fandingo wrote:I'll be a little intentionally obtuse: What cliff?
Good I like someone who gets straight to the point!
fandingo wrote:After building blue science automation, there's tons of stuff to do -- not least of which is getting resources to actually complete research. Outposts to build, assembly lines that to be scaled, laying rail, setting/building robots and roboports, booming electrical production, oil cracking, setting up modules, and dealing with biters just to name a few. If you're speaking about the difficulty of oil, that's always going to be far more difficult than anything else in the game -- so many input/outputs that require more complex routing than belts.
While I agree with you, there is tons of stuff to do.
I would also have to point out that there is
always tons of stuff to do and I am doing most of the above from green science on wards
The cliff I speak of is the fact it generally takes me a good 20mins+ to setup blue science without blueprint, where as it takes seconds to setup purple/alien
fandingo wrote:Did you mean to omit alien artifacts from SP4? Can an AM3 take 5 ingredients? Are AA only useful for crafting advanced military items and module 3s?
Yes.
For several reasons
- It would make speed runs solely focused on the construction side of the game.
- It was difficult to add 1/10 alien artifact to the recipe.
- I think it would be good if the higher tier military items were vastly more Alien Artifact expensive.
- I am edging for support for and additional tech tree that would be heavily reliant on Alien Artifacts.
there was a few others but I forget ATM, I will tell you them later.
fandingo wrote:I don't like the steel change at all. There aren't many things that require steel, and the only three substantial non-science consumers are more advanced electric poles, solar panels, and AP ammo. I don't think many players are building a substantial amount of solar this early in the game. Sure maybe a handful of arrays, but not much. Anyways, my concern is that for a large portion of the game very little steel is needed. That doesn't seem right. Providing steel at a good clip is an important mid-game necessity for the current SP3, but if you take that away, the player has less incentive to spend time on that until late-game.
Technically I didn't remove the steel component from the SP3 as you would still require 1 steel it would just be in the form of a barrel.
fandingo wrote:I took a look at the raw resource numbers for stock science and your modifications. I was interested how this changed raw resource requirements -- ignoring oil since there's multiple ways to produce the outputs. Since we typically use all levels of science packs simultaneously, here's what's required for a tier-4 science research point. Stock: 18 copper, 21.5 iron, steel 1, 1 alien artifact. Yours: 50 copper, 79 iron, 1 steel. Science is substantially more expensive. I guess that's fine in itself, but the troubling aspect is the large disparity between copper and iron inputs. I would go as far to say that the increased costs and disparities present make the curve steeper than stock. Oil still needs to be setup and actually has more components due to the necessity of solid fuel and lubricant. Presently, it's possible to get 555 SP3 with 1-tank for each output, 1 refinery, and 1 pump jack. Yours requires a lot more setup. Plus, if *barrels* of lubricant are required that requires even more factory components and belt/rail logistics. Additionally, the higher copper requirements makes it a lot more difficult to build rockets (low density structures require 5 copper plate) while performing any research, especially the higher tiers.
Ooh yer I suppose I just haphazardly slapped that stack inserter in there, I suppose that will need changing
however I did intend to make SP4 more expensive and SP3 less expensive, with the intent on allowing your first battery plants to be used for solar (accumulators) etc
fandingo wrote:Part of the reason I wanted people to post configurations was that it's easy to mod these recipes and play with them. You should try a factory with these science recipes and share your experience.
This is a good idea and I will give it ago once I finish my current project and they stop messing with the terrain generator.
I am very new (n008) when it comes to Factorio mods any chance you could post a mod that we could just cut-n-paste our ideas into for testing?
fandingo wrote:I don't think that changing the recipes or ratios of raw resources kills any ideas, but I don't think these particulars are reasonable.
This is fair enough and thanks for pointing out my rushed mistake!
fandingo wrote:The capacity of a filled refined oil recipe isn't tied to the same volume as the crude recipe -- make up whatever reason on why they have different volume (eg. more dangerous, different density/compressibility, more value so packaged in smaller quantities, etc.). I don't know about you, but it's impractical to completely fill trains with oil. I send mine when they get to 400 filled barrels; otherwise, it'd take days to get an oil delivery from depleted outposts, even with speed modules and beacons. Additionally, like everything coming off of trains, don't you use the buffer chests? It's not like a trainload needs to be immediately pumped into tanks. I do agree that train wagon capacity is getting absurd, and I wish there was more incentive to use longer trains. But that's a separate topic.
I haven't really had the chance to get anywhere in 0.13.x to warrent train loads of oil, but in 0.12.x we had a couple of trains that would come back fully loaded with oil barrels, they would consume about 10 solid fuel in the journey though.
I would definitely have to agree that there is no good reason to use buffer chests on oil stops, that being said I suppose my idea of a full train wagon of oil is really only half full because I usually partition the wagons to be half full of empty barrels on the way out and half full of full barrels on the way in. To me this just ends up being easier, because the empty barrels are always where they need to be and not clogging up something else.
The way you describe that it takes days to fill up an oil wagon, I believe that you can see my point with the want to reduce the amount of oil in each barrel, as step one it would reduce this wait time and two it would make ground tanks more useful.
ATM even with my half full "full" oil wagons they can carry 2x what the a tank can hold and 4x if you do it properly.
So there is never any reason to have more than 1 oil tank at a drilling site if there is going to be a train waiting, because you are just waiting on the oil jacks.
This is why I proposed a reduction from 25 to 3 as it would weight the tanks to be larger than the wagons.