pY Petroleum Handling

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mathiaszealot
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Re: pY Petroleum Handling

Post by mathiaszealot » Thu Jul 04, 2019 6:56 pm

The oil burner takes in water and a burnable fluid to generate steam. The rate of fluid burned depends on the fluid's fuel value. A few examples from my current factory: Coal Gas is 400kJ, Refined Syngas is 500kJ, Gasoline is 1.0 MJ. I haven't worked out the exact math for it, though, as I just use it to convert excess burnables into power.

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Re: pY Petroleum Handling

Post by kingarthur » Thu Jul 04, 2019 9:31 pm

the_ave wrote:
Thu Jul 04, 2019 3:57 pm
Is there any information anywhere about the Oil Burner? Like, is it used to generate power or just steam? If power, why doesn't it show up in the power production stats? If steam, how much?

Thanks!
Steam. Its basicly the same as a normal boiler expect burns liquids.

Makes 3600 steam per minute

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Re: pY Petroleum Handling

Post by pyanodon » Fri Jul 05, 2019 11:52 pm

the_ave wrote:
Thu Jul 04, 2019 3:57 pm
Is there any information anywhere about the Oil Burner? Like, is it used to generate power or just steam? If power, why doesn't it show up in the power production stats? If steam, how much?

Thanks!
Oilburners can burn any flamable liquid with water to make default steam.
pY Coal processing mod
Discord: Pyanodon #5791

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Re: pY Petroleum Handling

Post by the_ave » Sat Jul 06, 2019 8:30 am

Thanks for the info! I tried looking it up, but my search-fu is less, I have been unable to find it.

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Re: pY Petroleum Handling

Post by ShadowGlass » Sun Jul 07, 2019 6:18 pm

Some more problematic Hot Air recipes (O: Original; H: Hot Air)

Too good:

Code: Select all

6 Lead Ore		=> O: 1 Lead Plate	H: 3 Lead Plate		: +200%
10 Nickel Ore		=> O: 1 Nickel Plate	H: 3 Nickel Plate	: +200%
1 Low Grade Copper	=> O: 1 Copper Plate	H: 3 Copper Plate	: +200%
3 Processed Iron Ore	=> O: 1 Iron Plate	H: 3 Iron Plate		: +200%
1 Grade 1 Nickel	=> O: 1 Nickel Plate	H: 3 Nickel Plate	: +200%
Useless:

Code: Select all

100 High Grade Quartz Pulp	=> O: 180 Glass			H: 182 Glass		: +1.1%
1 High Grade Quartz		=> O: 65 Glass			H: 67 Glas		: +3%
28 Grade 4 Titanium		=> O: 147 Titanium Plate	H: 149 Titanium Plate	: +1.3%
I'd recommend using a percentage increase to the output, instead of a fix +2. For example, if you want it to be +50%, you could do:
if the original output is 1 plate
- double all the inputs, double the time, add hot air, triple the output
else
- add hot air, add +50% to output rounded down

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Re: pY Petroleum Handling

Post by Blokus » Sun Jul 07, 2019 10:27 pm

Honestly I think hot air just generally turned out to be a bad idea. Especially now that it isn't even net-consuming stone brick, it just gives some extra yield at the end of a chain that already existed. So the possibilities are:
  • You use hot air, either because it just seems good or because molten seems too hard at the moment. I would definitely go this way with glass until quartz 02, but it also applies to several other things discussed in this thread (without looking back over the thread, processed iron comes to mind).
  • You use molten (or equivalent like with quartz). In most cases this is better than hot air in terms of ore for plates, but not necessarily by enough to be worth doing (and I think you want people to do it).
  • You use solid and skip the hot air because it just seems meaningless. ShadowGlass gave some examples in the previous post.
  • You use solid and skip the hot air because the actual demand of hot air is prohibitive. I haven't seen any recipes that look this way yet, but betting on players to think this way is a really bad idea. Brute forcing a simple solution to avoid the complex solution that you want them to do is definitely something players will do, unless the simple solution is really really bad. (This is why it is important that you nerfed vanilla smelting so hard.)
Last edited by Blokus on Mon Jul 15, 2019 2:10 am, edited 1 time in total.

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Re: pY Petroleum Handling

Post by ShadowGlass » Sun Jul 14, 2019 11:46 am

Some tech level mismatch:

Drilling Fluid 2 is unlocked at Green Science, and it is used in Green Science pumpjack recipes.
It requires Ethylene Glycol, which requires Colloidal Silica.

Colloidal Silica is only unlocked in Nanotechnology, which is 2 science tiers higher. Silica Powder and Sodium Silicate are required for it, and also unlocked at Nanotechnology. All the other components of these 3 recipes should be available at Green Science tech level, so these 3 could be moved to Green Science to enable Drilling Fluid 2 to be produced (or alternatively replace Ethylene Glycol with something else in DF2).

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Re: pY Petroleum Handling

Post by pyanodon » Sun Jul 14, 2019 12:58 pm

will check it out
pY Coal processing mod
Discord: Pyanodon #5791

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Re: pY Petroleum Handling

Post by Blokus » Mon Jul 15, 2019 9:38 pm

Did this most recent PH update accidentally remove the offshore pump recipe?

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Re: pY Petroleum Handling

Post by otakushowboat » Mon Jul 15, 2019 9:51 pm

Try running the following command to gain back the myriad recipes that seem to have been borked in the new update, it's worked for me:

Code: Select all

/c for _,player in pairs(game.players) do
   player.force.reset_recipes()
   player.force.reset_technologies()
   player.force.reset_technology_effects()
end
Edit: I found this code posted by kingarthur in a response to someone else having issues with recipes after an update: viewtopic.php?f=219&t=72693&p=439499#p439499.
Last edited by otakushowboat on Tue Jul 16, 2019 8:17 pm, edited 2 times in total.

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Re: pY Petroleum Handling

Post by ShadowGlass » Tue Jul 16, 2019 11:32 am

otakushowboat wrote:
Mon Jul 15, 2019 9:51 pm
Try running the following command to gain back the myriad recipes that seem to have been borked in the new update, it's worked for me:

Code: Select all

/c for _,player in pairs(game.players) do
   player.force.reset_recipes()
   player.force.reset_technologies()
   player.force.reset_technology_effects()
end
Would be more efficient to loop on game.forces instead of game.players, but it works either way. This should be in the migration script in pretty much every update. The current migration script doesn't just remove some basic recipes, but also any recipe which is unlocked by more than one tech, if you only have one of those techs researched.

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Re: pY Petroleum Handling

Post by NewSwiss » Tue Jul 16, 2019 8:07 pm

otakushowboat wrote:
Mon Jul 15, 2019 9:51 pm
Try running the following command to gain back the myriad recipes that seem to have been borked in the new update, it's worked for me:

Code: Select all

/c for _,player in pairs(game.players) do
   player.force.reset_recipes()
   player.force.reset_technologies()
   player.force.reset_technology_effects()
end
Ah, I was wondering why I could no longer make stone furnaces. Is this bug going to be fixed soon?

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Re: pY Petroleum Handling

Post by Anon2k » Sat Aug 03, 2019 9:46 pm

Image

Wow. Sulfur from oxygen. Rly?

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Re: pY Petroleum Handling

Post by pyanodon » Sat Aug 03, 2019 10:05 pm

Anon2k wrote:
Sat Aug 03, 2019 9:46 pm

Wow. Sulfur from oxygen. Rly?
yes, its magic for those didnt understand the concept
pY Coal processing mod
Discord: Pyanodon #5791

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Re: pY Petroleum Handling

Post by Blokus » Sat Aug 03, 2019 10:12 pm

Anon2k wrote:
Sat Aug 03, 2019 9:46 pm
Image

Wow. Sulfur from oxygen. Rly?
Thematically coalbed gas is an anywhere-minable resource which just takes inputs to obtain. But yeah, coalbed gas is pretty sweet.

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Re: pY Petroleum Handling

Post by immortal_sniper1 » Sat Aug 03, 2019 10:40 pm

Blokus wrote:
Sat Aug 03, 2019 10:12 pm
Anon2k wrote:
Sat Aug 03, 2019 9:46 pm
Image

Wow. Sulfur from oxygen. Rly?
Thematically coalbed gas is an anywhere-minable resource which just takes inputs to obtain. But yeah, coalbed gas is pretty sweet.
yes BUT

Code: Select all

O2 u will probably get from water and u also et free H2

Code: Select all

power the setup by burning the H2

Code: Select all

dont forget that SWEET ash u get

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Re: pY Petroleum Handling

Post by Anon2k » Sun Aug 04, 2019 12:42 am

pyanodon wrote:
Sat Aug 03, 2019 10:05 pm
Anon2k wrote:
Sat Aug 03, 2019 9:46 pm

Wow. Sulfur from oxygen. Rly?
yes, its magic for those didnt understand the concept
Does this "concept" apply only to oxygen? And then I already saw recipes where almost one oxygen can be converted into syngas

Image

or is it also a “concept” that cannot be understood?

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Re: pY Petroleum Handling

Post by pyanodon » Sun Aug 04, 2019 12:59 am

Image
pY Coal processing mod
Discord: Pyanodon #5791

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Re: pY Petroleum Handling

Post by kingarthur » Sun Aug 04, 2019 1:20 am

Anon2k wrote:
Sun Aug 04, 2019 12:42 am
pyanodon wrote:
Sat Aug 03, 2019 10:05 pm
Anon2k wrote:
Sat Aug 03, 2019 9:46 pm

Wow. Sulfur from oxygen. Rly?
yes, its magic for those didnt understand the concept
Does this "concept" apply only to oxygen? And then I already saw recipes where almost one oxygen can be converted into syngas

Image

or is it also a “concept” that cannot be understood?
maybe give this a good reading

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Re: pY Petroleum Handling

Post by Blokus » Sun Aug 04, 2019 1:28 am

Anon2k wrote:
Sun Aug 04, 2019 12:42 am
pyanodon wrote:
Sat Aug 03, 2019 10:05 pm
Anon2k wrote:
Sat Aug 03, 2019 9:46 pm

Wow. Sulfur from oxygen. Rly?
yes, its magic for those didnt understand the concept
Does this "concept" apply only to oxygen? And then I already saw recipes where almost one oxygen can be converted into syngas

Image

or is it also a “concept” that cannot be understood?
That block doesn't straight up convert oxygen+water+air to syngas though; converting all the tar that you get by making syngas still leaves a significant coal gas shortfall, as Helmod is telling you. And that's even with two prod 3s in both steps.

Even if that shortfall weren't there, I feel like it might be cheaper on power to just run coal processing fed by fawogae rather than trying to run that, plus the huge amount of electrolysers and pressure pumps needed to back it up.

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