Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Posted: Fri Apr 22, 2016 6:11 pm
Very valid points, all of them. I like it. Especially the steam/boiler recipes, that's amazing.
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So you have comitted to not mod burner insterters, non-electric furnaces, belts and gun turrets? I'm just saying that for "Electricity" to mean something to the people who read the name it kind of has to be limited to the parts that are most associated with electricity and not everything that uses electricity. It's fine if you want to mod other items, just giving you my interpretation and expactation of the current name. In a game where almost everything requires electricity it just seems a bit odd to me personally to specify "this mod is about electricity and nothing else" and have that mean "This factorio mod is about factorio stuff". But it's your mod.XyLe wrote:The mod isn't called "electric producers or transmitters" though. It's about extended electricity.
It's called theorycrafting? I like it! Nice name, descriptive and fun to engage in.XyLe wrote:It's called theorycraft and i don't like it. If you're ready to share a replay of you building a real thing in a normal game i'll check it out. If you're gonna throw a bunch of numbers at me - i'm not interested, i can do that myself.Qon wrote:Just checked what a single assembler with 4 productivity 3 modules and 12 beacons with 2 speed 3 modules in each draws. 2.6 MW for the assembler and 5.7 MW for the beacons. That's the very worst ratio you can get if your assemblers are working full time, right? Also if you place the assemblers in a grid when going for 12 beacons on each assembler you will use less energy. With only 4 assemblers and 36 beacons (12 in reach of each assembler) I was already using less than twice as much power for beacons comapared to assemblers.
I didn't mean to insult you or your factory. Sorry if that sounded like a critisicm of your person. What I meant was that the fact that your factory uses more electricity than optimal isn't an argument for beacons being energy hungry. It's fine to do suboptimal setups, both temporary and permanent. I do a lot of suboptimal stuff too. But I wouldn't use my factory stats as proof that something is this or that way without considering if I'm doing things the optimal way. While you don't necessarily do the optimal thing, you always balance for the optimal path. Because players will theorycraft and it shouln't break the game. And anything can be used in the "wrong" way and that is no reason to buff (or in this case claim something uses a lot of energy and balance other parts in relation to it) it until it works in the "worst" configuration.XyLe wrote:Let's agree on something here: i'm very bad and i'm doing everything very wrong. Ok? That's fine by me and i'm not gonna argue with anybody to prove otherwise.Qon wrote:So you are doing something very wrong or you are doing something very good I don't know about. You should probably fix your factory so that your assemblers are working all the time.
As it was a fact applicable to all productivity factories. All I meant was to point out that it isn't a property of productivity factories. Instead it's only limited amount of data gathered from your factory, about your factory. Is this sorted out now? Or do I have to show the most embarassing parts of my own factory?XyLe wrote:Did you know that productivity oriented factories actually spend 10 times more power on beacons than they spend on any other power consumers?
My information comes from my branch of the mod where MK6 panels continue the pattern with 5 of the previous tier for 4 times the power q:XyLe wrote:I went with 6 panels for mk2-mk4, i never said anything about mk6 and i don't even know which recipe it would use and what kind of power generation it should offer. That's what we're trying to decide right now. So i don't know where you're getting your information.I don't like it. I prefer just balancing the recipes. And I have 40 MK6 solar panels that give 61 MW each. Regular solar panels would give 3 times as much power but I feel it's worth it because it's fun and convenient to have a portable powerplant. I think the price is reasonable.
If you went with 6 panels for 4 times the power then you would need almost 8k solar panels for a single MK6 panel that gives the power of 1024 as much power as a regular one. You would then only get 13% the power of regular solar panels you put in when you "upgrade". And on top of that it's all the other items you have to pay for also. Isn't that a bit too much?
Of course. It's your mod. I'm glad if I can help!XyLe wrote: And no, it is not a bit too much. I honestly appreciate your opinion and i'm grateful for your time and effort, finally having such a long discussion is exactly what i always wanted, i understand that you want this mod to be better, i'm glad you like it. I promise to consider your point, it's good and you clearly have your personal taste but you're also capable of adjusting the mod however you see fit. That's why in the end i'll have the balance which i like and my personal taste will be the highest priority here, i hope you can understand that and still enjoy the mod, even if it's not gonna be done the way you've suggested.
Cheers)
So is the boilers mk2 still 50% efficient But scaled up to use and produce 4 times as much power? The limits on how much water you can pump through, consume and how much you can heat water seem to be a bit tricky to balance. It will be interesting to see what you come up with. Can it compete with solar when those are as space efficient as they are now? Is the fuel burning path might be much cheaper to set up or something in it's favor?XyLe wrote:Steam boiler mk2 uses more pipes and a steel furnace.
Steam engine mk2 uses engines. I kinda like the recipes. It's 4 times the power compared to basic versions.
It's in the config file now. You can even make it cheaper if you want, i don't care. There's just a number of solar panels which is used to make a better solar panel.gendalf wrote:Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make.
The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod.
Ima tell you this - i haven't yet read all of the above, it was a huge post of yours. I've glanced through and i haven't seen any revelations there or anything i really needed to know to make the mod right now because the config solves the most if not all of your issues.Qon wrote:So is the boilers mk2 still 50% efficient But scaled up to use and produce 4 times as much power? The limits on how much water you can pump through, consume and how much you can heat water seem to be a bit tricky to balance. It will be interesting to see what you come up with. Can it compete with solar when those are as space efficient as they are now? Is the fuel burning path might be much cheaper to set up or something in it's favor?XyLe wrote:Steam boiler mk2 uses more pipes and a steel furnace.
Steam engine mk2 uses engines. I kinda like the recipes. It's 4 times the power compared to basic versions.
While XyLe's next version will have the cost easily configurable, a fan of this mod made his own version that uses 4 to get 4 times the power (and has other stuff also) viewtopic.php?f=93&t=24127gendalf wrote:Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make.
The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod.
hey they scale so badly because there desined to be more balanced... for a item that use the same space its kinda better to make it cost more for the same space but tones more energy.Qon wrote:While XyLe's next version will have the cost easily configurable, a fan of this mod made his own version that uses 4 to get 4 times the power (and has other stuff also) viewtopic.php?f=93&t=24127gendalf wrote:Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make.
The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod.
I haven't tested it so can't say if it's good or bad yet though. Otherwise just wait for XyLe's version 2, it will probably be fantastic q:
ive recreated the mode you can see it in here viewtopic.php?f=93&t=32371kwstoudt wrote:Any chance on getting a 0.12 version?
ive recreated the mode you can see it in here viewtopic.php?f=93&t=32371Qon wrote:Have you read this?Fedorrro wrote:MK3 Solar Panel don't charge any accumulator in isolated network, but simply solar panel do.ScreensHave you tried the MK 2,4 and 5 if they work?trookat wrote:In the zip file if you replace /prototype/entity-solar-panels withkwstoudt wrote:Any chance on getting a 0.12 version?
https://www.dropbox.com/s/zred2ls7cs61s ... s.lua?dl=0
it will work for 0.12
Mark 3 works for me.