I’m sorry if my reply seems delayed, I’ve been reading the comments from multiple sources and I just didn’t have time left to reply properly to them. I have been taking notes and I will try to reply to most of the things that I have noted down. I won’t be using quotes as a lot of them are paraphrases or I have read those same questions/statements from multiple people or in an almost identical form that fit the same answer.
“Refinery is likely going to need a rebuild to make AOP work.”
“AOP cannot be ignored unlike for example electric furnaces.”
“New player can build straight pipes and get the Can’t mix fluids error.”
“Make BOP and AOP happen in different entities (move BOP to chemical plant).”
I believe it is very common in Factorio to have to rebuild things, because the player did not expect some things to be needed later, or unlocked a more efficient way to do something (better belts, beacons, logistic robots), or the amount of for example electronic or advanced circuits they will need. However, I tend to agree that having to rebuild because the game suddenly gives you a new mandatory recipe could potentially feel more arbitrary and forced, especially newer players tend to build just s few refineries so the issue does not have to be huge, and setting up a separate refinery instead of altering the original one also has a quite a bit of value as an opportunity to do it again and better.
The fluid mixing error when setting a recipe is quite awful IMO and should be addressed in some way.
Making BOP happen in a chemical plant would just eliminate any chance to reuse your BOP build for AOP and make it certain that it needs a rebuild. This would be especially bad for veterans as they could not build a future-proof BOP they could easily switch to AOP later, and new players should also absolutely be given the chance of “can you adjust it to meet the new demands?”.
“Rocket fuel is 10% more expensive with the same energy value.”
“Move Rocket fuel to a chemical plant.”
Rocket fuel was already losing energy value before, so it just gets a bit worse, with productivity modules still being able to turn it into a gain. The gain however becomes rather small and I have been considering raising the energy value of RF, or decreasing the solid fuel cost to 9.
I did consider to move RF to a chemical plant but that would mean 1 less productivity module which would mean further nerf, and we don’t have many assembling machines with a fluid input, and variety is nice.
“Add a tutorial.”
This is always an option and certainly vastly superior to having the player go to wiki/youtube/... for help, but if it can be solved in the game then I’d say it’s much better. Explaining trains, robots or inventory transfers in a simple tooltip or the entity gui or making a build up for it in the game is rather difficult, so those do have minitutorials. However do not take this as “there will never be an oil minitutorial”. I do not remember which exact tutorials are still planned. The campaign will be trying to distribute the whole oil problem a bit slower and will put technologies in ever smaller chunks, but you will see that later.
“The gui should explain it better.”
When we were the testing the NPE/tutorial/introduction, we added the “Status” in tooltips and the yellow/red icon backgrounds to indicate why the entity is not working. If I remember correctly the coming entity GUI redesign will integrate mainly the status to make it much easier to see. Good point regardless of which version of oil processing we would have.
“Moving the problem does not solve it.”
I really do think moving the problem solves a lot here. First off because of moving it in time means the player is familiar with the basic part of the recipes and has crude already coming in etc, as mentioned in FFF. Secondly because of moving it to a point when the player also unlocks cracking with it. I can easily see some people will try to avoid cracking and just spam storage tanks, and that’s completely fine - because it is their choice for the time being and at some point they will likely try to set up some form of cracking, be it with circuit network or without it. The important part is, when they encounter the problem they have the tools to fix it properly.
“They are dumbing the game down.”
As mentioned before, it is still mandatory to address the problem in some way. I really do not think the game is getting dumbed down. Sure, the first part of oil processing is simpler, but you do not have rocket part recipe available from the start either.”
“Factorio is played by people who enjoy problem solving.”
While overall this is probably true, people are usually tough to separate into binary groups, AND more importantly, and this is something we are trying to voice all the time, getting through oil is not only confusing but also tedious. A problem solver type of person can easily just stop playing because it is too much for them. And that is one of the things this change improves.
“Flare stacks.”
“Add 3 separate recipes with one output each.”
Adding an entity that would magically solve the whole puzzle/problem for you is IMO the real way how to dumb it down. And even if the flare stack would make a lot of pollution or even eat a lot of electricity, these are way too abstract downsides to balance the possibility of a lazier solution. I’m not saying a lazier solution is inherently to be stigmatized, but removing the need to do the puzzle at all does sound like dumbing down.
Adding recipes which output one of the results is even worse even if it was very inefficient.
“It has been working fine for years.”
Has it? Sure, most of us here figured it fine more or less. But also many of us report that oil is tedious, and some of us aren’t here because they have already quit because of it.
“The association of the theme of oil as a multiple output problem is weakened.”
This is a decent point. I believe the theme is still there, but I do agree it is less ... simply because smaller frustration will lead to less memorability and standing out in this regard.
“Is this change to reduce complexity, refactor the tech tree, or rebalance the oil production recipes.”
It’s pretty much the first two, in the sense that it should improve the flow or the game (though the technology changes), while making the basic oil processing step less complex. A lot of negatively responding people say it is only for new players, but we really believe the flow of the game is really important for repeated playing, if not even more important.
“Advanced circuits are too advanced to require them this early in a science pack.”
I find this a fairly valid point, but almost all of the things that chemical science pack unlocks do require advanced circuits, and the future science packs build on top of that complexity (and of course the amount of advanced circuits you need) further.
“Pushing robots back is not fun.”
This was pretty much my first response when I first heard about the whole idea, but now I’d say it’s really not that huge difference between late logistic and early blue science, especially with the basic refinery being quicker to set up. I will be observing this very closely what exact effects will it have. We were considering to add burner powered construction robots a few years ago, but I can’t currently see how and when would those appear.
“Basic oil processing should only output heavy oil and unlock both cracking recipes.”
This would mean that if the player is not going for early robots, they would just have to do 2 more cracking steps for all of the petroleum gas. That is 2 extra steps adding to the tedium and vastly decreasing the puzzle of advanced oil processing - a typical new player is really not going to set up a circuit network, and the AOP solution would not be different in anything, just more efficient per crude oil.
“Put sulfuric acid, or sulfur and water in chemical science pack recipe.”
I really dislike any science pack to have a fluid input, just looking at the crafting menu and seeing red background is alarming.
“They are trying to overengineer the game, until it is no longer the game I fell in love with.”
This is incredibly painful to read, and yes we do consider this at every corner. I believe the changes we do overall are going in a good general direction, and if some version as a whole would be majorly superior, there would be more “0.12 recipes” stule mods and they would be much more popular, assuming we aren’t doing something awful in the non-moddable parts of the game, then people would just stay on older versions.
“They could have been done with the game in 2015 or 2016.”
Honestly the only answer I have to this is that you should probably stay on 0.12 to stay true to that argument. Otherwise I find it to be an overreaction to one disagreement with some changes.
“There is no indication that there will be multiple inputs and outputs of the refinery.”
Some others have pointed out that the refinery looks suspicious and strange without the other inputs and outputs. While it’s not in your face explicitly stated, hints are there. Let’s see how much this is a problem when people get their hands on it. Especially newcomers who aren’t aware of how advaced oil processing looks.
“In megabases basic oil processing is more UPS efficient.”
I really don’t find this to be an issue. UPS optimized bases by definition already avoid many things altogether and try to simplify the game to the absolute minimum as every extra task or step the factory has to do can be considered a UPS-crime. They will still mix in some liquefaction or advanced oil processing for some lubricant and possibly light oil. I am quite curious what exactly will this look like but it is not something to design for as a priority, yet it has been considered.
“Petroleum gas has too many uses.”
Anything that is not from petroleum gas could introduce a need for reverse-cracking or forcing to make for example solid fuel from petroleum gas in order to save light oil for something else and keep the refineries running. I think it’s ok.
“The wall is the ever growing complexity of science packs.”
“The wall is the ever growing resource demands of science packs.”
I can’t really imagine how would the progression be interesting if the science pack steps would be about the same price and/or complexity increase steps. In the beginning it would just be insane, and in the late stages just a chore. Should there be smaller steps? That’s a tough question, but I think 0.17 has improved on the distribution of these steps quite significantly.
“The new changes wikl force me to redesign things.”
I personally take this as more new things to try and do. I feel like if we played the game with the same recipes for years we would get bored rather quickly. At the same I feel your pain completely as being invested into a big base only to see some integral recipes for it change can feel horrible. Luckily it is easy to stay on the older experimental version or revert the problematic changes with a mod that I’m fairly sure is going to exist very quickly after we do whatever changes, as pretty much always we do any changes... in fact the mod I made with the changes is a perfect recipe for the reverse mod as it shows all the changes that need to be reverted. I know, these solutinon require some action from your side but I believe it’s not a giant obstacle.
“The new recipe does not make sense as it is not realistic.”
It is always great if we can stay believable or compatible with real processes, but gameplay logic should always come first in my opinion, unless it’s converting raw fish into rocket parts.
Especially if you read this far, thank you very much. Hopefully you have found some answers, and even more hopefully you understand our aim is not to ruin the whole game, and that making a change does not mean it can never be changed, altered or reverted.
Thank you very much for all of your replies. All of them.
V