Raiguard wrote: Fri Feb 28, 2020 4:12 pm
The pump looks great! However, I agree with everyone else here - the entity itself feel like a cheat. It doesn't require power and has an insane amount of throughput.
I think that there should be some kind of basic, burner-powered pump that you start off with, then you unlock the actual offshore pump with fluid handling. It should require electricity to function.
I know that the idea is not to make any more major changes before 1.0, but this feels necessary to me.
Good work, as always!
I'll be that person. I agree with what is said here, a 'Burner Pump' would be a necessity in order to move forward with an un-cheaty feeling 'Pump'. But could spiral into more issues. Right now the burner stage in Factorio is near non-existent in the base mod. I like 'bobs' idea with 'Basic Belts (logistics)', 'Burner Assembly Machine' and then moving into steam from the 'Pump'/'Boiler' setup 'Steam Miners', 'Steam Assembly Machine'. But I don't feel confident these would ever make it into the base again. Even though they make the most sense to me. I simply don't understand the burner stage in base mod, there's really no point to it beyond the tedium of hey let's build a 'Pump', 'Boiler', and 'Steam Engine' then build a 'Lab' to unlock research, and never use burner stuff again.
I would all most say why not just get rid of the burner stage all together in base, and just give you what you need for powered start, enough to run an 'Electric miner', a 'Lab', 'Assembly Machine 1' (225kW), and a few 'inserter'. The 'steam engine' outputs 900kW but let's say it is the engine from your ship you salvaged and it was heavily damaged so it can only output 300kW, you were lucky your 'Boiler' survived, and the 'Pump' repurposed from you water treatment system. Just go cut down some trees, have some 'Copper Cable' at start too and make some 'Small Electric Poles', and bing bang boom bobs your uncle start the game without having to waste your time just trying to start playing.
Now that's not why I said I'll be that person lol. It would be neat to see water taken into a new direction. I have been on the finite water team since forever. But thinking it could be done more gracefully.
Add additional sources of water in the game instead of three(?) now.
- Shallow Freshwater: stays the same but only generates as lakes, rivers, small bodies of water (is finite)
- Deep Freshwater: see above, acts the same as other resources, further out the more there is
- Shallow Saltwater: unpumpable have to research late game technology desalinization
- Deep Saltwater : is more abundant, and higher yields (resource wise, not output)
Note: as water beds dry up it causes desertification in the surrounding area, essentially effecting the water table (decreasing the moisture levels)
*the below is subjective, and not necessity. I think it would be a good thing for a few reasons though, that said it would probably work best in conjunction with other mods that could utilize the extra yields as base is pretty balanced as it.
a. when not playing with biters gives you an alternate challenge with pollution
b. forces the use of the barrel system
c. gives an alternate method for Sulphuric Acid production.
- Shallow Greenwater: is toxic, this develops from pollution, if you step in it you get hurt, if machines fall into it they get damaged, and destroyed
- Deep Greenwater: can be filtered with a special kind of pump, assembly machine, and barrels. Toxic by-products can be barrelled and turned into sulphur, while filtered water can be barrelled and sent off to where you need it.
Other ideas for modding:
- Deep Saltwater: beds could leave salt deposits for mining, have to create dykes to isolate parts of saltwater body so you can drain them and gain access to the resource.