Gnark wrote:Mehve wrote:Gnark wrote:Then ... I don't see the point of barreling, Tank is 25k fluid, full loaded wagon with barrel is 10k fluid, and a fluid wagon is 75k
Given the x10 fluid changes, shouldn't a barrel-wagon be up to 100k now?
You are right, my bad, forgot about the 10 stack . So barreling is still better for storage and by a small amount for transport.
Wakaba-chan wrote:Why nuclear reactor consumes fuel cells all time at the full rate regardless of load? Is it bug?
That is all the point
A nuclear reactor by itself is not that good, it has to be designed with other reactors and other sources of power. If your need more power you start and other reactor while your backup power is taking relay, if you produce too much you stop a reactor and transfer a part of the production to your backup power. And of course it takes time to power them up and to stop them
You forgot that barrels got multiplied by 10 as well for content (250 instead of 25). A full wagon with barrels = 100k fluid, a fluid wagon = 75K fluid. Barrels also allow for a MUCH higher throughput with stack inserters and the logistics net for handling them. But fluid wagons are a lot easier to set up.
So: Barrels for max loading/unloading performance - for instance from a transfer station to a refinery. Fluid wagon for lower complexity - for smaller quantities to/from mining outposts (Acid to uranium mines, oil from pumpjack outposts)
As for the nuke reactor: That is handy for base load plus a little extra. Then use Accumulators to catch shortages, and use a standard fuel burning plant to catch longer power shortages (use a switch that flicks that on once accumulators fall below 25%, then turn the fuelplant back off once the accumulators are at 75% again). You can add a small solar array as well for additional power/charging at daytime. As your constant power needs increase, add another nuke reactor.
Anyway, more good/bad/ugly:
The good:
- Blueprint saving! Now I can store my favorite patterns for later games instead of having to recreate them.
- Configurable deconstruction is also very handy. No more mucking around with misclicking and blacking out part of your defenses because your bot cuts down a power pole instead of a tree...
- Coal liquification. Nice assimilation of something Bobs Mods did, and very useful if you're in a world with little access to oil, or in situations where you just need a small amount of heavy oil.
- Disabling train stops. Oh man, this is going to make mining outpost management a breeze. Name all mining outpost the same, disable the station until there's a cargo ready... let the trains figure out where they're needed themselves.
The bad
- Coal liquification again: That it needs heavy oil to produce heavy oil however, is annoying. A recipy that needs it's own product is annoying since you can't start the process without having some of it. Just produce heavy oil and subtract the required input, much easier, prevents you from having to drag a barrel of heavy oil over to start it.
The ugly:
- Logistics System: With research now requiring such a crapload of various products from all over the production chain across more then 5 research branches, why in the nine hells is the Logistics System locked behind 5 separate research branches? You practically NEED those bots to get everything where it's supposed to go now. Please shove Logistics back to just needing the Red, Green and Blue research so that you can get your factory's logistics set up before starting higher research branches. Having to manually move stuff between chests is not fun. That's what the bots are for