pY Petroleum Handling

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Re: pY Petroleum Handling

Post by pyanodon » Wed Sep 11, 2019 12:21 am

fixed
pY Coal processing mod
Discord: Pyanodon #5791

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Re: pY Petroleum Handling

Post by DarkyPupu » Wed Sep 11, 2019 9:29 am

Hi,

Would you consider an option to not have infinite fluids (start or map settings) ?
No need to do it per-fluid as far as i'm concerned, one global option is enough.

If you don't want to bother with that i can do it on separate mod as it doesn't seem difficult, but i think it may add value on your mod directly (afterall people who play Py doesn't exactly seek easy things :lol: )

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Re: pY Petroleum Handling

Post by kingarthur » Wed Sep 11, 2019 10:18 am

DarkyPupu wrote:
Wed Sep 11, 2019 9:29 am
Hi,

Would you consider an option to not have infinite fluids (start or map settings) ?
No need to do it per-fluid as far as i'm concerned, one global option is enough.

If you don't want to bother with that i can do it on separate mod as it doesn't seem difficult, but i think it may add value on your mod directly (afterall people who play Py doesn't exactly seek easy things :lol: )
which fluids are you referring to? the oil wells and the like that are spawned on the map. thats shouldnt take to much effort to setup. ill get it put together for when ever py updates pyph next

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Re: pY Petroleum Handling

Post by DarkyPupu » Wed Sep 11, 2019 10:24 am

If i'm not mistaken:
  • natural-gas
  • oil-mk01
  • oil-mk02
  • oil-mk03
  • oil-mk04
  • tar-patch
I've just turned infinite=true to infinite=false for each of them directly in the mod (quick & dirty :lol: ) but it'll vanish on next update.

oil-sand shouldn't be a fluid despite the name, and sulfur patch shouldn't be affected either.

EDIT: all in pypetroleumhandling, and yup they're on map generation

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Re: pY Petroleum Handling

Post by kingarthur » Wed Sep 11, 2019 10:32 am

DarkyPupu wrote:
Wed Sep 11, 2019 10:24 am

I've just turned infinite=true to infinite=false for each of them directly in the mod (quick & dirty :lol: ) but it'll vanish on next update.
yep. just got to adjust a few bits to make it work with a setting to toggle that. straight forward are pretty simple

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Re: pY Petroleum Handling

Post by DarkyPupu » Wed Sep 11, 2019 10:34 am

Many thanks !

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Re: pY Petroleum Handling

Post by immortal_sniper1 » Wed Sep 11, 2019 3:31 pm

tho in vanilla oil is infinite but slow at the end ;
yes in py you can make oul form drill fluid but is is slow and expansive

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Re: pY Petroleum Handling

Post by DarkyPupu » Fri Sep 13, 2019 8:25 am

immortal_sniper1 wrote:
Wed Sep 11, 2019 3:31 pm
tho in vanilla oil is infinite but slow at the end ;
yes in py you can make oul form drill fluid but is is slow and expansive
You're right, but as a realistic maniac, i prefer to just have it depleted it at all (i use a mod for finite water too :D )
It's nice to have the choice anyway.

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Re: pY Petroleum Handling

Post by drdking » Sat Sep 14, 2019 12:14 am

Tholins currently only takes red science to research, but to make the Tholine machines you need Nexelit which requires Red and Logi science. I feel that the first Tholins tech should have Logi science packs as a requirement as well. Though I admit that I might be missing something somewhere.

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Re: pY Petroleum Handling

Post by immortal_sniper1 » Sat Sep 14, 2019 6:56 am

drdking wrote:
Sat Sep 14, 2019 12:14 am
Tholins currently only takes red science to research, but to make the Tholine machines you need Nexelit which requires Red and Logi science. I feel that the first Tholins tech should have Logi science packs as a requirement as well. Though I admit that I might be missing something somewhere.
cant u get nexelite from tailings then put the nexelite ore into a furnace?

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Re: pY Petroleum Handling

Post by drdking » Sat Sep 14, 2019 1:38 pm

immortal_sniper1 wrote:
Sat Sep 14, 2019 6:56 am

cant u get nexelite from tailings then put the nexelite ore into a furnace?
That's locked behind Nexelite processing 1, which requires red and logi science. You could make the argument to make that tech only take red science, but I agree that nexelite should be a Tier 2 (at a minimum) material.

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Re: pY Petroleum Handling

Post by immortal_sniper1 » Sat Sep 14, 2019 2:24 pm

drdking wrote:
Sat Sep 14, 2019 1:38 pm
immortal_sniper1 wrote:
Sat Sep 14, 2019 6:56 am

cant u get nexelite from tailings then put the nexelite ore into a furnace?
That's locked behind Nexelite processing 1, which requires red and logi science. You could make the argument to make that tech only take red science, but I agree that nexelite should be a Tier 2 (at a minimum) material.
yeas as i remember nexelite was historically in py tech2 or it as in my first py game

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Re: pY Petroleum Handling

Post by Cadde » Tue Sep 17, 2019 6:22 pm

Remind me again, what's the point in oil sand?
Because currently, anything you get from oil sand you can get from other sources at less cost in both space and energy usage.

In fact, trying to convert oil sand into power generation is a net loss at the moment. Where i think for every MW spent, you should gain six back in such a chain at the very least. And also get some useful byproducts.
Because this is what the free energy syngas combustion chain does. And it provides plenty of useful byproducts.
That is, it uses 12.5 MW and produces 74.4 MW at the moment and consumes nothing but water.

The benefit to going oil sand as an alternative would be less space used. Assuming you actually kept it under the footprint of what...

11 gasifiers, 3 destructive distillation columns, 6 high pressure furnaces and 32 fawogae plantations take.

That or make it so for every MW spent, you'd get ten back... Just something to make a player wanna use oil sand because currently it's pretty useless. And players are better off going elsewhere to get the same kind of products that oil sand gets you.

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