That would just encourage more solar panels, or keeping them far away from pollution producing buildings. Something that we already do.
Would also make it even less likely for people to use steam engines, considering they pollute quite a bit too.
That would just encourage more solar panels, or keeping them far away from pollution producing buildings. Something that we already do.
It would also encourage moving solar fields, to get them out of the pollution clouds, which doesn't seem interesting, but is just another chore to do.Ranakastrasz wrote: ↑Fri Mar 15, 2019 2:09 pmThat would just encourage more solar panels, or keeping them far away from pollution producing buildings. Something that we already do.
Would also make it even less likely for people to use steam engines, considering they pollute quite a bit too.
There is a serious upper limit on that. Requires usage of oil patch, better used for plastic, acid, flamethrower fuel.
Pollution - agree.Ranakastrasz wrote: ↑Mon Mar 18, 2019 1:20 pm There is a serious upper limit on that. Requires usage of oil patch, better used for plastic, acid, flamethrower fuel.
Pollutes.
Requires nearby water or else significant pipe usage.
Requires strategic resource.
Infinite-ish but requires a lot more planning. More likely is having tankers transport oil. Certainly more interesting than having construction bots build thousands of solar panels in a roboport grid (and with landfill and cliff explosives, don't even need to worry about terrain) and very minimal defences even in non-peaceful (no pollution, a few laser turrets to catch biters chasing bots, trains, etc.).
Id say water is actually more of a problem at this scale. If I just need a small number of boilers and steam engines, I can place a blueprint near any water and it is easy, probably even have the pump and pipes in the blueprint. You generally won't find a single water body that can support a large scale though, even if you landfill it into a strip (something else I am not a fan of anyway), so you can't neatly and easily line everything up for construction robot blueprint tiling like you can a roboport+solar+accumulator.leadraven wrote: ↑Mon Mar 18, 2019 1:39 pmWater isn't problem in this scale.Ranakastrasz wrote: ↑Mon Mar 18, 2019 1:20 pm There is a serious upper limit on that. Requires usage of oil patch, better used for plastic, acid, flamethrower fuel.
Pollutes.
Requires nearby water or else significant pipe usage.
Requires strategic resource.
I think it's intended : solar power is available significantly before nuclear.
I would not be against completely the idea IF each science after solar is introduced incrementally increases solar power output ending at slightly higher than current levels after space science.chuz wrote: ↑Wed May 29, 2019 3:06 pm I think solar panels should be severly nerfed, maybe producing 5kwh instead of 60kwh will fix the problem.
So it will make clear that uranium IS the transition between coal energy and solar energy.
At the moment the transition is not clear, you can directly make solar panel without using the nuclear energy.
Nuclear also requires the biggest logistical investment of anything other than space science. Even if you ignore circuits to optimize fuel consumption, you've got to:Koub wrote: ↑Wed May 29, 2019 3:28 pmI think it's intended : solar power is available significantly before nuclear.
Solar panels and accumulators can be fully automated with just green science. Solar panels tech has only red science prerequisites. Accus only need oil processing => batteries branch, which is quite early green science
Nuclear needs at least blue science (nuclear power and uranium processing) to be set up, and even purple science for recycling used up fuel cells.
Nuclear IS meant to be available after solar.
Weather really make zero difference. It simply shifts the balance a bit towards more accumulators and makes the math harder. So the blueprint on the internet will simply have more accumultors and people still just place them with no brain.FuryoftheStars wrote: ↑Wed May 29, 2019 11:43 pm I think I’m in the “add weather” camp.
Personally, I’m not sure that solar should be used/viewed as a primary source of energy. I almost think it should be changed to a secondary/supplemental source of energy.
But that’s just me.
Well, as has been pointed out before, having a day where solar experiences a “loss” in production for a day, you’d need somewhere around 5x as many accumulators to push through it. If chance made for two days in a row, the number starts becoming absurd.mrvn wrote: ↑Thu May 30, 2019 10:09 amWeather really make zero difference. It simply shifts the balance a bit towards more accumulators and makes the math harder. So the blueprint on the internet will simply have more accumultors and people still just place them with no brain.FuryoftheStars wrote: ↑Wed May 29, 2019 11:43 pm I think I’m in the “add weather” camp.
Personally, I’m not sure that solar should be used/viewed as a primary source of energy. I almost think it should be changed to a secondary/supplemental source of energy.
But that’s just me.
The argument is that solar is too simple to set up relative to other power source types (especially nuclear), so it should either be MORE tedious (e.g. way more accumulators) to punish you for taking the brainless way out, or have more requirements to work (e.g. steam-based solar, harder math to compensate for weather) to make it more interesting. With solar, the ONLY requirement is that you find enough space to throw down a blueprint. That is brainless. Other power types involve some logistics burden to keep them fueled/watered. Arguments of size don't really hold water because there isn't a practical limit to blueprint size, so even for megabases in vanilla people just start doing things like this.Qon wrote: ↑Thu May 30, 2019 11:20 am Why shouldn't they be a primary source of power?
If your argument is that it's boring tedious work that can't be automated to place down solar blueprints, ask for Recursive Blueprints to become vanilla. Then it's possible to automate it, and it becomes the least brainless way to build your power generation. Placing solar arrays is the the perfect introduction for circuit newbies to Recursive Blueprints because it can be done in a simple line and the use of Recursive Blueprints is obvious.
Don't ask for solar nerfs, it is already taking so much space that it is not possible to keep your sanity after placing your megabase solar blueprints manually. Recurisive Blueprints is the next logical step in automation and the best argument for having the combinators in the game instead of them being just a niche thing for people to do useless (but cool) things with.
You wouldn't handcraft everything to research and launch a rocket. Placing blueprints manually is silly and needs an automated alternative.