Page 77 of 190

Re: Development and Discussion

Posted: Wed May 03, 2017 5:53 pm
by Airat9000
bug (((

Re: Development and Discussion

Posted: Wed May 03, 2017 5:56 pm
by nagapito
Airat9000 wrote:bug (((
You have the latest, 0.6.4 version?

Re: Development and Discussion

Posted: Wed May 03, 2017 6:04 pm
by Airat9000
nagapito wrote:
Airat9000 wrote:bug (((
You have the latest, 0.6.4 version?
0.6.3

Re: Development and Discussion

Posted: Wed May 03, 2017 6:41 pm
by Light
Zyrconia wrote:
Light wrote: Annoying? Not at all.
Are you sure it is not annoying?

Infinite patches are small and not very significant until you have a ton of them. Having trickle from 1-2 infinite patches is nothing compared to setting up a new outpost to mine somewhere.

That's why I view infinite ores as a late game small reward, a way to no longer have to bother with some ores you need less off. Once you have 5+ trains bringing in only infinite ore and you gather them in one place, maybe you can fill up a blue line. Probably not. But it still helps.

So it is a small reward in the form of: you don't need to bother setting up so many new mining outposts.

Making that more complicated with having to deliver some acid via train to 5+ remote outposts with RSO is for me the very definition of annoying... :)

That's just my opinion though. Mining should not be complicated and should not be made "interesting" because it can't be made interesting. What happens with the ore once it is out of the ground is interesting. You simply can't make it too involved because you need a ton of repetitive tasks to set up mining and you can't beacon it to get around it.
When I test something, I'm very thorough. I tested a dozen patches and had them running for several hours to see if any issue cropped up. Nothing.

It only took an additional 1-2 minutes to set up some pipes, a storage tank, and a train schedule to transfer fluids every now and then. But acid demand was very low so it only needed to appear every hour or so.
Zyrconia wrote:Infinite patches are small and not very significant until you have a ton of them. Having trickle from 1-2 infinite patches is nothing compared to setting up a new outpost to mine somewhere.

That's why I view infinite ores as a late game small reward, a way to no longer have to bother with some ores you need less off. Once you have 5+ trains bringing in only infinite ore and you gather them in one place, maybe you can fill up a blue line. Probably not. But it still helps.

So it is a small reward in the form of: you don't need to bother setting up so many new mining outposts.
This depends on the users settings. I personally configure RSO to have infinite ore patches be so tiny that there's little gain from them... until Mk5 anyhow. By default they're rather sizable and can take up half a field by itself. This meant there was no need for another outpost if you're running a couple Mk5 drills in there. Many don't modify these settings so they get it very easy. One could say it's cheating since it's unlimited ores at no cost whatsoever, which is hard to argue with.
Zyrconia wrote:Making that more complicated with having to deliver some acid via train to 5+ remote outposts with RSO is for me the very definition of annoying... :)

That's just my opinion though. Mining should not be complicated and should not be made "interesting" because it can't be made interesting. What happens with the ore once it is out of the ground is interesting. You simply can't make it too involved because you need a ton of repetitive tasks to set up mining and you can't beacon it to get around it.
Except there was no complication at all. 1-2 minutes to set up and prepare a couple fluid miners is nothing compared to the headache of mixed miners and sorting the ores apart from each other. Which with RSO wasn't any issue, but even non-RSO wasn't any complication either, as testing mixed patches just meant offsetting the miners by one so they get the correct fluid, then the actual headache of sorting the ores to their proper destination.

Don't forget that fluid wagons can transport 3 fluids as well. So again mixed ores aren't really a problem for fluid as much as sorting.

Here's the field from earlier which has 4 infinite ore patches of various size, which has been running for a few hours alongside the other dozen ore patches. This one took a grand total of 5 minutes to prepare, but will feed my refinery with crotinium forever.

Image

Re: Development and Discussion

Posted: Wed May 03, 2017 9:53 pm
by igiforenzik
I seem to have managed to forget or misplace an option. In 0.14 there were infinite patches in the middle of normal ore with RSO.
Now in 0.15 I seem to get only infinite ore. Did I miss something, and can I go back to how it was before?
EDiT: Or did I make a mistake and non infinite ores also have a % yield instead of count now?

Re: Development and Discussion

Posted: Wed May 03, 2017 10:22 pm
by CitizenJoe
I think the conversion ratios for iron > steel ingots are off. By default bob's normal steel recipe yields one steel plate for every two iron plates, but advanced iron smelting yields 6 steel ingots for every 24 iron ingots, making it a vastly inferior conversion.

Re: Development and Discussion

Posted: Wed May 03, 2017 10:58 pm
by Wildejackson
CitizenJoe wrote:I think the conversion ratios for iron > steel ingots are off. By default bob's normal steel recipe yields one steel plate for every two iron plates, but advanced iron smelting yields 6 steel ingots for every 24 iron ingots, making it a vastly inferior conversion.
Yes but consider that ingots are not equivalent to plates. You can boost the production of steel using alloys, which you cannot do with plates. Sure the most basic recipe is somewhat redundant, but its good when you're using mods such as marathon and steel costs 5 iron plates. You can also make steel sheets, which significantly improve throughput.

Re: Development and Discussion

Posted: Wed May 03, 2017 11:12 pm
by orzelek
igiforenzik wrote:I seem to have managed to forget or misplace an option. In 0.14 there were infinite patches in the middle of normal ore with RSO.
Now in 0.15 I seem to get only infinite ore. Did I miss something, and can I go back to how it was before?
EDiT: Or did I make a mistake and non infinite ores also have a % yield instead of count now?
It looks like something didn't work as intended - are you sure RSO is enabled and you have no trigger mods?
I was just testing it and with only RSO and infinite ores I seemed to get infinite patches inside normal ones properly.

Re: Development and Discussion

Posted: Wed May 03, 2017 11:13 pm
by nagapito
Wildejackson wrote:
CitizenJoe wrote:I think the conversion ratios for iron > steel ingots are off. By default bob's normal steel recipe yields one steel plate for every two iron plates, but advanced iron smelting yields 6 steel ingots for every 24 iron ingots, making it a vastly inferior conversion.
Yes but consider that ingots are not equivalent to plates. You can boost the production of steel using alloys, which you cannot do with plates. Sure the most basic recipe is somewhat redundant, but its good when you're using mods such as marathon and steel costs 5 iron plates. You can also make steel sheets, which significantly improve throughput.
Or disabling cheap steel from bobs....

Re: Development and Discussion

Posted: Thu May 04, 2017 12:09 am
by Polymorph
I'm not sure if this is entirely the right place to put this, but the infinite ores are shiny and I love them <3

Re: Development and Discussion

Posted: Thu May 04, 2017 12:35 am
by nagapito
Polymorph wrote:I'm not sure if this is entirely the right place to put this, but the infinite ores are shiny and I love them <3
Now... try to have a big patch of them instead of the small ones in the middle of normal ores that RSO does...

You endup with a huge patch that is always 'vibrating' and it can be a little annoying...

http://imgur.com/a/gjz7E

Re: Development and Discussion

Posted: Thu May 04, 2017 5:30 am
by mcwaffles2003
nagapito wrote:
Polymorph wrote:I'm not sure if this is entirely the right place to put this, but the infinite ores are shiny and I love them <3
Now... try to have a big patch of them instead of the small ones in the middle of normal ores that RSO does...

You endup with a huge patch that is always 'vibrating' and it can be a little annoying...

http://imgur.com/a/gjz7E
annoying? that looks badass imo

Re: Development and Discussion

Posted: Thu May 04, 2017 8:32 am
by Zyrconia
Light wrote: ...snip...
Fair enough...

We'll see what happens once the mods are stable, but I guess I can try acid miners too.

And naturally, I was talking about "balanced" settings and not "cheaty" ones. It is very easy to configure your map in such a way that you'll never eve have ore issues.

Re: Development and Discussion

Posted: Thu May 04, 2017 9:57 am
by igiforenzik
orzelek wrote: It looks like something didn't work as intended - are you sure RSO is enabled and you have no trigger mods?
I was just testing it and with only RSO and infinite ores I seemed to get infinite patches inside normal ones properly.
I did misplace an option. bobsores had a make all ores infinite option which i completely overlooked. :oops:

Re: Development and Discussion

Posted: Thu May 04, 2017 11:00 am
by Airat9000
:( my mod dead

Re: Development and Discussion

Posted: Thu May 04, 2017 11:07 am
by nagapito
Airat9000 wrote::( my mod dead
You are assigning a 128x128 image but reporting on the icon_size the value 64

Re: Development and Discussion

Posted: Thu May 04, 2017 3:16 pm
by Light
Zyrconia wrote:
Light wrote: ...snip...
Fair enough...

We'll see what happens once the mods are stable, but I guess I can try acid miners too.
If it were annoying in any way, believe me when I say I'd let you know. Sometimes suggestions come up for things that serve no purpose other than because they can, then after testing I'll show that sometimes it's not as simple as they make it seem.

I too was surprised how little impact fluid miners had on an infinite ore patch, and giving infinite ores some form of drawback for balance is appealing compared to just having it there "just because". Which was my original argument for entire ores since it does throw off balance a great deal, while infinite ores doesn't.

I'm sure Angel will include a toggle to turn it off for those who are really bothered by it somehow, given how great the mod options panel is for on the fly changes.

Re: Development and Discussion

Posted: Thu May 04, 2017 4:20 pm
by Anton Gorodetsky
I'm getting a very similar error:

Image

Re: Development and Discussion

Posted: Thu May 04, 2017 4:25 pm
by Arch666Angel
Anton Gorodetsky wrote:I'm getting a very similar error:

Image
mod list? I fixed that one for petrochem in the initial update.

Re: Development and Discussion

Posted: Thu May 04, 2017 4:44 pm
by Anton Gorodetsky
Image