![Razz :P](./images/smilies/icon_razz.gif)
Btw. some months ago I made a little donation for you (10€ I think) but got no reponse.
![Sad :(](./images/smilies/icon_e_sad.gif)
Moderator: Arch666Angel
I read that and thank youCabble wrote: Wed Feb 13, 2019 7:47 pm Yep! Pretty much. Though I'd really like to have a good copper sink.
Btw. some months ago I made a little donation for you (10€ I think) but got no reponse.![]()
Well, the first ones are Steel 3, so I'm still far away from that,tbelaire wrote: Wed Feb 13, 2019 6:42 pm Getting nickel and cobalt lets you use a better steel recipe.
And then you also want nickel + steel and cobalt + steel for the cobalt steel and nickitol so it's nice to have those right there.
I was talking about the first tier of Ferrous/Cupric. That way my point. The first stage is the most efficient way to make plates. After that it becomes less efficient for the added benefit of more complexity.tbelaire wrote: Tue Feb 12, 2019 3:59 pmTwo things, one, you need to add cupric chloride to complete the ferrous chain, and vice versa for Cupric, so there is some "catalyst" used up. Not to mention sodium hydroxide.mrvn wrote: Tue Feb 12, 2019 3:47 pm
The thing with Ferrous/Cupric ore is that it has no waste product and no catalyst or other. Just plain crushed ore to finished product(s). It's the most efficient way to create plates (I'm not considering power, but I think it wins there too).
I don't see anything I get from later Ferrous/Cupric that I can't get otherwise and the mixed sorting lets me make up any ratio imbalances I have imho cheaper than using the later Ferrous/Cupric methods with their different ratios. But that's a gut feeling so far.
Two, you need to run the full Ferric process to get Chrome for black circuits. And everything from the iron chain can be used to make steel and iron, so it's possible to use it instead of combo sorting to get iron, and pull off only as much chrome as you need.
With Cupric, I don't see it. Sure, making circuit boards and tinned copper wire requires 1:1 copper and tin, which isn't bad, but I'm not really sure what to do with the higher levels. I've got one facility that does the lv 2, with silicon and tin and copper, and also does combo aluminum sorting, and produces tinned copper wire / plates, and aluminum but that's not that impressive.
I would actually really like it if I could run the higher levels without getting nearly as much copper. I'm not sure what to do with it all. I don't need that much copper wire. (I think? I haven't actually done the full math on that, and I produce copper wire separately in an older part of the base, with copper from mixed sorting I think). As it is, I don't really see a reason to do full Cupric chain.
After several months of development since the mods experimental release, I'm also hoping that we'll see a more finished result in 0.17. The bio industries chains have great potential, but they're quite underpowered and incomplete which allows more polished bio-tech mods to rise above.raisins wrote: Sat Mar 02, 2019 2:32 am Couple of balance notes on bio processing. This is perspective from a half-finished seablocks campaign (ended for now by 0.17 coming out), so maybe I'm just misunderstanding.
Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which is fair. But the "advanced" versions, which you could scale, aren't worth using. The amount of plastic/rubber is negligible and the amount of wood is not even that attractive. Seems uncompetitive with farming cellulose. Perhaps you could get a "tree farm" feeling by emphasizing the use of space as a cost. Make them even slower but very low electricity, the biological equivalent to solar panels.
Similarly I can't fathom Puffers. They require all these chemical support structures and maintenance of attrition, so using them is an interesting challenge. But the actual products don't seem to justify it. Do they even end up much smaller than the alternative setups? They cost more power. So it seems like they basically condense a few chains of chemical plants and such, but do a worse job. I feel like they want to have a higher constant cost to run in exchange for a more explicit reward.
What way are you using to farm cellulose? The "advanced" versions are indeed not worth it at all. However, normal tree farming is by far the most energy and space efficient way to get charcoal I have found yet.raisins wrote: Sat Mar 02, 2019 2:32 am Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which is fair. But the "advanced" versions, which you could scale, aren't worth using. The amount of plastic/rubber is negligible and the amount of wood is not even that attractive. Seems uncompetitive with farming cellulose. Perhaps you could get a "tree farm" feeling by emphasizing the use of space as a cost. Make them even slower but very low electricity, the biological equivalent to solar panels.
They do seem like one of Angel's halve done chains.raisins wrote: Sat Mar 02, 2019 2:32 am Similarly I can't fathom Puffers. They require all these chemical support structures and maintenance of attrition, so using them is an interesting challenge. But the actual products don't seem to justify it. Do they even end up much smaller than the alternative setups? They cost more power. So it seems like they basically condense a few chains of chemical plants and such, but do a worse job. I feel like they want to have a higher constant cost to run in exchange for a more explicit reward.
I can't load my map to look at my blueprints or play with helmod because I foolishly didn't back up the 0.16 mods. It was farm -> bioprocessor -> cellulose or something, for whichever crop I had handy that made the most cellulose per megawatt. I think I worked out that one of the swamp ones was technically the best, but I didn't bother because I already had the other biomes set up.ukezi wrote: Sat Mar 02, 2019 10:09 amWhat way are you using to farm cellulose? The "advanced" versions are indeed not worth it at all. However, normal tree farming is by far the most energy and space efficient way to get charcoal I have found yet.raisins wrote: Sat Mar 02, 2019 2:32 am Tree farming seems undertuned. The basic version is fairly powerful but limited by the number of trees you can find, which is fair. But the "advanced" versions, which you could scale, aren't worth using. The amount of plastic/rubber is negligible and the amount of wood is not even that attractive. Seems uncompetitive with farming cellulose. Perhaps you could get a "tree farm" feeling by emphasizing the use of space as a cost. Make them even slower but very low electricity, the biological equivalent to solar panels.
Emphasizing the use of space as a cost seems to be what the Farms (unlike A(r)boretums) are already for.raisins wrote: Sat Mar 02, 2019 2:32 am Perhaps you could get a "tree farm" feeling by emphasizing the use of space as a cost. Make them even slower but very low electricity, the biological equivalent to solar panels.