Why is it 12 UPS?
Am I missing something or does the full PyMods mean an absurdly slow start?
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- BlueTemplar
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
https://mods.factorio.com/mod/vlads_AutoTime
Helps a lot in combat of course, especially since you can throw grenades in "bullet time" - also place down walls, but that's generally not how I trap the biters...
Oh, and I forgot :
- The extremely high steel cost makes replacing damaged Heavy Armor quite prohibitive...
- Neither extracting Raw Coal, nor processing Coke, nor burning Coal Dust is worth it (at least energy-wise), again, considering the pollution involved...
(Of course, that's in latest 0.16, things are likely to be very different in latest 0.17...)
Helps a lot in combat of course, especially since you can throw grenades in "bullet time" - also place down walls, but that's generally not how I trap the biters...
Oh, and I forgot :
- The extremely high steel cost makes replacing damaged Heavy Armor quite prohibitive...
- Neither extracting Raw Coal, nor processing Coke, nor burning Coal Dust is worth it (at least energy-wise), again, considering the pollution involved...
(Of course, that's in latest 0.16, things are likely to be very different in latest 0.17...)
BobDiggity (mod-scenario-pack)
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Does setting a large starting area help?
- BlueTemplar
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Yeah, I've tried to make the starting area even smaller than the Death World default in my (0.16) AB-Rampant game - never managed to even make it past red science !
BobDiggity (mod-scenario-pack)
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Glad to know I'm not alone in the struggle, though if default biter settings are forcing me to play at a snail's pace, I can't imagine a death world being a fun idea...BlueTemplar wrote: βThu Jul 18, 2019 11:07 am Oh yeah, dealing with biters can be painful :
I finally managed to muddle through in my 0.16 Death World game to Iron processing 2,
which cuts down the cost of steel from the starting 80 ore / beam to iron1 33.33 ore/beam down to a tiny 1.39 ore/beam (less than vanilla, especially considering that the iron plates themselves only go down to 1.12 ore / plate !),
but, as you can see, it has taken me a long time :
(I play with Very Small resource size and Very poor richness, as usual, but Normal Frequency, as it affects the other 2 settings in 0.16...)
and with biters, already up to red ones, having settled in the nearby forest, getting rid of them was quite painful !
Then I could only afford to have 2 miners per iron/copper on my secondary spots, as, unlucky me, they were desert-side. (Alien Biomes making fighting on an un-paved desert a losing proposition, as it dramatically cuts down your movement speed.)
Oh, also, no dodging spitter/worm shots in 0.16 !
Though, later, fighting Blue Biter settlers was actually easier, as, while I couldn't afford to kill them (regular ammo was useless, and I couldn't afford the dozens of grenades per biter required), I could fairly easily wall them in / belt them around until they got bored and went back home...
I've been looking over the recipes and it seems like Py offers a lot of options to just pull iron (or other materials) straight out of dirt/water/air. Given that, is running out of starting deposits that big of a deal?BlueTemplar wrote: βThu Jul 18, 2019 11:07 amOn the other hand, I fucked it up by NOT beelining to iron1 then iron2 - and it's not like I wasn't aware that it couldn't happen, having played Angel's before !
So, my initial iron&copper deposits didn't last long
Really? I think the balance has changed, since my power system running on a fawogae-->coal-->coke/gas-->synth--->combustion seems to be almost totally neutral in terms of pollution...?BlueTemplar wrote: βThu Jul 18, 2019 11:07 amFinally, I've tried out dozens of power combinations, but only Fawongae => Coke => vanilla Boiler seems to be worth it, as Wood Processing Units, and especially, Combustion Turbines pollute way too much !
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Well, except the two earliest options that I see require almost as much teching than iron2, buildings with a lot of steel in them, and don't seem to be really efficient ? (Haven't done the math though...)NewSwiss wrote: βThu Jul 18, 2019 9:30 pmI've been looking over the recipes and it seems like Py offers a lot of options to just pull iron (or other materials) straight out of dirt/water/air. Given that, is running out of starting deposits that big of a deal?BlueTemplar wrote: βThu Jul 18, 2019 11:07 amOn the other hand, I fucked it up by NOT beelining to iron1 then iron2 - and it's not like I wasn't aware that it couldn't happen, having played Angel's before !
So, my initial iron&copper deposits didn't last long
0.16 :NewSwiss wrote: βThu Jul 18, 2019 9:30 pmReally? I think the balance has changed, since my power system running on a fawogae-->coal-->coke/gas-->synth--->combustion seems to be almost totally neutral in terms of pollution...?BlueTemplar wrote: βThu Jul 18, 2019 11:07 amFinally, I've tried out dozens of power combinations, but only Fawongae => Coke => vanilla Boiler seems to be worth it, as Wood Processing Units, and especially, Combustion Turbines pollute way too much !
Code: Select all
name = "boiler",
[...]
energy_consumption = "1.8MW",
energy_source =
{
type = "burner",
fuel_category = "chemical",
effectivity = 0.5,
fuel_inventory_size = 1,
emissions = 0.1 / 6.5, -- = 0.01538...
Code: Select all
name = "gasturbinemk01",
[...]
energy_source = {
type = "electric",
usage_priority = "secondary-output",
emissions = 0.04
0.17 :
Code: Select all
name = "boiler",
[...]
energy_consumption = "1.8MW",
energy_source =
{
type = "burner",
fuel_category = "chemical",
effectivity = 1,
fuel_inventory_size = 1,
emissions_per_minute = 30,
Code: Select all
name = "gasturbinemk01",
[...]
energy_source = {
type = "electric",
usage_priority = "secondary-output",
emissions_per_minute = 0.06,
I'm guessing that this is a bug, and at some point the emissions have been divided by 60, instead of being multiplied by 60 ?
(Also, in 0.17 Botanical Nurseries, and especially Fawongae, now not only don't emit pollution, but even absorb it I think?)
Last edited by BlueTemplar on Thu Aug 01, 2019 12:26 am, edited 1 time in total.
BobDiggity (mod-scenario-pack)
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Yes. The farms and things like that do eat pollution. There are a few that do that and I believe more will be added with pyalBlueTemplar wrote: βFri Jul 19, 2019 7:43 am (Also, in 0.17 Botanical Nurseries, and especially Fawongae, now not only don't emit pollution, but even absorb it I think?)
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
Note to self: Build Fawongae plants all around base to keep in the pollution. Keep moving them outward as you expand and keep polluting stuff in the middle.kingarthur wrote: βFri Jul 19, 2019 8:39 amYes. The farms and things like that do eat pollution. There are a few that do that and I believe more will be added with pyalBlueTemplar wrote: βFri Jul 19, 2019 7:43 am (Also, in 0.17 Botanical Nurseries, and especially Fawongae, now not only don't emit pollution, but even absorb it I think?)
Where you put them doesn't change the evolution but eating up pollution before it reaches aliens sure does prevent them attacking.
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
I guess that they only absorb in proportion of them being powered (and not backed up) ?
BobDiggity (mod-scenario-pack)
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Re: Am I missing something or does the full PyMods mean an absurdly slow start?
my understanding is they absorb the pollution as they are "crafting"BlueTemplar wrote: βMon Jul 22, 2019 1:20 pm I guess that they only absorb in proportion of them being powered (and not backed up) ?