Re: Development and Discussion
Posted: Sat Mar 02, 2019 10:36 pm
I always ship in the required ores and refill the catalyst carriers in place. They are a closed loop and you only need to drop in a handfull when you blueprint the factory.brokenshakles wrote: ↑Sat Mar 02, 2019 6:04 pmI really like the bio processing stuff, especially the algae farms, but I do agree the orchard tech is a bit underpowered in terms of efficiency. I like the idea of increasing the space cost and decreasing the electric cost. The idea of tree farms as a solar panel substitute is apropos.
One thing that bugs me though, is the requirements for solid catalysts (green metal catalyst etc.) for certain processes in a number of chains, that require carriers. I understand that it is used for the best process, but really snarls up my favored lazy bastard on marathon approach, and makes Rail logistic network mini stations really complicated (as does anything which requires a "carrier/barrel" be transported over rail). I would appreciate if the red/green/blue metal catalysts did not require the carriers like the filters do (I dont mind filter carriers, those are easy to localize and keep off of the rails with ceramics) instead working more like the Mineral catalyst line, which do not require carriers. It's just an un-fun mechanic for certain playstyles. Maybe a config option?
:D :D :D :D :D :D !Arch666Angel wrote: ↑Sun Mar 03, 2019 4:59 pmIn collaboration with lovely_santa
https://mods.factorio.com/mod/angelsaddons-cab
i hope it will break, it's ugglyBlueTemplar wrote: ↑Sun Mar 03, 2019 5:44 pm!Arch666Angel wrote: ↑Sun Mar 03, 2019 4:59 pmIn collaboration with lovely_santa
https://mods.factorio.com/mod/angelsaddons-cab
Would it work with 0.16? Or does it use some 0.17-only code ?
It breaks your game when you break it. (I also thought of a twin nozzle vacuum)mexmer wrote: ↑Sun Mar 03, 2019 6:52 pmi hope it will break, it's ugglyBlueTemplar wrote: ↑Sun Mar 03, 2019 5:44 pm!Arch666Angel wrote: ↑Sun Mar 03, 2019 4:59 pmIn collaboration with lovely_santa
https://mods.factorio.com/mod/angelsaddons-cab
Would it work with 0.16? Or does it use some 0.17-only code ?
looks like some perverted vacuum cleaner.
It seems bumpy in regular Angel's because the trees are just plain difficult to find, but it's totally fair in Seablock. Eventually you switch over to arbitrarily scalable things, but there's nothing wrong with that.
IMO the whole concept of the "raw bio-X" recipes are non-starters. They're either going to be useless, the go-to option, or the go-to option until you run out of trees. To me none of those three are good choices. I generally agree with the philosophy of the "Oberhaul" mod (https://mods.factorio.com/mod/Oberhaul): Petrochem is meant to be centered around the production of plastic, lubricant, resin, and rubber.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.
If it weren't for the "mutation" mechanic, I could understand gaseous puffers, since they feed themselves and thus provide you with the acid gas products from, essentially, nothing. (So they are kind of an alternative to lime air filtering.) And at least in Seablock I can also understand rancid puffers, which seem like an adequate source of raw gas when raw gas is otherwise hard to get. The others seem useless, and the system doesn't provide a decent way to get rid of them, either (you can turn them into meat, but there's no good automatic sink for meat).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.
Well, on like 95% of maps that I've seen, you have at least 1 tree nearby.
They are interesting in the fact that they can make petrochem without oil/gas/? fields - so can Farming, but trees should still be more powerful because limited.Blokus wrote: ↑Tue Mar 05, 2019 2:58 pmIMO the whole concept of the "raw bio-X" recipes are non-starters. They're either going to be useless, the go-to option, or the go-to option until you run out of trees. To me none of those three are good choices. I generally agree with the philosophy of the "Oberhaul" mod (https://mods.factorio.com/mod/Oberhaul): Petrochem is meant to be centered around the production of plastic, lubricant, resin, and rubber.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.
That much I agree with; the wood return on the advanced ones is far less than the general purpose arboretums.
That doesn't sound right, one tree with the starter arboretum recipes, and then processed to charcoal, gives 17.3 burner MW (gross), which is less than 5 mk1 boilers.BlueTemplar wrote: ↑Tue Mar 05, 2019 3:41 pmAnd that one tree can take you very far :
I'm up to Blue Science on a single tree for power in my Seablock game
(another is making rubber for lulz,
and the last 3 are just chilling out in a chest),
and Helmod tells me that I can power like 8 Mk2 boilers with it (pre-coal pellets!).
That's appealing in and of itself, but not without both some complexity and viable throughput to back it up. Doing farming-based petrochem still has some complexity to it; even if you just do something simple like nothing -> syngas, you still have to actually run a syngas-based petrochem system.They are interesting in the fact that they can make petrochem without oil/gas/? fields - so can Farming, but trees should still be more powerful because limited.
Ah, my bad, that might have been with Wood 2. Or I misremembered 6 for 8...Blokus wrote: ↑Tue Mar 05, 2019 4:59 pmThat doesn't sound right, one tree with the starter arboretum recipes, and then processed to charcoal, gives 17.3 burner MW (gross), which is less than 5 mk1 boilers.BlueTemplar wrote: ↑Tue Mar 05, 2019 3:41 pmAnd that one tree can take you very far :
I'm up to Blue Science on a single tree for power in my Seablock game
(another is making rubber for lulz,
and the last 3 are just chilling out in a chest),
and Helmod tells me that I can power like 8 Mk2 boilers with it (pre-coal pellets!).
Well, it would make sense that different plants would be good for different things. And maybe also even if one of the biomes wasn't really good for oil ! (Especially if it's the one that makes "Tree Plastic" ?)