Re: Friday Facts #305 - The Oil Changes
Posted: Thu Aug 01, 2019 3:34 pm
But how will the player manage a blocked output of sludge barrels before Advanced oil processing ? (apart from shooting a chest full of barrels)
Exactly that way.DanGio wrote: Thu Aug 01, 2019 3:34 pm But how will the player manage a blocked output of sludge barrels before Advanced oil processing ? (apart from shooting a chest full of barrels)
I think the idea of a completely barrel-based refinery system is a nice option (mod?), however adding the Barrel Factor (tm) as mandatory is yet another network system to manage. I think having "sludge" output could be workable, but perhaps combining other ideas of excess piped sludge "lost" creating, say, 10x pollution (and some drooling animation out front). That way to start a player could hook up crude>gas, go away a bit, then come back and pipe your sludge + water into a chem plant and get out the other two oils. (A planning player would pipe the Sludge into silos).crambaza wrote: Thu Aug 01, 2019 3:27 pm IN: 2 Steel Barrels filled with "Sludge" (and add in water, because you know, water)
What I mean, is that the dev posts all seemed to imply that "Thou must use AOP" was being treated as a requirement.mmmPI wrote: Thu Aug 01, 2019 10:52 am1) If you mean after the change,I think it's because it's considered the only puzzle left sort of, as the basic would be a learning step. If you mean before, it wasn't 'required' per say since you had to solve the puzzle earlier with the basic . (but it meant there was this potentially useless tech behind all you needed was cracking and basic).I think there would be (legitimate) complain if the only 3output process were to be optionnal. So i think it's how it unfold, with a mandadory advanced, and a simple basic.SuicideJunkie wrote: Thu Aug 01, 2019 3:38 am I've read through the thread just now, and there are still some things I don't understand:
1) Why do the devs feel that using Advanced oil processing in your refinery intended to be REQUIRED to launch a rocket?
Electric smelters aren't under that same opinion, but are the same type of efficiency upgrade (before the update removing the outputs made it an absolute hard requirement).
Sounds really interesting (at least for the "Initial" = barrels part), as I'd guess that new players will have an easier time to figure out barrels than dealing with pipes !crambaza wrote: Thu Aug 01, 2019 3:27 pm I have devised a new Oil method that is better than all the rest, except for the ones it's not better than.
Change the Refinery to only 1 output, get rid of all the multiple output stuff.
Change the name of "Basic Oil Processing" to "Initial Oil Processing".
Change the recipe to:
IN: Crude AND Steel Barrel
OUT: Pet Gas AND Steel Barrel filled with "Sludge" or call it some other product. (Has to be in a barrel, because it's thick and gross)
THEN, Move the Recipe for "Advanced Oil Processing" to the Chem Station, and also change it to:
IN: 2 Steel Barrels filled with "Sludge" (and add in water, because you know, water)
OUT: 1 Light Oil Barrel and 1 Heavy Oil Barrel (Or for fun, output straight liquid, and also the empty Steel Barrels which just begs the efficiency of moving the empty barrels back to the refinery. Both methods seem fun)
It has the Benefits of:
It moves away from the "dumbing down" aspect of Basic Oil including free flare stacks that just evaporate(?) the other oil products.
New player sees right away that their Oil isn't working because it's got barrels clogging the output. (Like any other machine with the output clogged)
Refineries don't have to ever be rebuilt, because they just do this one thing.
Barrels become useful again.
New puzzle, work with: a Pipe and belt materials IN, and Pipe and belt materials OUT.
I declare this idea fully fleshed out, and ready to implement in 0.17.61
FuryoftheStars wrote: Tue Jul 30, 2019 3:35 pm In case anyone wants it:
Pre 0.17.60 Oil
And in case anyone wanted to test other suggested alternatives that the devs decided weren't better than the path they went:
Heavy Oil and Gas from Basic Oil
Sulfur Production from Oils
Adamo Carbon
Light Oil Only
Heavy Oil Chemical Science
I think the dev's intention is to provide an absolutely blocking free method for the phase, until you use AOP.crambaza wrote: Thu Aug 01, 2019 3:27 pm I have devised a new Oil method that is better than all the rest, except for the ones it's not better than.
Change the Refinery to only 1 output, get rid of all the multiple output stuff.
Change the name of "Basic Oil Processing" to "Initial Oil Processing".
Change the recipe to:
IN: Crude AND Steel Barrel
OUT: Pet Gas AND Steel Barrel filled with "Sludge" or call it some other product. (Has to be in a barrel, because it's thick and gross)
THEN, Move the Recipe for "Advanced Oil Processing" to the Chem Station, and also change it to:
IN: 2 Steel Barrels filled with "Sludge" (and add in water, because you know, water)
OUT: 1 Light Oil Barrel and 1 Heavy Oil Barrel (Or for fun, output straight liquid, and also the empty Steel Barrels which just begs the efficiency of moving the empty barrels back to the refinery. Both methods seem fun)
It has the Benefits of:
It moves away from the "dumbing down" aspect of Basic Oil including free flare stacks that just evaporate(?) the other oil products.
New player sees right away that their Oil isn't working because it's got barrels clogging the output. (Like any other machine with the output clogged)
Refineries don't have to ever be rebuilt, because they just do this one thing.
Barrels become useful again.
New puzzle, work with: a Pipe and belt materials IN, and Pipe and belt materials OUT.
I declare this idea fully fleshed out, and ready to implement in 0.17.61
I think, that is a nice thing to explore, because blue science is a bit faster to get now.DanGio wrote: Thu Aug 01, 2019 2:43 pm Then I can only recommend that you apply your good strategy to blue science as well. When building blue science, build only 4 machines. These 4 will get your 350 Chemical packs - for bots - in less than 25 minutes. During this time, build robot ingredients as they unlock. Batteries 1st as they're already unlocked, then electric engines & finally robot frames. When robots are here, duplicate your initial blue science setup.
I'm not saying we can play the exact same way than before and all will be the same. But I think that it's now possible to get bots with less single placements of entities [not including "drag" for belts & pipes], so, in my view, less tedium.
This concern comes up a lot and I think it won't be big problem. There is not much incentive to switch the setup the player just finished to Advanced oil immediately, because from player's perspective problem of blue science automation is solved. I believe players will likely leave their initial BOP setup as is while experimenting with new things blue science unlocks, building separate rafineries for heavy and light oil production.AlastarFrost wrote: Thu Aug 01, 2019 12:27 pmA new player seeing this for the first time (and those are the only people who would potentially struggle here), would just run two pipes directly attached to the refineries. He would also put the consumers much too close to the first refineries.
This means, as soon as he sees the new recipe he has to redo the whole arrangement.
How...? That’s not even what I’m saying. You’re trying to go too detailed while I’m talking broadly.meganothing wrote: Thu Aug 01, 2019 2:24 pmWell, the allegory breaks somewhat here. Except if you want to convert it into a mormon marriage, with one man and 2 million wifes.FuryoftheStars wrote: Thu Aug 01, 2019 12:59 pm Ok, it hurts both sides, but that still doesn’t diminish the point I’m trying to make. I’m only discussing it from the first person’s side. They’re still hurt, regardless of the warning given before, and it’s stupid and wrong to say they don’t have a right to feel hurt because they were warned before.
Is it reasonable to expect to be the only wife the man listens to after someone told you there would be 2 million wifes?
The problem, though, is not one of immediacy. It doesn't matter if the player spends 3 hours or 3 days shuffling through the chemical sciences, at some point he/she will encounter the advanced recipe and say "Really? You're making me redo all that?" and possibly "I wish I could have just fixed this right from the start." (or more likely, something more emotional and less reasonable.) It's not something they could (reasonably) be expected to have seen coming, nor is it something they could avoid. Even if such a player builds an advanced refinery somewhere else, not only is this forcing players to redo a system they may have put considerable design time and effort into making, there is pretty strong pressure to get rid of the old setup anyways to not waste crude on the old, far less efficient (by about a factor of 2) recipe. For an analog, consider electric furnaces, which some people don't even bother with as a matter of course. In that case, there is, again, a higher tier of building that breaks previous setups unexpectedly due to spacing if not known about beforehand, and it similarly draws the ire of players as a result. The big difference, though, is that players have the option of simply not switching to electric furnaces if it bothers them enough, with no great loss. Not so with oil.posila wrote: Thu Aug 01, 2019 8:44 pm This concern comes up a lot and I think it won't be big problem. There is not much incentive to switch the setup the player just finished to Advanced oil immediately, because from player's perspective problem of blue science automation is solved. I believe players will likely leave their initial BOP setup as is while experimenting with new things blue science unlocks, building separate rafineries for heavy and light oil production.
The "can't mix fluids" error message when player tries to switch recipe needs to be improved, though.
I cannot fathom having such strong feelings toward a software product that I would have toward most any human, in a relationship with me or not. It's like saying "If you were dropped off a ship in the middle of the ocean you'd be pretty freaked out. So telling someone not to be afraid of the water in their sink is stupid and insensitive."FuryoftheStars wrote: Thu Aug 01, 2019 9:18 pm What I’m saying is that we have a perfect right to feel hurt and express those opinions, whether there is an EA warning or not. And for people to come in here and go “Why u mad? EA” is akin to telling someone who is going through a rough spot in a relationship “you were warned”. It’s stupid and insensitive.
So maybe he cares about it differently. How is attacking this part of his argument useful?5thHorseman wrote: Fri Aug 02, 2019 4:12 am I'm not nitpicking the analogy. I'm nitpicking the very idea of being so emotionally devastated over a change in a software product that you feel personally injured.
I use a hundred or more software products in any given week, from OSes to little scripts. I can count on one hand the ones that were given as much thought an love that Factorio has been given. Actually, I can count them on 2 fingers.
One is a software product that costs $1,000 per license. The other is Factorio.
I figured both sides should be represented equally in the "useless arguments" category.Adamo wrote: Fri Aug 02, 2019 4:20 am So maybe he cares about it differently. How is attacking this part of his argument useful?
I take offense to that. There were excellent ideas all through those two weeks. Well thought out tweaks and alternatives, many. The conversation didn't even begin to get overrun with people who didn't read the backlog and repeated the same old tired arguments until week 2.5thHorseman wrote: Fri Aug 02, 2019 4:29 amI figured both sides should be represented equally in the "useless arguments" category.Adamo wrote: Fri Aug 02, 2019 4:20 am So maybe he cares about it differently. How is attacking this part of his argument useful?
No really TBH I was just sick of the complaining and had to complain myself. I lurked for weeks watching people freaking out and I reached my limit.
Never fear I'll go back to silent mode now that I've let off the steam.
Maybe turn up the emissions on that one. (Yes, that's an option parallel to fuel_value, you probably already know that). Sulfur dioxide (the product of burning sulfur) is nasty stuff.Reika wrote: Fri Aug 02, 2019 5:24 am I have mostly abandoned this thread, but I am coming back to post one thing.
One of the issues people raised with the sulfur-as-a-byproduct-from-heavy-oil idea was "what if your sulfur production exceeds your consumption, and so you end up with a mountain of sulfur you cannot use".
Well, while developing my oil redesign mod, I found a solution to this, and one based on reality at that: Sulfur is flammable. In other words, you can make it a (crappy energy density, high pollution) fuel, and the player will never have too much of it.