Pandemoneus wrote:@Arch666Angel
Your oil processing looks good. What other features are you planning (so I know how often my map is going to break)?
Thanks, now I need to make it playable
As for features: Depends on the mod, I consider the ores and refining mod as feature complete, there might be additional recipes still for balancing reasons (like there is a crushed-stone to mineral-sludge recipe in the next version), but anything else is a matter of tweaking numbers and balancing, since I'm happy with the structure for now. As for the processing it will be expanded further in time, but I need to plan ahead some other thing first before continuing. And I plan to have other mods to tackle smelting and building components for example.
pyanodon wrote:
Glad to help.
Here a diagram i did based on your ideas and i added some suggestions. Of course, it´s just suggestions and i tried use the factorio vanilla stuff and logic plus your creations to get as near as i can to oil and gas processing. The process is way more complex but it´s a game after all. I like your mod and i see you´re doing a nice work until now, so here my two cents.
You´re right in the oil being broken until very light gases (like methane), some fuels can have very low hydrocarbons (like ethane for example) but there´s some process we can use to revert some by adding hydrogen/carbon/oxygen and catalysts plus a huge energy amount (hint) to get bigger hydrocarbons again (theoretically, but well, the game is on future, we sure would have technology for it, that´s why some artistic freedom i took).
A big suggestion is instead of using new ores/recipes like platinum and chrome, you could use the catalysts you created on alien stuff and gems. Is always good to have more than one use to a thing in factorio.
The big change i did was remove benzene from oil refining and put it to naphtha cracking.
Oh wow that looks amazing, next time I need to make a flowchart I'll ask you
Really appreciate the help with that and I like the tie in with the thermal water. What else besides naphta would be the output of the thermal cracking?
I will try to implement most of the recipes in the next days, still have to do some experimenting with the icons for the items and recipes. Maybe I could ask you to have a look at them then and tell me if there are some big errors?
The concept with the catalyst is that you have to produce them for the refining part and that they link together the refining an processing mod, my general idea is to have one catalyst type for the ore refining that is based on chemical resources and another type for the oil/gas refining that is based on mineral resources, so you actually have to develop both resource chains in equal measure. So I would exchange the powdered ores in the alien artifacts for a chemical component and use the powdered ores for the catalysts which go into the chemical processes. That is at least my general idea (and might change)
Again the problem is to decide with which other combinations of the game and mods my mod should run, I tried to have the other mods tie in to the base game as well as bobs, but at times it is a bit lame to substitute an item you used with something much more simple for the base game. So for your flow chart what if someone uses the petrochem mod, but not the refining mod which gives you the thermal water, ores, the buildings and so on. That's the real pain in the ass when doing several mods.
OvermindDL1 wrote:/me is tempted to add a corn-like crop to their mod to add a renewable-but-slow fuel source...
Arch666Angel wrote:@OvermindDL1
Don't forget that they will remove this "feature" probably with 0.13, so yes its a nice setup especially for my mod but I'm not sure if it is too much of a hassle to rush for the smart inserters.
True, but for now...
Don't you worry, there will be a tie in with the bio processing, so one can create methane from decomposing algae. (a lot of them) And bio oils/fuels, something similar to what yuoki does perhaps.
johnnyBgoode wrote:
Thanks! The lack of an addicting end game has me looking for more complexity on the early and mid game. Out of the 5 games I've so far played I only launched the rocket once because after that there's nothing really to tinker with. I don't really like the rocket/min launch challenge. I've been scouring the forums for more complexity mods(the aforemendtion N-tech, Fractional distellery, Smelting, Bob's, Uranium power and etc) in my quest to keep from reaching the end game. I saw HardCrafting and your mod and was trying to make both work but that looked impossible so I went with your mod since it looks to be bigger challenge/timesink.
That chart made by pyanodon is already making my mouth water. Hopefully you get to implement all that in the future!
OvermindDL1 wrote:snip...
Thanks I'll try this out tonight!
You could make hardcrafting work with my mods, by removing some lines in the ores mods override (the ones that delete the iron/copper entities). But the questions is then, what gain would you have from that because it would kill the whole incentive to do the refining with the ores mods. As far as I know the hardcrafting author wants to implement processing for bob ores, but I fear that he will run into the same issues I had when first looking at making such a mod: A shitton of recipes and items because of all the ores without even touching the matter of specializing or having alternative ways/recipes, that's one of the reasons I did reduce the ore count to the 6 compound ores first and not try to come up with refining steps for each individual ore type. Also one thing I didn't like with hardcrafting was having the multiple outputs with the miner, where you don't have the space to handle them.
When play testing I always have the feeling that especially with the refining mod it already extends the time at the start of the game greatly, because you have to setup bigger burner stages and keep everything running with coal, so progress is slow but you always have something to do and then after that you always have to keep an eye on your crushers and smelters until you have smart inserters and so on.
If you want to go really nuts, add the science overhaul mod in