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by deathanatos 1850 days ago
> Heavy Oil / Light Oil / Petroleum gas looks like it forms a loop at first. But it turns out its just a tree

Don't "worry", Angel's Petrochem fixes this, and IIRC all the products can be reduced to syngas & produced from syngas. If normal oil ever gets too easy, Angels will literally melt your mind. No flare stacks that's cheating ;-)

More seriously, this is why I enjoy some of the mod packs. The loops in things makes things harder, so now you have to really manage the by-products better. E.g., Bob's has a nasty challenge with sodium hydroxide, a by-product of chlorine production. In the early came, it can stack up, & become a real pain. In the late game, LDS production eats it alive, so much that you actually need to appropriately vent chlorine.

I also appreciate playing Bobs/Angels in a sort of "try to waste/vent as little as possible", which means I need some more complex designs, normally to say "if we have waste by-products, use those, else, generate the product directly".

I wouldn't want it in the base game, though, that's a bit much for new players. But the challenge exists.

There's also a bit of fun w/ sulfur dioxide/sulfur in Bobs. You get both as products, and you need both as inputs, and you have to balance the production. (Or, you can just turn sulfur into sulfur dioxide & vent it, but that's boring.)

The other bottleneck that bites me (and that has bitten me in my current game) is pipe throughput. We're going to have to re-layout some stuff, as we've hit the upper bandwidth of our current pipes, I think. Rocket fuel just eats hydrogen like crazy in ammonia/hydrazine production…

1 comments

> The other bottleneck that bites me (and that has bitten me in my current game) is pipe throughput.

Pipe throughput is a pain the first time you come across it. But the solution is as simple as "Belt throughput" issues.

Run a 2nd pipe. And when that's not enough, run a 3rd, or 4th, or 5th, or 6th pipe. Don't overthink it, that's the solution.

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There's a "Trap" called pumps. Pumps can bring the effective throughput from 1,200 fluid/second to 12,000 fluid/second, making you think that you've gained 10x more throughput per pipe. But this costs power and causes pollution in game, it makes it difficult to "branch" pipes while keep the 12,000 fluid/sec your pumps support.

Furthermore, the "state" of pipes is factored into the equation. Momentum plays a role, and therefore the "order" that you place pipes, and where things flow can increase, or decrease throughput. So playing at the 12,000 fluid/sec throughput levels is only possible if you get everything perfectly correct (momentum and all).

In contrast, you can just run 10-pipes in parallel, each supporting 1200/sec fluids as long as you're under 17-length. This is slow enough that the momentum calculations don't really affect you.

This is only an issue on nuclear setups in vanilla (the only item that uses so much fluid / water). All other designs are petroleum / light oil / heavy oil, which is used at small fractions of what water-usage does.

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With the new UPS optimizations from 0.17 and 0.18, independent pipe networks are calculated in separate threads. So "parallel pipes" with no pumps are the most UPS friendly design you can get.