BlueTemplar wrote: Fri Jul 12, 2019 7:24 am
KoblerMan wrote: Fri Jul 12, 2019 1:56 am
Different people have different hardware setups. In many cases, Factorio is run on basic workstation/laptop PC's that have very limited capabilities. I'm sure for someone with a better computer, UPS only becomes an issue late game. However, for someone with a toaster, issues could hit
before they even get past initial oil setup.
(emphasis mine)
With a literal toaster, maybe? Do you have any
concrete examples? What you suggest is borderline insulting for Wube...
No, it isn't. I'm also not insulting Wube with this, nor intending to even mention them by any means. Prior to 0.17.x, UPS was a muuuuch bigger problem than it is now. The optimizations with fluid mechanics alone for 0.17 pretty much invalidate the last part of my statement anyway. Look, the point is, UPS drops still happen, and it's more likely to be with users who unfortunately are not running the best hardware.
BlueTemplar wrote: Fri Jul 12, 2019 7:24 am
KoblerMan wrote: Fri Jul 12, 2019 1:56 am
Although the majority of players probably don't get to megabases, we should still accommodate those who do. Most people who have more than 100 hours in-game have probably built a megabase by now, or at least gotten up until the point when it becomes feasible. Using the argument "most people don't" as an excuse is just not considerate of the hardcore players.
Even defining "megabase" as anything you do past the end game, rather than something that taxes your computer so that you're unable to average 60 UPS, here are the following numbers :
- median play hours : 46
https://steamdb.info/app/427520/graphs/
- researched oil processing without using mods : 58%
- finished the game without using mods : 14%
https://steamcommunity.com/stats/427520 ... ce=SteamDB
So your statement seems unlikely.
(I have probably several thousand hours by now, and I never made it to the actual end game : launching a rocket with a satellite. But I'm probably not representative of the "hardcore" players either...)
Your statistics (and anecdote that you've never launched the rocket) only further prove my point that "the majority of players probably don't get to megabases" considering total number of players having even launched the rocket in vanilla is just 14%.
Changing the definition of "megabase" is just going to lead down another path of pointless semantics. When I typically define the word "megabase", I mean a base with post-rocket launch where overall production is mentioned in science per minute rather than any other unit of measurement. This is the definition that I decided on for myself since when people post about their "megabases", this is the trend that is displayed most of the time. Your definition of "megabase" may differ, but just know that when I use the word, that is the context that I have chosen to use it with.
BlueTemplar wrote: Fri Jul 12, 2019 7:24 am
KoblerMan wrote: Fri Jul 12, 2019 1:56 am
UPS should ALWAYS be a concern from an efficiency and system resource cost standpoint. Unless you can demonstrate that your code is so well optimized that it is technologically impossible to optimize it any further on every potential hardware configuration, it really shouldn't be ignored. That being said, Factorio is extremely well optimized and the devs work hard to keep it that way after every update.
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Overall, there's no good reason to really have this stance on UPS.
Selvek wrote: Thu Jul 11, 2019 10:08 pmWithout knowing exactly why nuclear is UPS-heavy, I wonder if a simplification that "turns off" fluid flow mechanics (in favor of instantaneous flow) through pipes for steam under certain circumstances would help?
Nuclear is inherently UPS-heavy because of all the calculations being done, not only by the power plant itself, but also mining and processing of uranium. Only considering UPS, solar with accumulators is a no-brainer.
While Wube's dedication is commendable, I don't think that they should spend too much time on issues past the end game, that affect only a minority of players.
Everything is a tradeoff : Nuclear is,
by definition, not viable as power for the megabase-that-is-so-big-that-you-run-into-UPS-issues.
Optimizing stuff comes at the cost to gameplay : pushing this logic to the extreme : turning Nuclear into another solar would certainly "optimize[] that it is technologically impossible to optimize it any further", but what's the point ?
Why shouldn't Wube spend time on "issues past the end game"? Is it completely unreasonable for them to focus on a whole 14% of their player base? Ideally, developers should want to satisfy as many subcategories as possible while also keeping the players as a whole satisfied. Sure, maybe they should wait on endgame stuff until post-1.0 launch after most of the bugs are squashed. But the biggest criticism I've ever heard of Factorio is that "once you launch the rocket, there's no point to playing anymore because you have f***-all to do". Why wouldn't Wube expand on that?
To say that optimizing comes at the cost to gameplay just does not make any sense whatsoever. Optimizing nuclear will not turn it into "another solar" and in fact will do the opposite, giving players a choice for once to go nuclear instead of always needing solar.
Also, when I originally said THIS...
KoblerMan wrote: Fri Jul 12, 2019 1:56 am
Unless you can demonstrate that your code is so well optimized that it is technologically impossible to optimize it any further on every potential hardware configuration, it really shouldn't be ignored.
...I was basically putting out the sentiment that no particular hardware configuration should be forgotten when considering optimization. My exact wording of "it really shouldn't be ignored" is not a hard literal translation for "always keep optimizing with no regard to anything else". This really has nothing to do with anything particular in the game, either, but rather a philosophy towards optimization and UPS as a whole.
BlueTemplar wrote: Fri Jul 12, 2019 7:24 am
Using IRL numbers for solar and nuclear is not a good idea, as gameplay > realism.
The realism of the game is pretty good as it goes, and mechanics (like the fluid simulation) > numbers.
(And if one wanted to do that, one would have to start first anyway with the energy in coal and the calorific capacity of water - solar and nuclear only later.)
And btw, the high consumption of water by nuclear reactors is realistic :
For instance, for the Fukushima power plant, they razed the 35m cliff that it would have been located on, so that the costs of pumping seawater are lessened !
And last summer, we had to temporarily shut off some nuclear power plants, as they would have made the river too hot with their waste water!
(Only a tiny fraction of water actually ends up evaporated.)
(and this is IMHO good for gameplay, as the player has now to deal with with logistics of water, which is good for a late-game mechanic like nuclear.)
What the engineers did for Fukushima is really just the Factorio equivalent of moving your nuclear plant closer to a large body of water to reduce the distance water is pumped through pipes. It really has not much to do with the consumption.
"Only a tiny fraction of water actually ends up evaporated" may be true for real life, but in Factorio, the steam quite literally vaporizes once it's used. There is no method in Factorio for condensing used steam back into water to limit water consumption. This actually makes it less realistic than real life.
As for temporarily shutting off some nuclear plants for making the rivers too hot, what in all honesty does that have to do with the price of cheese on the moon? Because it really doesn't relate to Factorio at all.
eradicator wrote: Fri Jul 12, 2019 10:40 am
My "toaster" runs 1GW/60SPM at 1.15Ghz at 60UPS. And it's a totally chaotic factory with zero UPS optimizations. Your random assumptions only make your argument weaker.
UPS is not optimized by the player, it's optimized in the code. You can't sit here and tell me that you can manipulate UPS to any reasonable degree on a software basis. Sure, you can design your factory to be more efficient which will decrease UPS cost, but unless you have double the structures being half as efficient I really quite honestly don't believe you.
eradicator wrote: Fri Jul 12, 2019 10:40 am
Tuning game mechanics for the hardcore players is "not considerate" of the 99% of normal players.
Sure it is. You're incentivizing normal players to broaden their horizons and try something new. Normal players are in focus almost all of the time anyway. That's like saying it's not fair to the 99% of people who get cake to give cake to the 1% of people who almost never get any.
eradicator wrote: Fri Jul 12, 2019 10:40 am
In a world where you have infinite resources and infinite development time and developers with infinite IQ available you can try to optimize for "every potential hardware configuration". In reality you can not.
Having to spell out tautologies makes me sad...
It's a hypothetical, as stated above. Of course it's blatantly unrealistic. Again, my point here is not that this should be the case, but rather that further optimization should always be considered. And also again, Wube does a fantastic job at this and they have my respect for it. I'm talking about all game devs in general.
eradicator wrote: Fri Jul 12, 2019 10:40 am
Apparently you also didn't have time to understand my post, because it says right there that nuclear uses *less* water per MW produced because hotter steam has more energy. Maybe you should try to build a 1GW+ coal power plant for comparision...
Ultimately, whether or not my math is correct, my point is that nuclear guzzles water faster than offshore pumps can even dish it out. No amount of optimization will change that. It's a balance issue.