Yandersen wrote: Sun Jul 14, 2019 5:48 pm
BlueTemplar wrote: Sun Jul 14, 2019 1:22 pm
(Also, my first oil outpost tends to be by car...)
Yeah, my last playthrough I did the same. The empty barrels now lost somewhere in the logistic network.
Would be wonderful to have a car with tank attachment or smg... XD
Wanna hear something funny? Steam has me logged at 952 hours play time...
...and I have not once legitimately played a map to the point of having oil setup.
Something usually happens that makes me want to start over, usually with the addition or removal of mods or wanting to tweak settings to get a better game play feel, or I spend my time using something like Creative Mode to design and explore, make mods for personal use, etc, etc
The one time I actually established an oil outpost... it was so far away from the starting area that biters were thick. Of course, not being able to get oil, my combat options were limited, though I did have the Long Range Turret mod, but also had the mod that adds a startup delay of 8 secs to newly placed turrets. I also play with Alien Biomes, so in this map generation, the terrain from my nearest outpost to the oil was speed reducing terrain and really thick with trees all around the biter nests and oil, pretty much taking the car out of the picture, and my power generation couldn't support lasers. So I ended up basically turret creeping, expanding out a narrow lane from my outposts defense wall,
belting in ammo the 20 some odd chunks to get me a good defensive position closer to the oil that I then would run out of, shoot up a couple nests, run back, rinse-repeat.
I had a blast.
All of that said... have you checked out RSO (Resource Spawn Overhaul)? It actually makes it so that you will have a couple things of oil spawn in the starting area now, provided your map gen seed doesn't have it spawn in your starting pond....
I think, though, I understand what you're trying to get at.
Hmm... ok, so part of my fear with some of this has basically been accidentally making it so converting wood to oil would cause an increase in available energy. IMO, it should cause a decrease (there should be some loss). So, I ended up going through everything and doing some math, on in game wood to crude oil energy ratios (for the record, using advanced oil processing and heavy to light cracking to maximize solid fuel production, 1 unit of wood has an equivalent energy value of 2.08333 units of crude oil), the energy loss of the sulfuric acid process you linked earlier (roughly 58% loss), and how all of this converted to in game values: 1 unit of wood should be able to produce 0.872 units of crude (better than the 5 to 3 (0.6) I'm currently giving it).
So what does this mean? It means, for balance purposes, we can actually make the sulfuric acid (advanced) process do a 7 wood + 7 sulfuric acid -> 6 crude oil conversion (increasing the wood requirement from 5 to 7 minimizes rounding loss on the crude oil). I still want to have some sulfuric acid output on the results to make you have to deal with it, though.
It also means I feel comfortable in changing the basic process to a 4 wood -> 2 crude + 8 petroleum (I used the wood gasification mod ratios for this, converting their "tar" into crude and dropping the fraction left over).
With those figures, do you still want the processes in their own separate researches and should the advanced one maybe be made later (ie, after advanced oil)?
EDIT: Oh, I also had a request on the mod portal to add intermediaries like tree sap or what ever, which I did tell them no on based on my understanding of your not wanting non-vanilla items that require additional processing to take care of. But they also mentioned coal... and I wanted to get your input on having a piece or two of coal also coming out of the basic process (the one from the Russian video). I have no idea if the full amount of wood put in will be converted or if there would be some leftover bits that may make sense as being coal and if this would be an acceptable logistics complication.
EDIT2: And actually, if you're good with the idea of coal coming out of the basic process, I found a post within the wood gasification mod portal that suggested for better balance the ratio should have been 4 wood -> 2 tar, 4 petrol, and 1 coal, where the tar had a 2:1 conversion ratio to heavy oil. As such, I'd adapt the basic recipe here to be 4 wood -> 1 crude, 4 petrol, 1 coal. While I realize you wouldn't use the coal for energy, you could still use it for other things (does military research still require grenades?) and later could divert it to coal liquefaction.
EDIT3: With the increased output/utility of these recipes, too, I'm thinking of increasing the time needed for them to complete, but am unsure on a good value. Wood Gasification has its set for 10, but I almost feel this may be too long?
EDIT4: I think I need to do a little bit more math on the basic process. Thought about it while I slept and realized that with the current ratios, I think it’s almost as good as the advanced one (energy wise) and more so if coal is included.