Acid neutralizarion is 10x too fast.

Place to discuss the game balance, recipes, health, enemies mining etc.
Dictator
Inserter
Inserter
Posts: 26
Joined: Tue Nov 19, 2024 7:13 pm
Contact:

Acid neutralizarion is 10x too fast.

Post by Dictator »

Common heat exchanger produces 103 steam/s
obraz.png
obraz.png (93.76 KiB) Viewed 2067 times
Common unmoduled chemical plant produces 2000 steam/s
obraz.png
obraz.png (81.64 KiB) Viewed 2067 times
This means it produces 20x more steam than steam turbine, very quickly you can reach its limit of 6000 units/s of fluid.
Since you can module and beacon it, there would be no problem with reducing its inputs and outputs by 10x - 20x

This means maxed out cryoplant would generate 18k/s steam instead of 360k/s
obraz.png
obraz.png (357.06 KiB) Viewed 2067 times
It would mean that its output is exactly at limit current liquid limit.

320x320 (almost) grid of legendary exchangers can be powered with three maxed out cryoplants if it wasn't for fluid system limitations.
obraz.png
obraz.png (1.66 MiB) Viewed 2048 times
obraz.png
obraz.png (40.61 KiB) Viewed 2048 times
obraz.png
obraz.png (22.69 KiB) Viewed 2048 times
Conclusion: Both acid sulphut consumption and steam production can be divided by 10 - 20.
eugenekay
Filter Inserter
Filter Inserter
Posts: 506
Joined: Tue May 15, 2018 2:14 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by eugenekay »

As outlined in FFF-430 the Fluid Values for Water --> Steam Expansion were intentionally multiplied 10X for Balance reasons. I would guess that this is why the Steam numbers seem so large - they had to be adjusted in order to fit, and still come out Energy-Profitable.

I agree that it doesn't make too much sense that a single Chemical Plant is capable of providing Unlimited Power; but this is Factorio! Using machine guns to shoot asteroids is the least silly thing; getting cheap Electricity from Acid is not that bad.

It has been stated elsewhere that more Fluid system changes may be forthcoming with 2.1, particularly the 100 Units/tick/Fluid Output Limit. So I do expect to see some change to this situation, if not the entire Recipe itself being adjusted....
Dictator
Inserter
Inserter
Posts: 26
Joined: Tue Nov 19, 2024 7:13 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Dictator »

I mean its power density is high enough to compete with nuclear power, if not fusion (if fluids weren't capped).
470lm
Burner Inserter
Burner Inserter
Posts: 15
Joined: Mon Oct 28, 2024 10:15 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by 470lm »

So the machine buffer flow rate is intended, not an oversight? A single chemical plant with 3 speed module 3's can't work at full capacity because it can't empty its inventory fast enough, due it being limited at 3k/sec
CyberCider
Filter Inserter
Filter Inserter
Posts: 270
Joined: Sun Feb 25, 2024 10:23 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by CyberCider »

Imo it’s not too fast, it simply produces too much. I say keep the same requirement of acid and calcite, but reduce the steam output by 10x.
Muche
Smart Inserter
Smart Inserter
Posts: 1006
Joined: Fri Jun 02, 2017 6:20 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Muche »

As 10x steam expansion was added by FFF-430, maybe the acid neutralization recipe was originally balanced around acid consumption, whereas boilers were balanced around steam production?
Dictator
Inserter
Inserter
Posts: 26
Joined: Tue Nov 19, 2024 7:13 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Dictator »

Reducing steam production by 10x would be fine - it still would make more steam than heat exchanger, and you could use modules, beacons and quality without hitting limits almost immediately.
Tertius
Smart Inserter
Smart Inserter
Posts: 1284
Joined: Fri Mar 19, 2021 5:58 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Tertius »

If you build a decent factory on Vulcanus, you need water. Steam is the only source of water, so you need enough steam. That's what acid neutralization provides. If you build a full factory, power from acid neutralization's steam is just a byproduct, the real bottleneck (or better: what makes you adding more chemical plants for acid neutralization) is water demand.
Nemoricus
Filter Inserter
Filter Inserter
Posts: 388
Joined: Mon Jan 19, 2015 7:48 am

Re: Acid neutralizarion is 10x too fast.

Post by Nemoricus »

Hmm. I keep my power production and water production entirely separate.
DataCpt
Burner Inserter
Burner Inserter
Posts: 14
Joined: Mon Jan 20, 2025 11:16 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by DataCpt »

The steam temperature produced being lower would also help reduce how ridiculously good the recipe is.
thekoreanseal
Burner Inserter
Burner Inserter
Posts: 10
Joined: Fri Dec 13, 2024 11:52 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by thekoreanseal »

I meant, its only for Vulcanus

(It's worthless on navuis)
User avatar
Stargateur
Filter Inserter
Filter Inserter
Posts: 255
Joined: Sat Oct 05, 2019 6:17 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Stargateur »

if you ask me, this way to generate power on vulcanus is broken and unfun.
User avatar
Khagan
Filter Inserter
Filter Inserter
Posts: 290
Joined: Mon Mar 25, 2019 9:40 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Khagan »

Stargateur wrote: Sun Jun 08, 2025 6:09 pm if you ask me, this way to generate power on vulcanus is broken and unfun.
So just use solar, which is extremely cheap to build on Vulcanus. The only downside is the space requirement (but even that is still much less than on Nauvis).
Panzerknacker
Filter Inserter
Filter Inserter
Posts: 309
Joined: Mon Aug 22, 2022 5:27 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Panzerknacker »

Khagan wrote: Mon Jun 09, 2025 4:18 am
Stargateur wrote: Sun Jun 08, 2025 6:09 pm if you ask me, this way to generate power on vulcanus is broken and unfun.
So just use solar, which is extremely cheap to build on Vulcanus. The only downside is the space requirement (but even that is still much less than on Nauvis).
You obviously use the method that works best. That's why balance is important so that the tradeoffs lead to varied factory designs that are actually competitive.
User avatar
Khagan
Filter Inserter
Filter Inserter
Posts: 290
Joined: Mon Mar 25, 2019 9:40 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Khagan »

Panzerknacker wrote: Mon Jun 09, 2025 6:33 am You obviously use the method that works best. That's why balance is important so that the tradeoffs lead to varied factory designs that are actually competitive.
Indeed. And I think that currently solar and acid neutralisation are well balanced on Vulcanus: if you have spare space, build solar, if not, use the acid. For that matter, lightning and heating towers are well balanced on Fulgora: use steam as long as you have spare water, and then lightning after that. On Nauvis OTOH, nuclear clearly dominates the alternatives.
CyberCider
Filter Inserter
Filter Inserter
Posts: 270
Joined: Sun Feb 25, 2024 10:23 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by CyberCider »

Khagan wrote: Mon Jun 09, 2025 9:34 am
Panzerknacker wrote: Mon Jun 09, 2025 6:33 am You obviously use the method that works best. That's why balance is important so that the tradeoffs lead to varied factory designs that are actually competitive.
Indeed. And I think that currently solar and acid neutralisation are well balanced on Vulcanus: if you have spare space, build solar, if not, use the acid. For that matter, lightning and heating towers are well balanced on Fulgora: use steam as long as you have spare water, and then lightning after that. On Nauvis OTOH, nuclear clearly dominates the alternatives.
I disagree. Not even the power boost on Vulcanus can make solar a viable primary power source. Besides space platforms, there is never a situation where solar isn’t completely outclassed by another option. Since nuclear power was added to the game, solar has had only two roles: A stepping stone between boilers and nuclear, and a reliable backup generator for miscellaneous purposes.
User avatar
Khagan
Filter Inserter
Filter Inserter
Posts: 290
Joined: Mon Mar 25, 2019 9:40 pm
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by Khagan »

CyberCider wrote: Mon Jun 09, 2025 10:45 am Not even the power boost on Vulcanus can make solar a viable primary power source.
It's not the power boost that's most important (though it certainly helps) but the hugely reduced materials cost. On Nauvis, even ignoring the space requirements, the capital cost is very large. Solar power requires large quantities of iron and copper, which on Nauvis are the limiting resources, and consequently valuable. But on Vulcanus they are effectively free, so the only question is 'Do I have the space for this?'. Until the answer to that question becomes 'No', solar is a viable choice.
computeraddict
Filter Inserter
Filter Inserter
Posts: 348
Joined: Sat Oct 07, 2023 6:44 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by computeraddict »

CyberCider wrote: Mon Jun 09, 2025 10:45 am Besides space platforms, there is never a situation where solar isn’t completely outclassed by another option. Since nuclear power was added to the game, solar has had only two roles: A stepping stone between boilers and nuclear, and a reliable backup generator for miscellaneous purposes.
Solar has effectively no UpS cost compared to the alternatives. This is why it's used so extensively in mega bases. Especially before the fluid rework.
CyberCider
Filter Inserter
Filter Inserter
Posts: 270
Joined: Sun Feb 25, 2024 10:23 am
Contact:

Re: Acid neutralizarion is 10x too fast.

Post by CyberCider »

Khagan wrote: Tue Jun 10, 2025 7:32 am It's not the power boost that's most important (though it certainly helps) but the hugely reduced materials cost. On Nauvis, even ignoring the space requirements, the capital cost is very large. Solar power requires large quantities of iron and copper, which on Nauvis are the limiting resources, and consequently valuable. But on Vulcanus they are effectively free, so the only question is 'Do I have the space for this?'. Until the answer to that question becomes 'No', solar is a viable choice.
Actually, you’re right. I didn’t think about the possibility of two of Vulcanus’s problems interacting with each other, I was only focused on one at a time. Perhaps I should have expected it, as there are really so many.
Post Reply

Return to “Balancing”