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Re: Development and Discussion

Posted: Mon May 15, 2017 7:39 pm
by Mobius1
eloquentJane wrote:I don't think it's possible without making a new mining machine (which I don't actually oppose, but it'd be some extra coding work). The reason is because the miners currently are designed for a single fluid, and as far as I can tell they work similarly to pipes in that miners will transfer fluid between all fluid connections. In order to have multiple fluids running through miners, you'd have to make significant changes to how the entity works, and it'd probably be simplest to just make an entirely new miner that works like an existing machine designed for multiple fluids (like a refinery).

I think it's a good idea for fluid miners to output waste water, but it'd probably be more work to add in than you may realize.
Make a miner use some fluid and output another fluid would require changing the piping system of the miners by either:
a) Make one of the 3 sides being the constant output side of the waste fluid
b) Make another output pipe near the output ore connection, that way you preserve the side flow
c) Store the waste inside the drill for when the patch is depleted you hook up a pipe or pump in the ore output to extract the waste of the miner. But since that mechanic works for infinite ores I think it'll never deplete.
d) Make a new machine for it.

Re: Development and Discussion

Posted: Mon May 15, 2017 7:59 pm
by Arch666Angel
nagapito wrote:
Arch666Angel wrote: @nagapito
well smelting gives you some tool to spread the load of the most used metals to different ores through the alloying step at the end, where you can mix different ingots to produce an alloy of the main metal. So it's a bit about clever mixing and spreading the load over different ores.
Crazy idea... infinite mining ore also returns waste water?

Seems that it might be possible, since Bobs water pump was outputing water and stone

viewtopic.php?f=51&t=45001&p=274677#p274634
I actually like the idea, have to look into it over the next few days

Re: Development and Discussion

Posted: Mon May 15, 2017 8:15 pm
by qwerter96
Arch666Angel wrote:
nagapito wrote:
Arch666Angel wrote: @nagapito
well smelting gives you some tool to spread the load of the most used metals to different ores through the alloying step at the end, where you can mix different ingots to produce an alloy of the main metal. So it's a bit about clever mixing and spreading the load over different ores.
Crazy idea... infinite mining ore also returns waste water?

Seems that it might be possible, since Bobs water pump was outputing water and stone

viewtopic.php?f=51&t=45001&p=274677#p274634
I actually like the idea, have to look into it over the next few days
This would be AWESOME! If you do end up needing to make a new miner though, please consider either coordinating with Bob or else following his structure of area vs normal and MK1-MK5

Re: Development and Discussion

Posted: Mon May 15, 2017 9:14 pm
by Zombiee
Alternative to waste water, you could have the infinite ores yield a new slag/pebble (Sulfuric slag, nitric pebble, w/e) in addition to the ore. This would then have to be run through a washing plant to yield the waste water and maybe slag.

MIning: Infinite Saph + Sulf Acid --> Saphirite and Sulfuric Pebbles

Wash: Sulf Pebbles + Steam/Water --> Sulf Waste Water + Slag

Either way, I've always played with infinite ores disabled but now I need to start a new game with them. This looks fun.

Re: Development and Discussion

Posted: Tue May 16, 2017 5:05 am
by Diedel
Zombiee wrote:Alternative to waste water, you could have the infinite ores yield a new slag/pebble (Sulfuric slag, nitric pebble, w/e) in addition to the ore. This would then have to be run through a washing plant to yield the waste water and maybe slag.

MIning: Infinite Saph + Sulf Acid --> Saphirite and Sulfuric Pebbles

Wash: Sulf Pebbles + Steam/Water --> Sulf Waste Water + Slag

Either way, I've always played with infinite ores disabled but now I need to start a new game with them. This looks fun.
This definitely looks like the easier way to do it, now my infinite ore drops stone furnaces too, just looks slightly fun on the map.

Re: Development and Discussion

Posted: Tue May 16, 2017 8:27 pm
by Zyrconia
So Angel, have you decided upon Uranium? Separate ore or result of sorting?

Sorry if I missed your answer before.

Re: Development and Discussion

Posted: Wed May 17, 2017 6:46 am
by Arch666Angel
Zyrconia wrote:So Angel, have you decided upon Uranium? Separate ore or result of sorting?

Sorry if I missed your answer before.
The ore patches have been removed in the latest updates :) (If you play refining + bobs)

Re: Development and Discussion

Posted: Wed May 17, 2017 7:34 am
by Zyrconia
Arch666Angel wrote:
Zyrconia wrote:So Angel, have you decided upon Uranium? Separate ore or result of sorting?

Sorry if I missed your answer before.
The ore patches have been removed in the latest updates :) (If you play refining + bobs)
Thanks!

The only downside is that now we don't have light emitting ores on the map :).

Like I said, don't want to play with RSO anymore, but with RSO getting Crot online was a major early game milestone. Maybe Crot should be shinny :). And Jiv.

Also, it is early too early to tell, but looks like for the first time ever, IMHO, Smelting is good? Need to test it thoroughly.

Re: Development and Discussion

Posted: Wed May 17, 2017 7:43 am
by Light
Zyrconia wrote:
Arch666Angel wrote:
Zyrconia wrote:So Angel, have you decided upon Uranium? Separate ore or result of sorting?

Sorry if I missed your answer before.
The ore patches have been removed in the latest updates :) (If you play refining + bobs)
Thanks!

The only downside is that now we don't have light emitting ores on the map :).

Like I said, don't want to play with RSO anymore, but with RSO getting Crot online was a major early game milestone. Maybe Crot should be shinny :). And Jiv.

Also, it is early too early to tell, but looks like for the first time ever, IMHO, Smelting is good? Need to test it thoroughly.
Infinite ores shine brightly. It's a very neat effect when RSO is being used and you see a shiny dot in the middle of a patch. It helps differentiate the ores quite nicely.

Re: Development and Discussion

Posted: Wed May 17, 2017 7:56 am
by Zyrconia
Light wrote: Infinite ores shine brightly. It's a very neat effect when RSO is being used and you see a shiny dot in the middle of a patch. It helps differentiate the ores quite nicely.
Ahhh, indeed. Infinite ores are shiny.

That's good enough for me!

Really bad with details right now since I'm updating more playing :).

Re: Development and Discussion

Posted: Wed May 17, 2017 7:58 am
by PiggyWhiskey
Angel, is it possible to add an override for players that don't want to use Bob's Electronics.

Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed.

Re: Development and Discussion

Posted: Wed May 17, 2017 8:01 am
by Diedel
We need more inputs for the chemical plant, can't craft rocket fuel anymore with the latest bob revamp changes :(

Re: Development and Discussion

Posted: Wed May 17, 2017 8:17 am
by Nexela
Use angels chemical plant

Re: Development and Discussion

Posted: Wed May 17, 2017 8:21 am
by Zyrconia
PiggyWhiskey wrote:Angel, is it possible to add an override for players that don't want to use Bob's Electronics.

Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed.
Man, Factorio has the most complex mods ever. I have never seen more reactive mods out there, that adapt to an ever changing subset of mods that act as requirements.

With only Bob's Plates, you get a tier above blue circuits, purple circuits. called Advanced Processing Units.

With Bob's Electronics, Advanced Processing Units become split into 2: Multi-layer Circuit board and Electronic processing board and become blue. Plus, all other tiers of circuit get split, into multiple types of brown, white, green and blue circuits.

Or so I think. It would be great if there was a flowchart maintained by mod authors: if you do have this mod and this mod, you get this.

Anyway, TLDR:
With bob's you have not 3, but always 4 "final" circuits.

Angel could use these finals.

Additionally, the presence of a mod, like bob's electronics, could be detected and if present, some final tier circuits replaced to make recipes less expensive, like replacing Basic electronic boards with Basic circuit boards.

Re: Development and Discussion

Posted: Wed May 17, 2017 8:42 am
by Diedel
Nexela wrote:Use angels chemical plant
Doesn't work either, the rocket fuel needs 5 liquids/gases now, though i think that the petrochem mod will change that in the next revision.

Re: Development and Discussion

Posted: Wed May 17, 2017 9:42 am
by nagapito
Diedel wrote:
Nexela wrote:Use angels chemical plant
Doesn't work either, the rocket fuel needs 5 liquids/gases now, though i think that the petrochem mod will change that in the next revision.
I advise you to rollback bobs revamp mod so you can play and wait until it all stabelize.
I say this because current changes are not permanent, bob is still tweaking the system and he is talking already of some drastic changes to the new rocket fuel recipes he made.

Even if it all worked, you would probably be redoing your rocket fuel production next release and how knows how many more releases.

Re: Development and Discussion

Posted: Wed May 17, 2017 9:44 am
by Zombiee
I know small balance issues are low priority while still dealing with 0.15 changes but ... add these to your 'Look at when everything is fixed and nothing is on TV' list.

Smelting specifically - Everything seems to be x1, x1.5 x2 vs traditional smelting with these exceptions:

1> Solder from casting furnaces is half the solder per plate vs traditional methods. Using the casting machine to make solder will take more materials, more room and more power vs traditional needing resin.

2> Casting coils of copper wire and then splitting into copper cable the same as casting the plate and then crafting the cable as far a material cost. Only advantages I see are that assemblers make them faster and you save some electricity. (Very minor, just contrasts #3 a lot)

3> Casting coils of tinned copper wire directly is a substantially better than crafting from plates. Doing this cuts copper costs to 50% and tin to 75%, while being easier to transport and cutting electricity costs to ~25%. While the copper coil from #2 offers virtually no benefit, this is so good as to be broken.

Hopefully this is of some small use to you at some point.

Re: Development and Discussion

Posted: Wed May 17, 2017 10:44 am
by Diedel
nagapito wrote:
Diedel wrote:
Nexela wrote:Use angels chemical plant
Doesn't work either, the rocket fuel needs 5 liquids/gases now, though i think that the petrochem mod will change that in the next revision.
I advise you to rollback bobs revamp mod so you can play and wait until it all stabelize.
I say this because current changes are not permanent, bob is still tweaking the system and he is talking already of some drastic changes to the new rocket fuel recipes he made.

Even if it all worked, you would probably be redoing your rocket fuel production next release and how knows how many more releases.
Ah I am OK with that, it is a bit part of why my base is not that giant, so i can find and fix those things, it is part of the fun. It is just a bit annoying if a recipe breaks completely, but there is always the black market in case of things like these.

Re: Development and Discussion

Posted: Wed May 17, 2017 1:08 pm
by IsZako
Is there a way to generate infinite ore only?
* Translated by Google Translate

Re: Development and Discussion

Posted: Wed May 17, 2017 1:30 pm
by qwerter96
IsZako wrote:Is there a way to generate infinite ore only?
* Translated by Google Translate
There's a config option to pick how much of an ore patch should be infinite, but be careful as if you have acid mining for infinite enabled it could be near impossible to get the ore you need.