but early on, for the first 50 or so levels, you're going to see a nice boost.

1
Guitoudou•

I think something is off with these maths.

Total (cumulative) cost for the same productivity bonus was asymptotically reduced by 20% in 0.17.5. It wasn't 80% cheaper.

And I don't get the new formula.

1
elin_mystic•

It approached 80% cheaper. As the cost in .17.4 increased, the 100 science difference between levels became insignificant compared to the cost for a level, so the cost for five levels is approximately five times the cost of one level. In .17.5 you only pay for every fifth level for the same effect. So it gets closer to 20% of the cost.

1
Guitoudou•

Oh yeah. Just redone the maths and it was 80% cheaper indeed.

1
DrMobius0•

I have a full explanation here, but the bottom line is that it slowly scales to the same cost, but you get a flat savings of 6500 science per level beyond level 3, so the cost efficiency scales scales back to the .16 values, but very slowly. Since sum 1-n is a quadratic function, linear gains don't mean much in the face of infinity, but when things are very finite, it's actually pretty nice. For the first 50 or so levels, you'll only have paid 90% of what you otherwise would have. The lower you are, the better.

1
Satyamitra_•

Nice work,

At first I thought your values for 0.16 are off by 500 from row 40% onwards, but then I noticed mining productivity is 1500 at level 15 and still 1500 at level 16 (and then always 100 less than level x 100), thus explaining why they are off by 500.

These are the formulas to upgrade from (x-1) * 10% to x * 10 %:

​

Productivity (to jump from (x-1)* 10% to x* 10%)0.160.17.50.17.6
for x <= 3x * 2500 - 1000x * 500250, 500, 100
for x > 3x * 2500 - 1500x * 500x * 2500 - 7500

Note that I am only calculating for RG, to make things easier.

​

For 0.16 and 0.17.6, to increase from x-1 * 10 to x * 10 %, the difference is always 6000 and the cost increases at the same rate.

So for very high levels of productivity, the cost becomes very close, but at lower levels its much cheaper.

Also it will be faster to research once, instead to research five times.

​

All in all, I am really liking these changes.

​

1
SqwirrelzFor Science!•

Even as a new player, the 2% never bothered me, as it wasn't much for a new level. What I enjoy about this, is that I won't have to interact with the research gui as often while I'm doing a long chain of mining research.

0
akashnil•

Why not just keep 17.05 costs? I'm ok with late game mines lasting a long time. One still needs to expand to increase total mining throughput.

-1†
4690•

Didn't you check the math? It's too cheap.

5
akashnil•

How about: the old costs were too expensive? :)

5
4690•

That's certainly one way to look at it. I'm happy with the new middle ground.

3
missionmeme•

i keep seeing everyone talk about 1.7 but its not officially out yet, right everyone is talking about using the latest 1.7(insert latest beta number)

-2†
tzwaan:artifact: Moderator•

The experimental version is officially released. It's just not stable yet, so if you want it you have to opt-in by either downloading from the website, or enabling the beta option in steam.

And it's 0.17, not 1.7

9
ricardoandmortimer•

The game is still in beta, so all the releases so far are 0.x, not 1.7 (0.1.0 being the first and 0.17.5 being the latest). It's using a common software versioning pattern of major.minor.patch - all versions with a 'major' of 0 are "pre-release" (aka beta) - which are all versions to have been released so far. The .17 release they haven't deemed "stable" yet and runs the chance of crashing frequently or corrupting save files, which is why you have to opt-in.

Eventually when they feel like it's a complete product, with a finished tutorial, decent balance, etc, they will release a 1.0 version.

​

(also up-voted because I believe this question stems from misunderstanding and is not trolling)

6
TheIncorrigible1•

still in beta, so all the releases so far are 0.x,

Wrong. Factorio uses a 0-ver semantic versioning system. They will always be 0.x.x(.etc.)

See: http://0ver.org/

1
pfSonata•

enable the "experimental builds" in whatever you use to launch the game

3