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Mangrove harvester tooltip inaccurate? #15

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LabGoblin opened this issue Nov 30, 2018 · 3 comments
Open

Mangrove harvester tooltip inaccurate? #15

LabGoblin opened this issue Nov 30, 2018 · 3 comments
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@LabGoblin
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Hello. first off I'd like to thank you for this awesome mod.

Secondly, the tooltip on my mangrove harvester says i should be getting .5/s Green Wood & .1/s Wood yet i only get one or the other every 10 seconds or so. is this intended?

also since mangrove harvesters are 'burner' only machines is there any plans on making an electric upgrade later? if not would you consider making the better fuel types make it run faster? like use their vehicle acceleration/top speed rates?

thanks in advance.

@h8ul-modder
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I found this odd during development. I suspect a bug in factorio that's outside of my control, but maybe I missed something. I've raised the subject here https://forums.factorio.com/viewtopic.php?f=34&t=63734 and will see what other modders/devs say.

Regarding mangrove harvesters being burners: this was largely to justify them having no module slots, as well as to add some logistical challenge in supplying fuel. Since the output can also be used as fuel, and a single raw wood provides a lot of energy compared to a single solar panel, it could be overpowered as an infinite resource. Even with all the extra infrastructure needed for steam engines. Modules really throw off the balancing for it. It also happens to be realistic, logging is done by big vehicles.

There isn't a mechanic in factorio to have a mining benefit equivalent to vehicle acceleration. I could do something with fuel categories though. So how about an "Atomic Mangrove Harvester" which takes uranium cells: gives a good speed boost and lasts a very long time, but has the added logistical challenge that you have to recover spend fuel cells!

"Atomic Mangrove Harvester" should be the name of a rock band 🤣

@h8ul-modder h8ul-modder self-assigned this Nov 30, 2018
@OvermindDL1
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There isn't a mechanic in factorio to have a mining benefit equivalent to vehicle acceleration. I could do something with fuel categories though. So how about an "Atomic Mangrove Harvester" which takes uranium cells: gives a good speed boost and lasts a very long time, but has the added logistical challenge that you have to recover spend fuel cells!

I've not checked but if your harvesters are of the miner class then you can make a set of research specialized based on their group to increase their efficiency and/or speed. If they are some other form of entity then it's less simple.

I actually quite like the idea of them being slow harvesting, after all I think about it as the trees regrowing and that takes time, if you want more then make more water area or use a wood mod (I use AngelBob's with algae for making wood-like things for most uses for example so I'd actually quite prefer early game trees like that to be fairly slow).

@h8ul-modder
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I actually quite like the idea of them being slow harvesting, after all I think about it as the trees regrowing and that takes time, if you want more then make more water area or use a wood mod (I use AngelBob's with algae for making wood-like things for most uses for example so I'd actually quite prefer early game trees like that to be fairly slow).

That's very much the spirit of it. As a natural resource it needs sustainable management and in real life mangroves are most susceptible to land reclamation.

What I want is to make people think about obliterating the waterways with landfill... It should be a trade off and maybe some players will landfill only what they need. I suspect otherwise once people "beat" the maze and remove it, the gameplay might revert too much to vanilla and cause a loss of interest. On the other hand I don't want to punish landfill as a late game reward. It'll be interesting to see how people react to the current balance. Probably best to adjust from there. It's much harder to justify removing a mining tier than adding a new one.

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