Requires coal, can easily get backed up as you consume and consume chips, not to mention red chips are the slowest chips in general, and only consume 20 PG in 6 seconds. Unfortunately dumping PG into plastic has it's own issues. Petroleum to fuel blocks is woefully inefficient (heavy is best converted to light and then made into blocks, PG has many other uses while light does not). That way there's "always" a way to dispose of excess of oil: heavy to light (need enough crackers), light to petroleum (need crackers), petroleum to fuel blocks. I suggest having petroleum gas to solid fuel machines, on a pump that runs if the PG is too high. Pumps act as one way valve that are turned on (pumping) by default but can also be turned off( cutting the flow totally) with circuit.Īre you running version 0.16 or the experimental 0.17 ? i'm asking because the latest experimental version introduced a change in the oil processing, on this particular aspect, it might be interesting to know. ![]() And it gets a little less full when the chemical plant finishes one solid fuel and prepare the next block, so the refineries starts working, and stops after very short time until there is again enough room in the pipes/tanks to avoid the production overload. Here the light oil must be full so the refineries would say " fluid production overload" ( of light oil) and the other machines that needs petroleum or heavy oil would say "fluid production shortage". And you can check the quantity inside the pipes or tanks to know which particular liquid. You can diagnose the cause of the problem when you hover a machine on the right pannel, there is a "status :" under the health, it can tell you why the machines stops when they do, for example "fluid production overload" or "fluid production shortage". I will not do request changes (ie, "can you make this recipe require that"), as that goes against the spirit of the mod.Only the solid fuel chemical plant is running regularly, everything else just starts and stops sporadically. The first 3 revisions of this mod have basically everything. As such, please see the change log for everything else. I've attempted to capture the changes in the recipes in the images above, however, the tech tree changes are a bit too numerous and varied to properly capture that way. ![]() For basic, the reason this setting is left out is because it'd be the same as not activating the mod (all subsequent changes stemmed from this one), and there's no option for advanced due to the heavy oil ratios (imo, it would be unbalanced to have basic give heavy oil now and not reduce the heavy oil output from advanced). Also note that there is no setting to not revert basic or advanced oil processing. Note that some settings lump several things in with them (eg, all of the robotic techs, electric engine, and lubricant are affected by the same setting) in order to reduce complexity and odd combinations. There are a handful of settings to be able to control exactly which parts get reverted back. ![]() ![]() The point of this mod is to undo all of that, bringing back the complexity challenge of dealing with a 3 fluid output, and also reverting the other tech/recipe changes the devs had done as a result. With update 0.17.60, the devs changed the Basic Oil Processing recipe (unlocked with the first Oil tech) so that instead of outputting Heavy/Light oil and Petroleum gas, it only outputted Petroleum gas and subsequently rebalanced the tech tree and some recipes to reflect this (moving some techs to be later/requiring chemical science, changing recipe requirements/outputs, etc).
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