Search found 384 matches

by IronCartographer
Fri Jul 26, 2019 3:51 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 66399

Re: Friday Facts #305 - The Oil Changes

After some discussion on Discord about how new players would not be prepared for the sudden shift in refineries going from 1 output to 3, with poor choices of spacing, pipes blocking I/O and generally creating a major headache for making the switch, a crazy thought: What if the Refinery was unlocked...
by IronCartographer
Fri Jul 26, 2019 3:08 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 66399

Re: Friday Facts #305 - The Oil Changes

Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right. Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo. I'd have it rather if you would need a recipe change to require: 1x crude oil barrel 2x petroleum barre...
by IronCartographer
Fri Jul 26, 2019 2:03 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 66399

Re: Friday Facts #305 - The Oil Changes

There's still some concern about people building straight lines across input/output (since the refinery will only take 1 input and 1 output) and then being confused by "Can't mix fluids." when switching the refining recipe, as that has been observed a few times (Edit to clarify: With the input side ...
by IronCartographer
Thu Jul 25, 2019 3:44 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

Why is the inserter chasing items pointlessly at all? Why can't the inserter compute the time and location where it would catch up to the item and see that the location is outside of its reach. It can then go for the next item right from the start. Imagine two inserters on different power networks ...
by IronCartographer
Thu Jul 25, 2019 3:35 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

This mod represents the collective discussion and input of many people. It makes surprisingly few direct changes, considering its effects on the learning process through obtaining oil and chemical science in this manner. Please take a look at how the in-game tech tree is affected, and what a new pl...
by IronCartographer
Thu Jul 25, 2019 9:30 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

psihius wrote:
Thu Jul 25, 2019 9:10 am
Well, I know I'm a veteran...but I'm always starved by heavy.
psihius wrote:
Thu Jul 25, 2019 9:08 am
in the early game you build a lot of blue level belts
Subjective game stages based on experience, indeed. :lol:
by IronCartographer
Thu Jul 25, 2019 8:49 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

Another possible downside is that now I can't choose to stay with Basic Oil Processing for more Heavy Oil. I think Heavy Oil is more valuable than you realize, and Advanced Oil Processing doesn't really generate enough of it a lot of the time. Incidentally, if basic refining gave only light oil, pl...
by IronCartographer
Thu Jul 25, 2019 6:26 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

No other changes to science, techs, or other recipes have been made. This means bots, lasers, accumulators, etc are still available at the same points and should all be makeable from oil processing. Let me say this first: I really appreciate your effort on implementing these ideas into mods. I hope...
by IronCartographer
Thu Jul 25, 2019 6:06 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

Change the Basic Oil Processing recipe to output only Light Oil. Add the Light->Petroleum gas cracking recipe to the Oil Processing tech. I like it. :) Not a bad idea, though still more complex than the FFF's proposal for new players. Edit: There are some huge advantages here: Avoids the "complete ...
by IronCartographer
Wed Jul 24, 2019 8:54 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

For what it's worth, I've updated the heavy oil chemical science mod with a startup setting so it no longer locks gas behind AOP by default. This maintains the streamlining of oil refining and gradual progression from heavy to light to gas, without playing havoc on the tech tree. Also moves solid fu...
by IronCartographer
Wed Jul 24, 2019 6:58 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

I'm fine with some of the other technologies being moved behind blue science, and I think rocket fuel should be there too. It feels too powerful to get it with just red and green science. It's caused me to avoid doing anything significant with trains until I've researched it. Moving it behind blue ...
by IronCartographer
Wed Jul 24, 2019 4:42 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

Heavy Oil Chemical Science retracted as an alternative to the proposed changes due to a lack of distinction between various t1 and t2 products that would both land in the chemical science unlock tier. :D Edit: Problems would be solved if light->gas cracking were included in basic oil, and tech tree...
by IronCartographer
Wed Jul 24, 2019 3:16 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

I've added a list of changes to the long description, in case some of them were not obvious from the description before: https://mods.factorio.com/mod/Heavy_Oil_Chemical_Science I still encourage viewing the tech tree in-game, as it feels very different at all stages, breaking things down smoothly f...
by IronCartographer
Wed Jul 24, 2019 9:38 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

I haven't heard anyone mention the fact that it pushes back laser turrets, which I typically start making well before I even worry about explosives -- doesn't everyone? They're the best weapon, by far, at this point in the game. That's actually something the original FFF changes as well- https://cd...
by IronCartographer
Wed Jul 24, 2019 9:29 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

What bothers me the most is : these technologies amongt others who are now locked behind chemical science : Explosives > Rocketry, Level 1 Modules, Mining Productivity 1, Modular Armor. you can't craft advanced intermediates early. In the FFF solution, it seems to me that you can somehow manage to ...
by IronCartographer
Wed Jul 24, 2019 6:59 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

1a. Add or move a few recipes that need fluids to before oil refining. The obvious example would be concrete. Make refineries and chemical plants require it and force the player to build a production line that needs a fluid input. You have the fluid-accepting Assembling Machine 2 by that point, any...
by IronCartographer
Wed Jul 24, 2019 3:26 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

Wouldn't this delay sulfur processing and, by extension, batteries (accumulators, bots) and explosives? It spreads out the oil learning and building process, yes. While it does reduce choice (enhancing focus on the fundamentals of basic fluid handling) at first, unlocking blue science happens quick...
by IronCartographer
Wed Jul 24, 2019 1:57 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

This mod represents the collective discussion and input of many people. It makes surprisingly few direct changes, considering its effects on the learning process through obtaining oil and chemical science in this manner. Please take a look at how the in-game tech tree is affected, and what a new pla...
by IronCartographer
Tue Jul 23, 2019 7:55 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

An amazing idea! Just wish to add that perfection of it I see in case the red wire will be made out of copper wire and plastic bar. In this case all three blue science pack ingredients will use all three oil products. Refinery outputs should be adjusted as well to give 1:1 ratio assumed that solid ...
by IronCartographer
Tue Jul 23, 2019 3:02 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 52619

Re: Friday Facts #304 - Small bugs; Big changes

I quite like the idea of changing basic oil processing to have advanced oil processing ratios and the advanced oil tech just unlocks cracking. On its own, that would make coal liquefaction far more important for the times when you need heavy oil. . . interesting. Might be good to move liquefaction ...

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