Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Posted: Thu Jul 18, 2019 12:27 pm
Why is it 12 UPS?
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Why is it 12 UPS?
Glad to know I'm not alone in the struggle, though if default biter settings are forcing me to play at a snail's pace, I can't imagine a death world being a fun idea...BlueTemplar wrote: ↑Thu Jul 18, 2019 11:07 amOh yeah, dealing with biters can be painful :
I finally managed to muddle through in my 0.16 Death World game to Iron processing 2,
which cuts down the cost of steel from the starting 80 ore / beam to iron1 33.33 ore/beam down to a tiny 1.39 ore/beam (less than vanilla, especially considering that the iron plates themselves only go down to 1.12 ore / plate !),
but, as you can see, it has taken me a long time :
(I play with Very Small resource size and Very poor richness, as usual, but Normal Frequency, as it affects the other 2 settings in 0.16...)
and with biters, already up to red ones, having settled in the nearby forest, getting rid of them was quite painful !
Then I could only afford to have 2 miners per iron/copper on my secondary spots, as, unlucky me, they were desert-side. (Alien Biomes making fighting on an un-paved desert a losing proposition, as it dramatically cuts down your movement speed.)
Oh, also, no dodging spitter/worm shots in 0.16 !
Though, later, fighting Blue Biter settlers was actually easier, as, while I couldn't afford to kill them (regular ammo was useless, and I couldn't afford the dozens of grenades per biter required), I could fairly easily wall them in / belt them around until they got bored and went back home...
I've been looking over the recipes and it seems like Py offers a lot of options to just pull iron (or other materials) straight out of dirt/water/air. Given that, is running out of starting deposits that big of a deal?BlueTemplar wrote: ↑Thu Jul 18, 2019 11:07 amOn the other hand, I fucked it up by NOT beelining to iron1 then iron2 - and it's not like I wasn't aware that it couldn't happen, having played Angel's before !
So, my initial iron&copper deposits didn't last long
Really? I think the balance has changed, since my power system running on a fawogae-->coal-->coke/gas-->synth--->combustion seems to be almost totally neutral in terms of pollution...?BlueTemplar wrote: ↑Thu Jul 18, 2019 11:07 amFinally, I've tried out dozens of power combinations, but only Fawongae => Coke => vanilla Boiler seems to be worth it, as Wood Processing Units, and especially, Combustion Turbines pollute way too much !
Well, except the two earliest options that I see require almost as much teching than iron2, buildings with a lot of steel in them, and don't seem to be really efficient ? (Haven't done the math though...)NewSwiss wrote: ↑Thu Jul 18, 2019 9:30 pmI've been looking over the recipes and it seems like Py offers a lot of options to just pull iron (or other materials) straight out of dirt/water/air. Given that, is running out of starting deposits that big of a deal?BlueTemplar wrote: ↑Thu Jul 18, 2019 11:07 amOn the other hand, I fucked it up by NOT beelining to iron1 then iron2 - and it's not like I wasn't aware that it couldn't happen, having played Angel's before !
So, my initial iron&copper deposits didn't last long
0.16 :NewSwiss wrote: ↑Thu Jul 18, 2019 9:30 pmReally? I think the balance has changed, since my power system running on a fawogae-->coal-->coke/gas-->synth--->combustion seems to be almost totally neutral in terms of pollution...?BlueTemplar wrote: ↑Thu Jul 18, 2019 11:07 amFinally, I've tried out dozens of power combinations, but only Fawongae => Coke => vanilla Boiler seems to be worth it, as Wood Processing Units, and especially, Combustion Turbines pollute way too much !
Code: Select all
name = "boiler",
[...]
energy_consumption = "1.8MW",
energy_source =
{
type = "burner",
fuel_category = "chemical",
effectivity = 0.5,
fuel_inventory_size = 1,
emissions = 0.1 / 6.5, -- = 0.01538...
Code: Select all
name = "gasturbinemk01",
[...]
energy_source = {
type = "electric",
usage_priority = "secondary-output",
emissions = 0.04
Code: Select all
name = "boiler",
[...]
energy_consumption = "1.8MW",
energy_source =
{
type = "burner",
fuel_category = "chemical",
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = 30,
Code: Select all
name = "gasturbinemk01",
[...]
energy_source = {
type = "electric",
usage_priority = "secondary-output",
emissions_per_minute = 0.06,
Yes. The farms and things like that do eat pollution. There are a few that do that and I believe more will be added with pyalBlueTemplar wrote: ↑Fri Jul 19, 2019 7:43 am(Also, in 0.17 Botanical Nurseries, and especially Fawongae, now not only don't emit pollution, but even absorb it I think?)
Note to self: Build Fawongae plants all around base to keep in the pollution. Keep moving them outward as you expand and keep polluting stuff in the middle.kingarthur wrote: ↑Fri Jul 19, 2019 8:39 amYes. The farms and things like that do eat pollution. There are a few that do that and I believe more will be added with pyalBlueTemplar wrote: ↑Fri Jul 19, 2019 7:43 am(Also, in 0.17 Botanical Nurseries, and especially Fawongae, now not only don't emit pollution, but even absorb it I think?)
my understanding is they absorb the pollution as they are "crafting"BlueTemplar wrote: ↑Mon Jul 22, 2019 1:20 pmI guess that they only absorb in proportion of them being powered (and not backed up) ?