Thank you all
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They do it on purpose:
I‘ve red it. Setting a basic refinery is easy enough, but keeping it running not so much. Considering that just spamming fluid tanks it far from a well implemented solution and only badly automatable (considering most new players won’t use circuit conditions). SF as balancing might not be enough, since your pre blue base might not consume that much power. As for the jump on science complexity. Yeah sure, but once achieving it, the player has way more options to develop their factory, sounds much more interesting, than to just have some different science ingredients.Antaios wrote: Wed Jul 31, 2019 8:48 amI can only surmise you did not read the link I posted as to why none of the old basic oil processing is overly challenging.conn11 wrote: Wed Jul 31, 2019 8:38 am As the circuit networks is almost by definition logical, but not often touched by beginners. I agree oil balancing is not only logical, but fun. Therfore practically nobody is suggesting to change AOP significantly. But oldBOP with only SF to balance (considering mass storing, brute force solution), without use of circuit conditions is quite challenging. I’m not sure some UI changes would have fixed that (I‘m not saying they with some Oil tutorials should not be implemented). The best compromise seems to be a smoother introduction into oil, with the potential to make HO and LO more relevant in the later game, wich is adding to the puzzle in a positive way.
Cracking only works if you're producing too much of the heavier products, sometimes when running advanced only, it was the heavier products you'd actually run out of and be left with too much PG, which is why there'd be some basic processing mixed in to create more of those heavier products.Astrella wrote: Wed Jul 31, 2019 12:53 amI always just ran advanced completely and had a circuit-controlled cracking setup attached to it myself.bobingabout wrote: Wed Jul 31, 2019 12:38 amIn the old way though, depending just how much lube you were after, you could run a mix of basic and advanced processing.
There are interesting things to do with oil in the green/red period, they're just not mandatory nor starting to get highlighted yet. It also takes making a lot more things to fill up a tank with byproducts than people think, not even accounting for solid fuel, there's far less "spamming" of tanks than people shout about.conn11 wrote: Wed Jul 31, 2019 11:02 am I‘ve red it. Setting a basic refinery is easy enough, but keeping it running not so much. Considering that just spamming fluid tanks it far from a well implemented solution and only badly automatable (considering most new players won’t use circuit conditions). SF as balancing might not be enough, since your pre blue base might not consume that much power. As for the jump on science complexity. Yeah sure, but once achieving it, the player has way more options to develop their factory, sounds much more interesting, than to just have some different science ingredients.
To the question if this is the real game breaking experience: theoretically yes, but their is also good evidence (steam forums) to support oil as main cause. After all maybe it isn’t just a „scapegoat“ Oil yields intermediate products, many of wich are used later, a complex and interesting feature. To make this get started a little bit easier is arguably more preferable than to simplifying blue science or get rid of oil related intermediate products, as more extreme proposal.
Furthermore the opinion on this forum is of course biased, by having virtually none of the players qutting the game present. To assume all of them are unfit to play Factorio is speculation.
One of the huge issues with mobile automation currently is powering them... batteries are chemistry?tangopianista wrote: Wed Jul 31, 2019 2:21 am...
I understand the motivation for putting bots in chemical science, but it feels like an artificial limit. In real life, automated construction robots would obviously be largely a matter of logistic, computer science technology, not chemistry.
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This would have been my prefered solution. No matter, if BOP stays 3 outputs or only 2.Antaios wrote: Wed Jul 31, 2019 11:41 am If you wanted to slow down the time it takes to require a tank for excess oil products, the solution is to tweak the basic oil processing output, and possibly the solid fuel requirement of chemical science packs. This way the player starts getting understanding of the items/fluids/infrastructure well before needing to mass produce the two secondary fluids, it also keeps available technologies that rely on those fluids during this lengthy and generally fun phase (expanding, defence, etc) for those who wish to explore them.
Okay This is enough, pissed moderator alert.
I have waited as long as possible before stating aggressive moderation because I always favor liberty of speech and letting people contribute to the debate, and I know that on such contrevorsial subjects, passional people can get quite heated.
I have seen the debate starting from quite measured and polite drift towards aggressiveness, bashing and disrespect, and this is unacceptable, especially on a forum I'm responsible of moderating.
So now, be warned, I will mercilessly hack and slash through anything that can look, even marginally, like denigrement, bashing, or whatever bad behaviours the anonymity helps groing on the Internet. Whatever is not a constructive contribution will be moderated by me, no matter if it's pro or con the changes.
Every time I see people mention tank arrays to deal with extra fluids, I gotta ask... are you not converting it to solid fuel and then burning it in your smelters and boilers rather than coal?tangopianista wrote: Wed Jul 31, 2019 2:21 am I noticed basic oil processing changed before reading FF, and found it really convenient, wondering why I hadn't thought of it myself. Every time I set up oil, I've gotta make a big tank array for all that extra liquid, which is a distraction from the learning curve (for myself too, since I take long breaks and relearning it is part of the fun).
There were some less destructive methods that were suggested: https://mods.factorio.com/mod/SulfurFromOilsconn11 wrote: Wed Jul 31, 2019 8:38 am But oldBOP with only SF to balance (considering mass storing, brute force solution), without use of circuit conditions is quite challenging.
Also, moving sulfur off from PG could do that.Antaios wrote: Wed Jul 31, 2019 11:41 am If you wanted to slow down the time it takes to require a tank for excess oil products, the solution is to tweak the basic oil processing output, and possibly the solid fuel requirement of chemical science packs. This way the player starts getting understanding of the items/fluids/infrastructure well before needing to mass produce the two secondary fluids, it also keeps available technologies that rely on those fluids during this lengthy and generally fun phase (expanding, defence, etc) for those who wish to explore them.
I didn’t get the impression (modifying blue science) from your post, the question was more of a rhetorical nature.Antaios wrote: Wed Jul 31, 2019 11:41 amThere are interesting things to do with oil in the green/red period, they're just not mandatory nor starting to get highlighted yet. It also takes making a lot more things to fill up a tank with byproducts than people think, not even accounting for solid fuel, there's far less "spamming" of tanks than people shout about.
I wouldn't advocate simplifying blue or removing intermediate products, that's the point of my post, there is actually no issue, it's just a slow part of the game.
If you wanted to prevent players from having "no" solution available untli blue science for basic oil processing, the solution is to make cracking a green tier technology, likely split from advanced oil processing. This way the player can tackle cracking ratios at their own pace, dependant upon how much of a problem they feel it is.
If you wanted to slow down the time it takes to require a tank for excess oil products, the solution is to tweak the basic oil processing output, and possibly the solid fuel requirement of chemical science packs. This way the player starts getting understanding of the items/fluids/infrastructure well before needing to mass produce the two secondary fluids, it also keeps available technologies that rely on those fluids during this lengthy and generally fun phase (expanding, defence, etc) for those who wish to explore them.
yes, with the major disatvatange of having a massive sureplus of PG and only Plastic and inefficent SF to use it for. Maybe not a problem for a plastic hungry megabase, not so great for getting there. This would require drastically rebalancing a perfectly fine working system (AOP)FuryoftheStars wrote: Wed Jul 31, 2019 1:30 pmThere were some less destructive methods that were suggested: https://mods.factorio.com/mod/SulfurFromOilsconn11 wrote: Wed Jul 31, 2019 8:38 am But oldBOP with only SF to balance (considering mass storing, brute force solution), without use of circuit conditions is quite challenging.
conn11 wrote: Wed Jul 31, 2019 2:28 pmyes, with the major disatvatange of having a massive sureplus of PG and only Plastic and inefficent SF to use it for. Maybe not a problem for a plastic hungry megabase, not so great for getting there. This would require drastically rebalancing a perfectly fine working system (AOP)FuryoftheStars wrote: Wed Jul 31, 2019 1:30 pmThere were some less destructive methods that were suggested: https://mods.factorio.com/mod/SulfurFromOilsconn11 wrote: Wed Jul 31, 2019 8:38 am But oldBOP with only SF to balance (considering mass storing, brute force solution), without use of circuit conditions is quite challenging.
Also, would not require rebalancing AOP?FuryoftheStars wrote: Tue Jul 30, 2019 5:57 pmAnd having as much as you did on PG is what was causing the stuck issues in the first place. Incidentally, there was already a solution: solid fuel. But trying to do that much solid fuel from both HO & LO previously to keep up with the PG demands was too much. With sulfur on HO, you only really need to convert LO into SF to relieve the blockage (less PG needs to be converted due to it being used in plastics which has a much higher demand). You also could have allowed sulfur production from all 3 (same as SF), just with the better ratio on HO.V453000 wrote: Tue Jul 30, 2019 5:45 pm Sulfur not being from PG is dangerous, because it can easily happen that the player does not have enough PG sink (for example when starting to mine uranium and producing a lot of sulfuric acid, when producing accumulators and solar panels, maybe in combination with explosives). That way it is possible to get into a situation with "getting stuck" problems even if you already have proper Advanced oil processing set up including proper circuit-controlled cracking. The only way how this could happen otherwise is with Lubricant - typically only when you mass switch to express belts ... assuming you have enough iron plate/iron gear wheel production to show the lubricant being a bottleneck.
rebalancing ment as in consequnece most likely redesinging SF as beeing made most efficently by PG changing the number of PG output in any OP and then consequently buffing HO output, because you need lubricant too. Massive changes, wich don't adress the aspect of initial complexity. Might this be valid or not, relevant enough for the devs to establish newBOP even against significant backlash from the community.FuryoftheStars wrote: Wed Jul 31, 2019 2:39 pmconn11 wrote: Wed Jul 31, 2019 2:28 pmyes, with the major disatvatange of having a massive sureplus of PG and only Plastic and inefficent SF to use it for. Maybe not a problem for a plastic hungry megabase, not so great for getting there. This would require drastically rebalancing a perfectly fine working system (AOP)FuryoftheStars wrote: Wed Jul 31, 2019 1:30 pmThere were some less destructive methods that were suggested: https://mods.factorio.com/mod/SulfurFromOilsconn11 wrote: Wed Jul 31, 2019 8:38 am But oldBOP with only SF to balance (considering mass storing, brute force solution), without use of circuit conditions is quite challenging.
Also, would not require rebalancing AOP?FuryoftheStars wrote: Tue Jul 30, 2019 5:57 pmAnd having as much as you did on PG is what was causing the stuck issues in the first place. Incidentally, there was already a solution: solid fuel. But trying to do that much solid fuel from both HO & LO previously to keep up with the PG demands was too much. With sulfur on HO, you only really need to convert LO into SF to relieve the blockage (less PG needs to be converted due to it being used in plastics which has a much higher demand). You also could have allowed sulfur production from all 3 (same as SF), just with the better ratio on HO.V453000 wrote: Tue Jul 30, 2019 5:45 pm Sulfur not being from PG is dangerous, because it can easily happen that the player does not have enough PG sink (for example when starting to mine uranium and producing a lot of sulfuric acid, when producing accumulators and solar panels, maybe in combination with explosives). That way it is possible to get into a situation with "getting stuck" problems even if you already have proper Advanced oil processing set up including proper circuit-controlled cracking. The only way how this could happen otherwise is with Lubricant - typically only when you mass switch to express belts ... assuming you have enough iron plate/iron gear wheel production to show the lubricant being a bottleneck.
This is more of something I posted later, and is moreseo a response dev posts on singular specific things they wished to address.conn11 wrote: Wed Jul 31, 2019 2:18 pm I didn’t get the impression (modifying blue science) from your post, the question was more of a rhetorical nature.
This is absolutely untrue, and is the point of my large post, especially the first half. I even went back and added a couple paragraphs I posted later to it which extended this point.conn11 wrote: Wed Jul 31, 2019 2:18 pm I personally would have preferred some early cracking too, but then again to really create a sufficient oil set up for all products requires the cucuit network, probably the most complex aspect of the game (although fluid balancing doesn’t really require any too elaborate networks). I think we could agree, that this is overwhelming for new players. So while definitely not outbursting in joy over new BOP I can understand why the devs ultimately did implement it and will probably stick with it.
SF wouldn't need a redesign; keep most efficient at LO.conn11 wrote: Wed Jul 31, 2019 2:58 pm rebalancing ment as in consequnece most likely redesinging SF as beeing made most efficently by PG changing the number of PG output in any OP and then consequently buffing HO output, because you need lubricant too. Massive changes, wich don't adress the aspect of initial complexity. Might this be valid or not, relevant enough for the devs to establish newBOP even against significant backlash from the community.
The recommendation (at least in 0.16), was to do Bob's mods without bobelectronics at first.I tried a Bob's mods run a while back and honestly it was a bit overwhelming...