V453000 wrote: Sat Jul 27, 2019 8:27 pm
“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.
“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.
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
still not a fan of changing the basic oil processing to the new simple version, and don't think i will ever be, but i understand, the first time i built it, i was scratching my head for hours. but more so it was because of the misplaced pipe that mixed the fluids somewhere, for that fix i am extremely grateful.
yes i was hoping that you had looked at the rocket fuel change, although, i would not at all mind if it drank 100 light oil directly and didn't use solid at all, but seriously though - 9 solid and 10 light needs to be the way, maintain the previous balance.
i know tutorials take time and they need to be good, but the one for oil needs to come soon, and definitely before 1.0
if you cant get the tutorial out before making a nice gui indication that gives you a better hint as to why the refinery is not working, a simple one in red can be added when you hover over the refinery, when a fluid is full, it is highlighted in red and can say something like "Processing Halted, Light oil storage full" although in my case it's usually heavy as my light gets turned into solid completely, gas into plastic, and heavy into lube....
pushing robots back is absolutely not fun whatsoever!, so any modded game i play i get robots to start the game with... where are these so called burner robots?? i would like to see them asap! imo the starting speed of the robots is really bad as it is, the burner ones had better be just as fast, preferably be able to use at least 20 of them, the modular frame with it's 10 per mk1 roboport and 4 possible inside it means 40 max, but i have to pluck them from the air to keep them busy with only a handful of solar panels. or maybe something like nanobots
https://mods.factorio.com/mod/Nanobots that require some kind of ammo to get them to build for you.
i am not opposed to having a science pack require a fluid input, in fact if you change the blue, purple and yellow science packs to all require a fluid that would upset some people, but for me it's a new puzzle to figure out.
Something else however - - - with out first knowing how the circuit network works, something like an overflow valve would be useful in the game, i remember downloading flow control
https://mods.factorio.com/mod/Flow%20Control , a mod that includs simple valves before learning how to use the circuit network that worked very well for me. i would like to know what you and the other devs think about adding the overflow valve, or perhaps them all, to the base game included with fluid management perhaps to help with managing the fluids?
at any rate i did read your entire comment and appreciate everything. thanks