BlueTemplar wrote: ↑Tue Jul 23, 2019 10:45 amI get that you're being semi-facetious here, and I feel the same way but... not really ?
Aaand you've ruined it... (if the main point was hard proof about performance issues)
But there *is* a worthwhile question here : can the new Basic Oil Processing be at the same time :
- Too bad efficiency-wise for a (semi-)serious/experienced player to even consider for late game.
- Still good enough to not be too tedious for early game and first time players ?
(- And Advanced Oil Processing not being the mandatory technology to rush would be nice too, but perhaps this is asking too much...)
On the last paragraph - the beauty of new recipe is that when building at scale (less so for 1k spm, more so when you go to 3-5k spm) the hassle of placing it all and module requirements with AOP are so high that man, it just overrides my "I need to make it efficient" to "I'm gonna save 10 freaking hours".
Also, something I just realised - the productivity and especially speed module and beacon savings are ENORMOUS. It is going into 10-20k of modules saving territory at those scales easy at the lower end of megabase, also means less power draw.
As for performance - well, we can't really test it yet. But I and my colleagues did a lot of optimisation works (Clusterio 60k was an exercise in perfect optimisation in a nutshell to a degree that even experienced megabase builders have raised a few eyebrows), so we kind'a just can see from experience knowing how the game behaves that this results in a substantial performance gain just by virtue of scaling down amount of oil processing entities 2 times and scaling down amount of pipes by what, about 5-7 times? That's a massive amount of entities removed from processing.