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Pollution rebalance and 1.1.11 changelog#21

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Pollution rebalance and 1.1.11 changelog#21
jacobwatkinsgit wants to merge 1 commit intoKlonan:masterfrom
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@jacobwatkinsgit
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@jacobwatkinsgit jacobwatkinsgit commented Jul 12, 2022

1x pollution increment per mining operation
0.2 -> 0.35 pollution per mine (comparing electric drill: 10 pollution + power / 30 ores, 0.33 per ore)
result: 0.35 * N minings vs 0.2 regardless of count
pollute() entity changed from the resource (which will be invalid on depletion), to the drone

1x pollution increment per mining operation
0.2 -> 0.35 pollution per mine
@Klonan
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Klonan commented Oct 13, 2022

I am not really sure I want to do this, what is the reasoning? Is it too easy at the moment with the pollution?
Also not to mention the mining drills can have efficiency modules while the depot does not, how does that factor in?

@jacobwatkinsgit
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I believe it is "cheaty" without pollution. They take no electricity, generate no pollution, and contribute nothing to evolution. Compared to unmodded drills, this change pollutes slightly more for normal ores (10 pollution / 30 ores) from unmodded drill = 0.33 pollution / ore, vs the .35 pollution. That's not accounting about boiler power pollution (0.05 pollution per ore, or two seconds, if my math is right). Mining Drones would still be better because they're so much easier to use than dozens of drills and belts.

There could be module effects if you want them. It might involve a fork + greater refactor if that were wanted. I noticed some of the mining logic was simpler than how someone and I implemented it for Mining Jets (Mobile Factory): Only one drone per ore, mining fluid is taken when the miner leaves - not on successful mining, and no regards for mining times. Things that come up when pushing limits and playing with other mods.

@AivanF
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AivanF commented Oct 17, 2022

Hey, you can easily add a startup setting allowing to toggle this feature! So that different people will be able to customise experience the way they wish ^_^

Personally, I admire the long hard work of @Klonan! But I also think the mod is a bit cheaty, though I consider the absence of electricity usage and too simple way to get the drones. It would be nice to see a technology needed to be researched and optionally (also using a global setting) more complicated ingredients for the drones (a battery + red circuit) – this way the drones will be a reward for the patient labor :D For now, I'll add this as a personal dependent mod for me & friends, but I could make a PR if you like the idea.

@AivanF
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AivanF commented Nov 9, 2022

Btw, I've created and published my balancing mod with recipe customisation by settings: Mining Drones Harder/Tech

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3 participants