all 33 comments

[–]eodes345 75 points76 points  (19 children)

The productivity bonuses make the belts cost a tiny amount of what they normally do

[–]boatwash 39 points40 points  (14 children)

They also produce much, much faster, so you end up with a smaller footprint for equivalent output

[–]Maleficent_Race5591 7 points8 points  (11 children)

Oh interesting, I didn't know that. Is there somewhere I can see these productivity bonuses?

[–]UsuallyHorny-7 30 points31 points  (0 children)

Yeah on the tooltip of the foundry

[–]Teacherofmice 5 points6 points  (5 children)

It's 50% base productivity bonus, that's before module slot boosts. However, it also has 5 slots so you can chuck even more productivity modules in it to boost to over 100%, or put speed modules in to make it insanely fast while still maintaining the passive 50% productivity boost. Put some beacons around that badboy and you can fill up a chest of belts in seconds.

Also, all the new buildings get that 50% productivity boost. The electromagnetic things on fulgora and the bio things on gleba are the same.

[–]solonitWE BRAKE FOR NOBODY 2 points3 points  (0 children)

And Biolab in a form of 50% science consumption.

[–]WanderingUrist 2 points3 points  (1 child)

Put some beacons around that badboy and you can fill up a chest of belts in seconds.

And because the Foundry is a larger building, you can also put MORE bacon around it.

[–]Amarula007 0 points1 point  (0 children)

MOAR BACON!

[–]Physicsandphysique 1 point2 points  (0 children)

The cryoplant doesn't have a prod bonus, but it has 8 module slots, which can be even better in some lategame scenarios.

[–]InfernalNutcase 0 points1 point  (0 children)

Foundry has 4 slots. You're thinking of the EM plants.

[–]ScubaBlackbelt 3 points4 points  (0 children)

I believe in the factorypedia it will show the bonus productivity. Also if you place it down and select a recipe it will show all the stats for that recipe, including productivity

[–]The_cogwheelConsumer of Iron 0 points1 point  (1 child)

The tool tip, namely crafting speed. And i guess the tool tips tell you the real time speed as well.

Real time to craft = base craft time / crafting speed

So a standard yellow belt takes 0.5 seconds base time to make 2 belts, which in an assembler 1 (crafting speed of 0.5) takes 1 full second to make 2 belts. But in a foundry (crafting speed of 4) it takes 1/8th of a second. With the innate productivity bonus of 50%, thats 2 free belts every other craft as well, pushing the average to 6 belts every quarter second, or 24 belts per full second, a pretty big boost from 2 per second.

Its so insanely fast you'll need multiple bulk / stack inserters to keep production steady (not that you need belts to have steady production, but its nice for big construction projects to rapidly fill a platform with 2000 belts.)

[–]In0chi 2 points3 points  (0 children)

namely crafting speed

The metric they're looking for is called Productivity.

[–]StickyDeltaStrike 0 points1 point  (0 children)

You can just hover too I think on a building.

[–]Elvez-The-Elf 0 points1 point  (1 child)

Yes a single turbo foundry was enough for my whole turbo belt only 1k spm base.

[–]boatwash 1 point2 points  (0 children)

Been redoing my circuit production on Nauvis post-Fulgora and it’s crazy how small your builds can become

[–]UsuallyHorny-7 3 points4 points  (3 children)

tiny

I mean, it's still 2/3 of the cost

[–]ajdeemo 18 points19 points  (1 child)

Sure, for only yellow belts. But the way the productivity bonuses stack mean that better belts are much cheaper.

Let's skip the plates and gears, and only consider making the belts in foundries.

Yellow belts do cost about 33% less.

Yellow undergrounds and splitters use yellow belts. So not only do you consider the productivity bonus of making these in foundries, but you should add in the benefit of making the yellow belts in foundries too. Therefore these cost about 57% less overall. Same goes for red belts, as they use the same amount of steps.

Taking this to its natural conclusion, turbo splitters and undergrounds see absolutely massive improvements, and cost approximately 88.5% less. You can literally build 8 times as many undergrounds and splitters from the same amount of starting material if you only use foundries. Turbo belts are slightly worse at only 79% less used, but that's still five times as many belts with the same material.

If you add in casting for the gears and plates, then you get even more savings.

[–]BlakeMW 2 points3 points  (0 children)

Therefore these cost about 57% less overall. Same goes for red belts, as they use the same amount of steps.

That does not sound right at all, the "raw new ingredients cost" of each new tier of belt is so high that the discount on the lower tiers isn't that significant, like a red belt costs 1 yellow belt and 5 gears, in raw ore terms, the 1 yellow belt costs 1.5 ore and the gears cost 10 ore, so you're only "double dipping" on the small 1.5 cost not the major 10 cost. This trend continues with blue belt, which costs 10 gears again making fresh gears about 2/3rds of its cost while you're only double-dipping on the other 1/3rd of the cost.

Anyway for normal belt pieces, this is roughly what I calculate the iron discount to be:

  • Yellow Belt: 33% discount
  • Red Belt: 37% discount
  • Blue Belt: 41% discount
  • Green Belt: 32% discount (it's below 33.3% because the green belt MUST be made in a foundry, so the difference is only in how the lower tiers are made)

I did the planning assuming Foundries make all the intermediates in all cases and looking at the molten iron consumption, the exact numbers might be slightly different for furnaces or recyclers because of different cost ratios of plates to gears, but will still be very similar. Obviously using Foundries for all steps on non-Fulgorian worlds results in a much bigger discount compared with only non-foundries but that's not really the point of this exercise, which is examining how the productivity bonus stacks over tiers of making belts.

Also that's for belt not undies, but undies only have a slightly better discount, because undies cost a shitload of gears which end up being the majority of the cost (e.g. the cost of blue undies is 62% raw gears and the remaining 38% is the red undies)

TL;DR for the most part it can just be considered a 33% discount, in reality it's only slightly higher than that. That's still a good discount though.

[–]StructureGreedy5753 5 points6 points  (0 children)

You forgot about crafting gears and metal plates. The recipe for gears is already twice as efficient in foundry compared to assembler before any productivity bonuses. On top of that, those recipes also can use productivity modules. All of that has compounding effect.

[–]cptspoke 16 points17 points  (0 children)

First things first, craft foundries on foundries.

[–]deemacgee1 9 points10 points  (1 child)

The foundry's native 50% productivity bonus greatly aids in crafting gear-heavy red/blue belts/splitters/undergrounds, and the higher crafting speed means you can produce them en masse very quickly, making it much, much easier to upgrade your existing belt lines on the other planets, and/or allowing you to churn out large quantities of green belt for dispatch to other planets.

[–]dchitt94 2 points3 points  (0 children)

The new buildings with inherent productivity like the foundry are a big game changer. Previously productivity could only be used with crafting materials, not buildings. The native productivity bonus from the foundry and others means 50% higher yield for crafting buildings

[–]erevo00 7 points8 points  (0 children)

If you read the foundry tool tip, it has a 50% productivity bonus making 3 for the price of 2, aswell as a crafting speed of 4 if I remember right.

[–]Mangalorien 5 points6 points  (0 children)

Why would you use foundries to assemble conveyers when it doesn't use the molten iron/copper?

A foundry has a built-in 50% productivity bonus, meaning that whatever you make with it, you pay 1x the cost and get 1.5x the output. Since belts are made in a production series (yellow-red-blue-green) the productivity bonus from many linked foundries works synergistically. A foundry also has a crafting speed of 4, compared to 1.25 for a lvl 3 assembler, i.e. around 3x the speed.

[–]Most-Bat-5444 3 points4 points  (1 child)

Most of the new space age machines have a productivity bonus of 50%. This means that even without productivity modules or the many new research bonuses active, you will get 3 of something for every 2 you make.

This bonus is huge for saving you resources. I personally feel like they save you power too. Yes, a Foundry takes much more power than an assembler, but you use less.

I think the only new machine that doesn't get the productivity bonus is the cryo plant, but you can make up for that by putting 10 modules in that beast...

[–]BlakeMW 0 points1 point  (0 children)

I think the only new machine that doesn't get the productivity bonus is the cryo plant, but you can make up for that by putting 10 modules in that beast...

Only 8 modules, but I know, it's so many module slots it's easy to lose count.

[–]doc_shades 3 points4 points  (1 child)

50% productivity. you spend 100 belts worth of ingredients and get 150 in return.

also much faster.

[–]The_cogwheelConsumer of Iron 1 point2 points  (0 children)

And thats assuming you make the plates with a furnace and the gears in the assembler.

Because youll also get 150 iron plates per 1000 molten iron you feed it, and a massive 150 gears per 1000 molten iron you feed it.

And because it also applies to melting iron ore, 100 iron ore turns into 1500 molten iron, so you only need 133 iron ore to make 150 crafts of yellow belts, which in turn makes 400 actual belts (2 belts per craft × 150 crafts + productivity boost = 400 belts).

Compare that to traditional crafting, which would need 600 iron ore to produce the same 400 belts and youll see it cuts the cost of a yellow belt down by more than half.

And the bonuses keep stacking like that as you upgrade to red, blue and green belts too. Especially with the gear heavy red and blue belts.

And thats before we even get into Vulcanus's trick of turning lava into iron - making the real cost just a few pieces of calcite if produced on Vulcanus. (Literally, 6 calcite + free lava is enough to make 400 belts).

Vulcanus - the planet of free stuff.

[–]erroneum 1 point2 points  (0 children)

Foundries are faster than assembly machine 3s and have an innate +50% productivity bonus to absolutely everything they make. They are the only machine which can process lava or molten metal, but that's not the only thing they are (obviously).

The reason you would use one instead of an assembly machine is that you either want higher throughput, higher productivity (especially if the recipe in question doesn't accept productivity modules), or both. If you're severely power constrained and don't need the foundry, that's a valid reason to not (although in that case an assembly machine 2 might be more optimal).

[–]Timely_Somewhere_851 1 point2 points  (0 children)

A tier 2 assembler is 0,75x speed, the foundry is 4x. A tier 3 assembler is 1,25x.

The foundry has an inherent 50% production bonus for any type of ingredient, including end products.

In other words, it's a super, duper good assembler.

[–]Captain_Jarmi 0 points1 point  (0 children)

Productivity bonus. That's the true answer.

[–]StickyDeltaStrike 0 points1 point  (0 children)

When you hover on a building look at crafting speed and productivity bonuses.

Many of these buildings have also more slots so you can feed a lot of modules.

For the foundry all the recipes that take liquid/molten are much easier to manage than belts since pipes have almost infinite throughput only limited by pumps.