![]() ![]() However I'd also consider the possibility of adding an (inefficient) light oil->lubricant recipe if it's desirable for robots to be accessible before blue science. In my experience this isn't really a big change, since it is extremely common to commit all oil products to researching Advanced Oil Processing before any other technologies. This does still defer robots until blue science for lubricant. Historically, the first refined oil product was kerosene for fuel. No longer have the immersion stretch that the product that is most complex to obtain (petroleum gas) being now the first oil product.Removes the "problem" that basic oil processing is better in many cases than the advanced version.This is the big sticking point, so having it on its own is IMO a big benefit. Introduces cracking before Advanced Oil Processing, so the only new skill that has to be learned is working with multi-product fluid recipes, and the possibility of refineries getting backed up.Players are not forced to build inefficient petroleum gas->solid production, only to tear it down again once advanced oil processing is researched.Players are guided to using light oil to produce solid fuel.Multi-output recipes are deferred to Advanced Oil Processing, so the player can focus on learning fluid and pipe mechanics.Move gas->solid fuel and heavy->solid fuel back to Flammables.Add the Light->Petroleum gas cracking recipe to the Oil Processing tech.Change the Basic Oil Processing recipe to output only Light Oil.That post is reproduced here:Īfter some consideration, I have a slightly different proposal: ![]() Heavy oil is later used for lubricant for building electric motors. You can also use light & heavy for flamer weapon ammo. Once you do you can crack heavy into light, then light into petroleum gas. This mod presents an alternative to the oil changes proposed in FFF-304 described here on the forums. Keep adding storage for the heavy and light oil, youll run out as soon as you get the Advanced Oli Processing tech. ![]()
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