I could not find a direct source, so I did some f#$%ery with electronegativity ratios.
Wood is 2MJ, half of coal.
I could not find a direct source, so I did some f#$%ery with electronegativity ratios.
I will do that too.
But anyway :Adamo wrote: ↑Fri Aug 02, 2019 6:43 am One key difference, here, though, is that the efficiency is "in the background", not part of the recipe. New players wouldn't typically be aware that their energy is being used more and less efficiently here or there, and they're certainly not aware of modules.
Why would you even consider electric furnaces (blue science) without modules (green science)?
You're assuming 100% efficiency, for a 1-reactor nuclear plant design.Adamo wrote: ↑Fri Aug 02, 2019 6:43 am We consider U-238 to be a waste product, so don't worry about its number in any recipes, and the solid fuel is accountable for 10% of the energy in the nuclear fuel. This results in U-238 having an 8 GJ energy value as an electric producer and about 900MJ as a chemical energy producer, so we'll call that 1/8.
There was fruitful discussion of excellent ideas AND there was freaking out. One doesn't exclude the other. And freaking out doesn't mean repeating old arguments. It means ... wild accusations, conspiracy theories, blackmail, emotional doom declarations, ...Adamo wrote: ↑Fri Aug 02, 2019 4:43 amI take offense to that. There were excellent ideas all through those two weeks. Well thought out tweaks and alternatives, many. The conversation didn't even begin to get overrun with people who didn't read the backlog and repeated the same old tired arguments until week 2.5thHorseman wrote: ↑Fri Aug 02, 2019 4:29 am I figured both sides should be represented equally in the "useless arguments" category.
No really TBH I was just sick of the complaining and had to complain myself. I lurked for weeks watching people freaking out and I reached my limit.
Never fear I'll go back to silent mode now that I've let off the steam.
I definitely don't want to run down suggestions just for the sake of it, even less is those try to satisfy both sides.mcdjfp wrote: ↑Fri Aug 02, 2019 1:44 pm At this point, the only way to actually heal the rift as opposed to having it simmer below the surface is to give both sides what they want. The only way I see of doing that is a pregame setting for a simplified fluids mode where buildings will "flare" or otherwise dispose of fluids in blocked outputs until all outputs are full. This also has the advantage of not requiring recipe/technology changes.
Look at what can be done to biters in the map settings. They can be turned off, and without biters what exactly does the pollution mechanic do other than "kill" trees?
Unlinking petroleum gas from the other oil outputs simplifies the game for everyone (Once you have enough Heavy/Light Oil you can ramp up petroleum gas without having to deal with the other outputs, yes twice the pumpjacks, but far fewer other buildings).
Considering the number of pregame options, why not give everyone what they want?
An "easy" preset could come with the simple fluids already selected along with anything else felt appropriate.
No where in there did I try making a comparison of the level of the emotional attachment (just that there is one).5thHorseman wrote: ↑Fri Aug 02, 2019 4:12 am I'm not nitpicking the analogy. I'm nitpicking the very idea of being so emotionally devastated over a change in a software product that you feel personally injured.
I use a hundred or more software products in any given week, from OSes to little scripts. I can count on one hand the ones that were given as much thought an love that Factorio has been given. Actually, I can count them on 2 fingers.
One is a software product that costs $1,000 per license. The other is Factorio.
Hmm, I have read the criticisms and I think I agree, but it's okay, because I have the fix for my fix. FIXED FIX!crambaza wrote: ↑Thu Aug 01, 2019 3:27 pm I have devised a new Oil method that is better than all the rest, except for the ones it's not better than.
Change the Refinery to only 1 output, get rid of all the multiple output stuff.
Change the name of "Basic Oil Processing" to "Initial Oil Processing".
Change the recipe to:
IN: Crude AND Steel Barrel
OUT: Pet Gas AND Steel Barrel filled with "Sludge" or call it some other product. (Has to be in a barrel, because it's thick and gross)
THEN, Move the Recipe for "Advanced Oil Processing" to the Chem Station, and also change it to:
IN: 2 Steel Barrels filled with "Sludge" (and add in water, because you know, water)
OUT: 1 Light Oil Barrel and 1 Heavy Oil Barrel (Or for fun, output straight liquid, and also the empty Steel Barrels which just begs the efficiency of moving the empty barrels back to the refinery. Both methods seem fun)
It has the Benefits of:
It moves away from the "dumbing down" aspect of Basic Oil including free flare stacks that just evaporate(?) the other oil products.
New player sees right away that their Oil isn't working because it's got barrels clogging the output. (Like any other machine with the output clogged)
Refineries don't have to ever be rebuilt, because they just do this one thing.
Barrels become useful again.
New puzzle, work with: a Pipe and belt materials IN, and Pipe and belt materials OUT.
I declare this idea fully fleshed out, and ready to implement in 0.17.61
Can't speak for others, but I took a bit of time to browse through the tech tree when I first noticed it in game, so I had somewhat of an idea of what came ahead even on my first play through, mind you I mostly focused my attention on higher tier assemblers, belts, and inserters cause they seemed the most relevant to planning stuff out, but that still gave me somewhat of an idea how big of an area to set aside for each, but I also like designing for what I don't have yet in this (and other similar games), still some things caught me off guard, I know having to mass rebuild huge chunks of my preexisting factory to account for electric furnaces (and beacons for that matter) turned me off on using them for a long time, I still don't like using beacons for anything just off of my initial gut reaction to them. While it's not something I've harped on about (being in the camp the main problem with this change is it pushes bots back too far and will just make the wall that much steeper when the player does finally hit multioutput oil), I do worry about the player having to rebuild oil after AOP because it comes at the stage where even a newish player probably has somewhat of a good enough idea of how they want their factory to be layed out and probably has started scaling up, which can be quite frustrating when you suddenly realize something might take a LOT more space, ...and if they're not good at pipe bussing (and given without the three outputs on oil they've had no real reason to be) they could suddenly find themselves needing about double space for the added pipesposila wrote: ↑Fri Aug 02, 2019 5:59 am I claim "you're making me redo all that" is going to happen at most as much as with anything else in the game. Players doesn't know what is coming at any stage, so they don't know at what scale they need to build anything (and build in small scale). It's pretty hard to come up with some organized system like bus in the first playthrough, because it is solution to a problem players don't know exists.
Using inefficient BOP instead of AOP, is not problem as much as not using electric furnaces is not a problem. If player has enough oil, they won't mind using BOP, if they are short on oil, AOP can help them solve that problem.
While it might seem appealing on the surface, several techs would have to be changed by this setting, making it a bit impracticalmcdjfp wrote: ↑Fri Aug 02, 2019 1:44 pm At this point, the only way to actually heal the rift as opposed to having it simmer below the surface is to give both sides what they want. The only way I see of doing that is a pregame setting for a simplified fluids mode where buildings will "flare" or otherwise dispose of fluids in blocked outputs until all outputs are full. This also has the advantage of not requiring recipe/technology changes.
This was something I thought about and attempted to do with my sulfur mod and think they should do with solid fuel in the base game.
I am unsure to notice the differences between what you propose and 17.59. Which seems overall a good choice. That was working really well for me. but maybe this new 17.60 will work the same for me and better for others !
Still, you must have hours of thinking behind you. Anyone isn't able to think of that !
The more I play with the new BOP the less good it feels, I've complained about the lack of bots in red/green and about how much I dislike not having Heavy/Light oil at BOP to keep my furnaces/boilers fed with solid fuel (It's why BOP appealed to me in my first playthrough, it just felt "right" to burn solid fuel instead of coal) but as I try it out, I find a whole bunch of little things that bother me about the new as well, Oil to just Petroleum just feels inefficient, I need quite a bit more oil to make up for the loss of heavy/light=>Fuel unless I just ignore it's use or rush AOP and never look back on BOP, I'm back to having that same gut reaction I had in my first few playthroughs when I built my first refinery of "Why building 5x5?" and it's missing the instant realization of "Oh, there's a lotta pipes in it" that makes it go away and leaves the refinery feeling like a waste of space and just a massive smelter and this is without getting into how bad it feels to belt in sulfur when so little of it gets used compared to the production of sulfuric acid, which I typically have right there alongside my sulfur production because it takes so much of it and it makes sense to keep chemical production together to me.mmmPI wrote: ↑Fri Aug 02, 2019 4:09 pm ...but it doesn't really feel "chemical", i think i did the whole setup with less than 300 pipes, it feels more like adding furnaces array, that's roughly 33% of the footprint of my base at this point and i'm about to double that to get enough material on belt for all machines.