Thanks for the detailed feedback. I think there is a lot I could respond to, here, and think about. So for now I just want to respond quickly to a couple items.
It's far worse in real life, both in terms of raw materials and potential power capacity... I was generous. I went at least 10% over the maximum theoretical limits. I compensated mainly by hugely reducing the draw on laser turrets -- there isn't any physical reason you'd need a huge draw on laser turrets that are just storing power in sleep mode -- and by buffing nuclear.myricaulus wrote: ↑Mon Sep 30, 2019 4:26 am but so far everything feels the same, although i can clearly see the changed numbers. The solar power is a real bummer.. is solar in RL that bad? Like 6µW per km² while needing like 1GJ per m² and about 1T of mass to be created?
I've been thinking about increasing the speed of the resource itself. I've already buffed the resource abundance to 5/2 that of oil. That is based around the total fuel value difference between the resources: natural gas and methane have a fuel factor of 50 where light oil's is 10, petroleum gas and heavy oil are 20, etc. (Crude oil is 30, incidentally, under my carbon mod.) It still feels weak, I agree. I've wanted to err on the side of not making it too strong.myricaulus wrote: ↑Mon Sep 30, 2019 4:26 am if i ever find any more gas, but maybe there is also a good oil product for this? Just tiny bit to expensive in the beginning due to the motor for the pump, which is sloooooooooow. Also a bit weird with their inlets and outlets and their additional crafting slot as a furnace . I wonder if it will be ever used for anything. Now i am experimenting with this 1x1 heat refinery.
You're not the first person to mention this. I feel like it's part of their balance. They're only typically convenient in the case I want to make something simple and fast: like if I want to fill up buckets of plastic very quickly. I agree about the weirdness of their heat pass-through mechanics. There are clearly two heat sinks in the entity, one of them that can share heat through the entity, and it only shares properly when it's running. All I can say is that as long as you keep heating it up it WILL get to where it's working and sharing the heat, eventually.myricaulus wrote: ↑Mon Sep 30, 2019 4:26 am I just dont like 1x1 multipurpose crafting buildings. Even with bobs inserter mod its difficult to supply, the heat is also kinda strange blocked by those refineries until they heated up to 500 if several are lined up.
Yeah, it's only a reliable conductor when it's working, like you've discovered. I reduced the specific_heat of the heat pump to relative by "energy consumption" value to the nuclear reactor, but I could possibly reduce it more... sounds like you mean the specific_heat of the reaction kettle, though, which is already pretty low, but I suppose I could make it lower. It doesn't need to be high. It's set to "250kJ" right now. I know "250kJ" isn't a unit for specific heat, that's just how it gets set in the prototype, here. Compare that to the value on the heat pump, which is "10MJ", or the vanilla heat pipe, which is "1MJ".myricaulus wrote: ↑Mon Sep 30, 2019 4:26 am equivalent of a Zar bomb (200Coal) to heat one refinery up to get working, maybe reduce the heat capacity somehow? I cant imagine how i could ever possible take these 50MW of potential heat capacity out of it, since the heat dont want to leave this easily. Maybe i shouldnt use the refinery as a heat conductor.
1/5 seems like a high number, but there are a few that aren't available that I am aware of. That's because we have super sekrit mods. If it's only 3 or so, then that's probably it. If you're seeing more than that, let me see a picture.myricaulus wrote: ↑Mon Sep 30, 2019 4:26 am 1 fifth of the mods you are referencing in your catalogue isn't downloadable using factorio itself, it just doesnt open the mod when clicking on the arrow. Maybe old mod, not supporting 0.17 officially?