Re: Friday Facts #304 - Small bugs; Big changes
Posted: Thu Jul 25, 2019 5:49 pm
I came here (albeit a week late) to voice my approval of the changes. But I must say, wow I guess I'm totally in the minority!
www.factorio.com
https://forums.factorio.com/
Advanced Materials Processing is 75 RGFuryoftheStars wrote: Thu Jul 25, 2019 3:36 pm Ok, so the techs can be split and regular concrete can be made cheaper to research, although I do seriously question how "expensive" the concrete tech is.
Sounds great !FuryoftheStars wrote: Thu Jul 25, 2019 5:18 pm Fixed.
Concrete is also now split into 2 techs. The original concrete tech has been made cheaper and only unlocks regular concrete and its hazard variant. It is also now a prerequisite of the oil processing tech.
Tech costs: 50x red & green
The second tech has been named Refined concrete, requires blue science and concrete, and unlocks refined concrete and its hazard variant. Uranium processing and rocket silo techs have had their prerequisites updated to the new refined concrete tech.
Tech costs: x75 red, green, & blue
I do not think sulfur would ever back up if it was an ingredient in blue science; that sucks down enough of everything that the lubricant will be the thing backing up, not the other way around.FuryoftheStars wrote: Thu Jul 25, 2019 5:09 pmSounds good, but I see a potential problem: you're now tying lubricant and sulfuric acid productions together. Need lube? You're going to end up making more sulfur whether you need it, or have the room, or not. Same vice versa with sulfuric acid. I think it isn't as bad with HO <-> PG as I feel those have more options to deal with the excess.Reika wrote: Thu Jul 25, 2019 4:29 pmI like this better than my sulfur as a byproduct from the refinery idea. It feels more fitting, and the player still has a recipe with one fluid in and one fluid and one item out, but in a slightly more workable package (chemplant vs refinery).Amarula wrote: Thu Jul 25, 2019 2:52 pmOoooh that would be really cool: pipe heavy oil into chemical plant, out comes "a mountain" of sulfur and a pipe of lubricant. I haven't tried the mod so I don't know if it includes this or something like it but I really like the idea.lacika2000 wrote: Thu Jul 25, 2019 9:46 am The use of heavy oil in real life, after removing a mountain of sulfur from it, is for lubricants
You'd have the same issue with it coming directly from the refinery (which is where I think it actually happens?), which is why I didn't go down that path in my sulfur mod.FuryoftheStars wrote: Tue Jul 23, 2019 9:10 pm Yeah, I had considered this and thought of doing a mod for it, so did some research on it (winding up at hydrodesulfurization) and saw that typically this appears (?) to be done during the refining process. So our refinery would give us the current 3 products plus sulfur. {...} this then puts us in a situation where we're now outputting 4 items, at different rates, and it'd all be a nightmare to balance, I think.
Yep!BlueTemplar wrote: Thu Jul 25, 2019 6:25 pm (EDIT : And Refined Concrete requiring lubricant rather than water, right?)
Could certainly do the refined concrete for arty turrets. Not sure about the engines for the wagon variant. While it makes sense, it also makes sense for everything in the game that moves (that isn't burner) to have electric engines. I actually use this mod for some of that: Basic Electric EngineBlueTemplar wrote: Thu Jul 25, 2019 6:25 pm (EDIT2 : I wonder whether artillery turrets shouldn't require refined concrete, considering how late and powerful they are ? (And Artillery wagons - (lube-greased) electric engines ?))
So basically, everything incorporates a built-in flare stack.Yandersen wrote: Thu Jul 25, 2019 6:12 pm Um, guys, what if I tell you that there could be a solution to achieve all goals (realism, simplicity, game challenge) and satisfy everyone (devs, beginners & advanced players)? I proposed it few pages back already, but the more I think about it and the more I read new ideas here and see how (and into what) they evolve over time, the more I convinced in the benefit of a universal solution that is a new basic game mechanic, since it may apply to more than just oil refining.
I like your ideas 1&2*. Your #3 I believe should be an option "on" by default first game, but second game+ off (sortof opposite the toolbelt). I can envision a toggle on a refinery (or other fluid-producing (or even ANY producer)):Yandersen wrote: Thu Jul 25, 2019 6:12 pm 1) Every game item must have a "pollution cost" - a new special value property that show how much pollution got released
...
2) Since any recipe turns one set of items into another, it can be seen as "input products got destroyed, output product(s) get created".
...
3)...
Once even that single output is not consumed and got stacked to more than a half of the storage limit, only then the production actually stops.
Yeah, that would nicely solve the 'newbie' problem.Ranger_Aurelien wrote: Thu Jul 25, 2019 7:56 pmI like your ideas 1&2*. Your #3 I believe should be an option "on" by default first game, but second game+ off (sortof opposite the toolbelt). I can envision a toggle on a refinery (or other fluid-producing (or even ANY producer)):Yandersen wrote: Thu Jul 25, 2019 6:12 pm 1) Every game item must have a "pollution cost" - a new special value property that show how much pollution got released
...
2) Since any recipe turns one set of items into another, it can be seen as "input products got destroyed, output product(s) get created".
...
3)...
Once even that single output is not consumed and got stacked to more than a half of the storage limit, only then the production actually stops.
(Stop production if any output hopper full) (O___) (Discard excess production as pollution)
Left preserves items, while on the right, sometimes you really need to use up inputs (barrels I'm looking at you) or don't want upstream systems to clog up...**
* Don't forget to add the electricity consumption of the device and to multiply pollution by module effects!
** Aha, here is a mod that displays an icon over your machine if stopped due to lack of input or clogged output:
https://mods.factorio.com/mod/Bottleneck
That is a different problem. Currently both inserters start to chase the same item and both fail. With my suggestion both would ignore the unreachable item and start to grab the next one. Which of the two gets the item will work the same as now. But what item they try to grab will change to one that they could actually grab.IronCartographer wrote: Thu Jul 25, 2019 3:44 pmImagine two inserters on different power networks reaching for the same item. One of those power networks loses some power before either of them can succeed, determining the victor. But which network? When? Determining those things in advance would be insanely complex, and this sort of problem being everywhere is why Factorio doesn't support multithreading for much of the simulation.mrvn wrote: Thu Jul 25, 2019 3:24 pm Why is the inserter chasing items pointlessly at all? Why can't the inserter compute the time and location where it would catch up to the item and see that the location is outside of its reach. It can then go for the next item right from the start.
Mmmm, seems reasonable enough. Have you tried putting together a refinery at an appropriate scale in one of your factories using a mod to give the new outputs immediately? It'd probably be a valuable demonstration to compare against the (existing) setup to show the explosion of inputs needed. (Assuming 2.5 refineries -> 1 liquification -> 1.8 express belts per second, I'm betting it'll expand significantly.)Ambaire wrote: Thu Jul 25, 2019 8:34 pm Also thanks to whoever brought up the heavy oil -> lubricant -> blue belts/splitters. With the only remaining viable source of heavy oil being coal liquefaction (10 per advanced refining cycle is simply insufficient..) that would not have worked well. We need basic and advanced oil refining as currently implemented ingame.
Let's just make sure I am not promoting something I did not want to: my idea was that we make sulfur from heavy oil, or we make lubricants from heavy oil, not sulfur and lubricants at the same time (as two products coming out of a chemicals plant). Having two important outlets for heavy oil (shifting sulfur from petroleum gas to heavy oil) would help to balance the simple refinery, especially if only petroleum gas and heavy oil is made here (no light oil).FuryoftheStars wrote: Thu Jul 25, 2019 5:09 pmSounds good, but I see a potential problem: you're now tying lubricant and sulfuric acid productions together. Need lube? You're going to end up making more sulfur whether you need it, or have the room, or not. Same vice versa with sulfuric acid. I think it isn't as bad with HO <-> PG as I feel those have more options to deal with the excess.Reika wrote: Thu Jul 25, 2019 4:29 pmI like this better than my sulfur as a byproduct from the refinery idea. It feels more fitting, and the player still has a recipe with one fluid in and one fluid and one item out, but in a slightly more workable package (chemplant vs refinery).Amarula wrote: Thu Jul 25, 2019 2:52 pmOoooh that would be really cool: pipe heavy oil into chemical plant, out comes "a mountain" of sulfur and a pipe of lubricant. I haven't tried the mod so I don't know if it includes this or something like it but I really like the idea.lacika2000 wrote: Thu Jul 25, 2019 9:46 am The use of heavy oil in real life, after removing a mountain of sulfur from it, is for lubricants
I fail to see how adding another 1-in, 1-out recipe helps anything.lacika2000 wrote: Thu Jul 25, 2019 11:27 pm Let's just make sure I am not promoting something I did not want to: my idea was that we make sulfur from heavy oil, or we make lubricants from heavy oil, not sulfur and lubricants at the same time (as two products coming out of a chemicals plant). Having two important outlets for heavy oil (shifting sulfur from petroleum gas to heavy oil) would help to balance the simple refinery, especially if only petroleum gas and heavy oil is made here (no light oil).
Hope this clarifies it.
I don’t think he’s so much saying add another recipe as move the sulfur from PG to being sulfur from HO. PG just has way too many things that use it right now compared to the others.Reika wrote: Fri Jul 26, 2019 3:08 amI fail to see how adding another 1-in, 1-out recipe helps anything.lacika2000 wrote: Thu Jul 25, 2019 11:27 pm Let's just make sure I am not promoting something I did not want to: my idea was that we make sulfur from heavy oil, or we make lubricants from heavy oil, not sulfur and lubricants at the same time (as two products coming out of a chemicals plant). Having two important outlets for heavy oil (shifting sulfur from petroleum gas to heavy oil) would help to balance the simple refinery, especially if only petroleum gas and heavy oil is made here (no light oil).
Hope this clarifies it.
Oh, replacing the PG in the current sulfur recipe with HO, and not a HO->sulfur 1:1 recipe?FuryoftheStars wrote: Fri Jul 26, 2019 4:58 amI don’t think he’s so much saying add another recipe as move the sulfur from PG to being sulfur from HO. PG just has way too many things that use it right now compared to the others.Reika wrote: Fri Jul 26, 2019 3:08 amI fail to see how adding another 1-in, 1-out recipe helps anything.lacika2000 wrote: Thu Jul 25, 2019 11:27 pm Let's just make sure I am not promoting something I did not want to: my idea was that we make sulfur from heavy oil, or we make lubricants from heavy oil, not sulfur and lubricants at the same time (as two products coming out of a chemicals plant). Having two important outlets for heavy oil (shifting sulfur from petroleum gas to heavy oil) would help to balance the simple refinery, especially if only petroleum gas and heavy oil is made here (no light oil).
Hope this clarifies it.
I shouldn't say a damn word but I'm compelled... what would really make sense is that if you make oil or lube from HO, you get a percentage of sulfur back, too. 5% max. So, like: 400 HO --> 19 SF + 1 sulfur and 20 heavy oil + 2 water --> 19 lube + 1 sulfuric acid, or something like that. But let me be clear: I am not suggesting we do this in the vanilla game. For one thing, the numbers just come out weird. I guess if we moved sulfur to be made from HO, though, it makes slightly more sense than making it out of PG. But, you know, in real life we remove sulfur from the gas, rather than eating the gas to make the sulfur.Reika wrote: Fri Jul 26, 2019 5:32 am Oh, replacing the PG in the current sulfur recipe with HO, and not a HO->sulfur 1:1 recipe?
Don't you know, this is a perfectly balanced equation :Adamo wrote: Fri Jul 26, 2019 6:09 am I guess if we moved sulfur to be made from HO, though, it makes slightly more sense than making it out of PG.