[0.15.1] Uran 235 not produced
[0.15.1] Uran 235 not produced
after checking why no uran 235 is produced i saw this here:
i´m not sure but 0.0 is = 0 = nothing will be produced....so no atom energy for now?
Re: [0.15.1] Uran 235 not produced
It is produced. But in very-very-very low amounts.
I have processed about 30k uranium ore and got only 39 uranium-235.
I have processed about 30k uranium ore and got only 39 uranium-235.
Re: [0.15.1] Uran 235 not produced
That is not a bug, but we should certainly provide better info that it is actually 0.7% of probability of U-235
Re: [0.15.1] Uran 235 not produced
ok thats quite low ;$ thanks anyway
Re: [0.15.1] Uran 235 not produced
The milli- prefix would make sense (993m U238, 7m U235) (meaning 993 milliitems and 7 milliitems respectively), but at the same time i feel nobody would understand them, for some reason my poor English cannot comprehend. A micro- suffix should be easier to grasp, but it's no good for milli-scale.
Yeah, maybe it's better with %. Like, 99.3% U238, 0.7% U235, when it comes to probabilistic recipes. And if it doesn't add up to 100%, write, say, 2x (99.3% U238, 0.7% U235).
Yeah, maybe it's better with %. Like, 99.3% U238, 0.7% U235, when it comes to probabilistic recipes. And if it doesn't add up to 100%, write, say, 2x (99.3% U238, 0.7% U235).
Re: [0.15.1] Uran 235 not produced
Heck it's a game....
make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced.
make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced.
My Mods: mods.factorio.com
Re: [0.15.1] Uran 235 not produced
I strongly agree with this idea. The random production of U235 is confusing for new players, and it creates uncertainty about when they'll get their first few. A 1000 ore to 99 U238 and 1 U235 would be expensive, but at least it would be immediately clear what's going on.Optera wrote:Heck it's a game....
make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced.
Re: [0.15.1] Uran 235 not produced
It would output 10x what it is outputting now and only take 1/10 of the ore amount it takes now using your numbers. Lets not change the balance to fix a display issue.Optera wrote:Heck it's a game....
make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced.
Re: [0.15.1] Uran 235 not produced
I agree that the ratio should not be random for realism. Any given atom may be random, but processing handles trillions of trillions of atoms, so any macroscopic sample (read: visible without a microscope) will yield products at the expected ratio.Nemoricus wrote:I strongly agree with this idea. The random production of U235 is confusing for new players, and it creates uncertainty about when they'll get their first few. A 1000 ore to 99 U238 and 1 U235 would be expensive, but at least it would be immediately clear what's going on.Optera wrote:Heck it's a game....
make the recipe take 100 ore and produce 99 U238 and 1 U235 with 100 duration instead of fooling around with milli-items produced.
If 100 ore is too much to collect at once, the devs could do like they did for fluids -- multiply the products by 10. 10 Uranium ore (or even 1 ore) to yield 99 U238 and 1 U235, and multiply the costs of other recipes to match.
Edit: Heroically posting in a dead thread, oops.
Re: [0.15.1] Uran 235 not produced
This only works for fluids because inserters and belts have a fixed throughput of items that you can't easily change, unlike pipes.Korentoth wrote: If 100 ore is too much to collect at once, the devs could do like they did for fluids -- multiply the products by 10. 10 Uranium ore (or even 1 ore) to yield 99 U238 and 1 U235, and multiply the costs of other recipes to match.