tfkgmjfy@lemmy.world to Factorio@lemmy.mlEnglish · 6 months agoFriday Facts #416 - Fluids 2.0 | Factoriowww.factorio.comexternal-linkmessage-square9fedilinkarrow-up156arrow-down11
arrow-up155arrow-down1external-linkFriday Facts #416 - Fluids 2.0 | Factoriowww.factorio.comtfkgmjfy@lemmy.world to Factorio@lemmy.mlEnglish · 6 months agomessage-square9fedilink
minus-squarebecausechemistry@lemm.eelinkfedilinkEnglisharrow-up5·6 months agoThey sort of do, or they do in a way that makes them almost useless once they hit their final low level. Are you suggesting that instead of asymptotically going to zero, they just hit zero at some point?
minus-squareJonC@programming.devlinkfedilinkEnglisharrow-up7·edit-26 months agoTechnically they don’t asymptotically go to zero. The minimum yield is the maximum of 20% or 20% of the original yield. So at worst, an oil field will produce 2 oil/sec, which can still be bumped up by speed modules/beacons as well as mining productivity. It’s not going to be enough alone for a large base, but I’d say it’s a lot better than almost useless.
They sort of do, or they do in a way that makes them almost useless once they hit their final low level. Are you suggesting that instead of asymptotically going to zero, they just hit zero at some point?
Technically they don’t asymptotically go to zero. The minimum yield is the maximum of 20% or 20% of the original yield.
So at worst, an oil field will produce 2 oil/sec, which can still be bumped up by speed modules/beacons as well as mining productivity.
It’s not going to be enough alone for a large base, but I’d say it’s a lot better than almost useless.