Infinite Ores in starter area?

Infinite Ores, Refining, Ore Processing ...

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MisterFister
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Infinite Ores in starter area?

Post by MisterFister »

Hey there. I'm curious why there's a pre-mapgen checkbox to disable Angel's Infinite Ores in the startup area if there is, in fact, no way to disable starter-area resource patches being infinite?

Secondarily, without judging or second-guessing anyone's decision-making, I'm curious what the mod-design reasons are for requiring Angel's Infinite Ores as part of an AngelBob playthrough. It's not clear to me which way is higher "difficulty," with or without the ability to theoretically "remove" a resource patch on the map before developing a certain area.

More relatedly, I understand from having read other discussions that running with the appropriate acid on a miner will allow the miner to run *(and consume the unit of acid) without necessarily guaranteeing the successful extraction of a unit of ore. I'm curious to hear, whether from other players or the author himself, what the suggested decision-making calculus would be as to when it stops making sense to invest the acid into too-low of a chance to spawn a unit of ore, considering that at some point even if the acid material is in abundance, it would still require some sort of rail delivery, whether by barrel-with-empty-barrel-return, or by rail-tanker. From my own experiences in other contexts, including in Factorio outside of an AngelBob, I understand that the "floor" of diminishing-but-still-acceptable returns on such an investment of acid would be sensitive to various points of context elsewhere in a Factorio base's progress and state of growth.

Ultimately, this points to my own OCD that REALLY dislikes building placeable buildings on top of otherwise recoverable ore patches. Aesthetically, this would include single-patches. On the other hand, I see the gameplay-benefit of either "allowing" or "forcing" a player to consider that at some point, an outpost will be essentially mined out and unproductive down to the point where the only thing that would make sense to do with it would either be to tear it down and abandon it entirely, or to leave it running with speed-modules and speed-beacons and leave a single train dedicated to just sitting for ages while it trickles to a full load to be hauled off once in a while back to a central smelt. Thus, in such a case it wouldn't be the outpost itself that's torn down, but just the fleet of trains dedicated to hauling out of it would be scaled back to a single skeleton-crew train, plus any resupply trains designed to support it such as with shipments of acid / repair packs / turret ammo / etc.
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