jodokus31 wrote: ↑
Sun Jan 06, 2019 4:47 pm
bobucles wrote: ↑
Sun Jan 06, 2019 2:55 pm
Coal cracking needs a buff, and not even a major game breaking buff at that. All it needs is a little extra splash of output
If I understand the FFF correctly, Coal liquefaction gets a buff:
Coal liquefaction - very useful when you have a lot of coal but not enough oil. The Coal liquefaction recipe is also changed so it’s more useful - now it produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. If we cracked everything to petroleum, the maximum gain is almost doubled compared to 0.16.
However, it depends on heavy/light cracking to be really useful.
And I don't know, what has changed exactly.
I gather this is partially intended as a hint to convert that additional heavy into solid fuel (as I vaguely recall the use of the red solid fuel recipe in the science pack...unless it is a placeholder for some generic solid fuel recipe indicator, but I doubt that).
But yes, of course you can also crack it.
But as to the original oil liquefaction recipe... I’m not a min/maxer, but I do love throwing production modules into my oil setups. Isn’t that pretty much the main way of taking something which might have been producing an inferior ratio and tipping the scale toward a much more positive result?
Nemoricus wrote: ↑
Sun Jan 06, 2019 5:33 pm
Now, these are observations based on the current recipes in the game. I still think that making better use of heavy oil, light oil, and petroleum gas as separate products would be preferable to the current state where advanced oil processing is all but required to avoid stalling production.
I think this is being addressed by adding the solid fuel to the science pack.
I don’t understand why solid fuel seems so taboo on these forums. It is a wonderful way to process fuel overages. I like it so much that it is the *first* fuel product I set up. I setup circuit controls to convert each type of fuel, if needed, when I get overages above my tolerances for each type of fuel.
I don’t rush to advanced oil these days.
I disagree that converting a base to solid fuel is difficult. I already play with universal fuel belts snaking throughout my starter base. Easy to merge solid fuel into the coal line, with a priority of solid fuel. The only “trick” is that you need a separate uncontaminated coal line for ingredients to coal recipies.
Otherwise a “fuel” line can be cleanly mixed and burner energy sources will sort it out themselves based on what is available on the lines (I also merge burnable wood products into key locations of this line as well, for disposal).
The fuel line feeds steam power (later on isolated switch as backup power), early smelting, and trains (end game fuel sources make the train line a smidgen trickier, but nothing filter splitters can’t handle).
Granted, these puzzles will be trickier for new/casual players. Oil mystified me at first, but I want to see the campaign before I make any judgements in that regard. It is a bit tricky anyway due to biases I have after so much time in Factorio. But I think teaching these things up front will be great for a new player that gets “stuck” on certain things.