V453000 wrote: Wed Aug 07, 2019 8:06 am
lacika2000 wrote: Wed Aug 07, 2019 6:51 am
TLDR; keep all outputs in BOP, but change the behavior of the refinery to not stop when backed up on one or two of the streams but internally consume these, and only produce what it can output. AOP would only introduce cracking, not changing the refinery oil product ratios.
But that's completely inconsistent with anything in Factorio - items never disappear (with some exceptions, and when things are consumed like in labs/ammo/fuel).
I don't really see how does it improve anything other than being more confusing.
...
I'm sorry if I'm missing something, I probably missed/lost some things among the off-topic etc.
First, thank you for picking this up, appreciated!
Second, if I understood correctly the current changes, the current BOP does exactly what you claim not to happen in Factorio - namely that things disappear. The current recipe takes 100 oil but produces less than 100 PG, right?
What I am proposing is very similar in fact, but with a bit more flexibility. Let’s assume we have the BOP ratios at 40/30/30 for HO/LO/PG. When the player connects only the PG outlet of the refinery (and it is not blocked), the refinery will produce 30 PG from 100 oil. If the player then connects also the LO outlet (and it is not blocked), the refinery will produce 30 LO next to the 30 PG it is already producing (assuming the PG is not blocked). Finally, if the player also connects the HO (and it is not blocked either), the refinery will produce all three products. At any given time when any of the three outlets are blocked, the refinery will stop producing the blocked stream, while keep making the other stream(s). This is what it does now in BOP, with only PG allowed by Wube (it only produces PG, pretending that the others are blocked).
In other words, I am proposing to use the
OR logic {HO || LO || PG} instead of the current
AND logic {HO && LO && PG} for refining in the BOP stage. You can still mandate the
AND logic for AOP if you want, this is a game design choice for you (Wube) to make.
Most importantly: your current BOP is in fact already doing what I propose with the added limitation that you have blocked LO and HO by default. What I am asking is to remove the outlet limitation on BOP, so that the player can connect all three streams if they choose to, but when they connect any of the streams they are not to be limited with the
AND logic on the products. This would help to deal with the different streams as the player see it fit and has the capacity to deal with, and avoid any “interruptions” in production with the backlogs.
With AOP you can then increase the yield to the current level and, as a trade off, also introduce the
AND logic on the outputs, with the cracking tech to deal with the codependency of the production. If you want, you can increase the difference between the total yield of BOP and AOP to give a better incentive to the player to upgrade eventually.
This approach gives a choice to the player: BOP means easy flexibility but lower yield, AOP gives “advanced” flexibility (with cracking needed to avoid blocking) but higher yields.
It also gives you the game design choice to move con bots before blue science, so that you don’t have to invent a low tech bot solution...
So what do you think?
