Arch666Angel / mods

Angelsmods Repository
https://forums.factorio.com/viewforum.php?f=185
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Agriculture Modules #706

Open KiwiHawk opened 3 years ago

KiwiHawk commented 3 years ago

Agriculture modules are still a bit strange.

Issues

Suggested fixes

Side effects

domis86 commented 3 years ago

Side effects

Green, Pollution Cleaning, and Pollution Producing modules will no longer be usable in Labs, Mining drills, or furnaces

This is not a good change IMO. It reduces number of play options.

If Bob's Module's setting Transmit Productivity is enabled, then Green, Pollution Cleaning, and Pollution Producing modules will no longer be usable in beacons

Same with this. Additionally this seems to be introducing another inconsistency/bug - because why would those "pollution related modules" be disabled when "Transmit Productivity" option is enabled? Pollution has nothing to do with productivbity IMO.

KiwiHawk commented 3 years ago

I see pollution modules as very niche, almost to the point of being useless. I believe these side effects are insignificant enough that they are a worthwhile trade-offs. Pollution output can still be reduced by using Efficiency Modules.

Some entities don't require a recipe to be set: {"furnace", "beacon", "mining drill", "lab"}. The only way to prevent particular modules from being used in these entities is to ban a module effect category: {"speed", "productivity", "consumption", "pollution"}.

Normally modules with a productivity effect are banned in beacons. If they aren't, then I need to pick a different category to ban. Pollution is the best choice.

Agriculture modules have a pollution as well as a productivity effect.

Unfortunately there is no way to define a custom module category.

PR to resolve this issue: https://github.com/Arch666Angel/mods/pull/708

LovelySanta commented 3 years ago

Some entities don't require a recipe to be set: {"furnace", "beacon", "mining drill", "lab"}. The only way to prevent particular modules from being used in these entities is to ban a module effect category: {"speed", "productivity", "consumption", "pollution"}.

Not entirely correct, furnaces can be prod moduled, the only difference of a furnace is that the recipe changes dynamically.

Normally modules with a productivity effect are banned in beacons. If they aren't, then I need to pick a different category to ban. Pollution is the best choice.

It is also not allowed to put prod modules in beacons, so I don't think it's a bad idea to ban productivity in beacons at all.

Agriculture modules have a pollution as well as a productivity effect.

The pollution effect is also a 'bonus' as it will increase the cleaning of the air

KiwiHawk commented 3 years ago

It is also not allowed to put prod modules in beacons, so I don't think it's a bad idea to ban productivity in beacons at all.

Bob's Modules has a setting "Transmit Productivity". When this is enabled, prod modules can be placed in beacons. This currently includes Agriculture Modules.

Good point about the furnaces. I'll update that. I need to do some additional testing on the beacons. It might actually not be worth updating them.

domis86 commented 3 years ago

I see pollution modules as very niche, almost to the point of being useless. I believe these side effects are insignificant enough that they are a worthwhile trade-offs. Pollution output can still be reduced by using Efficiency Modules.

It depends on settings of game. For example: if you play with biters and evolution enabled, and also expensive recipe/technology costs, then you need to be careful about pollution (to not trigger biters to attack etc) - there come the pollution related modules:

LovelySanta commented 3 years ago

It is also not allowed to put prod modules in beacons, so I don't think it's a bad idea to ban productivity in beacons at all.

Bob's Modules has a setting "Transmit Productivity". When this is enabled, prod modules can be placed in beacons. This currently includes Agriculture Modules.

I'm thinking about disabling that... angels has huge productivity already.. bobs beacons are OP already... even more productivity is not really required.. I am leaning towards disabling this completely tbh... (= angels disabling the setting and setting it off, done by angels bio processing)

KiwiHawk commented 3 years ago

I'm thinking about disabling that... angels has huge productivity already.. bobs beacons are OP already... even more productivity is not really required.. I am leaning towards disabling this completely tbh... (= angels disabling the setting and setting it off, done by angels bio processing)

I'd be okay with that. You'll probably have a couple of complaints but 🤷‍♂️ Are you also considering disabling god modules?

LovelySanta commented 3 years ago

Players can decide on god modules themselves...

KiwiHawk commented 3 years ago

Are there any changes you think need to be made to the PR? I've had another look and I believe everything is okay. Furnaces can take Productivity modules but not Agriculture Modules.

KiwiHawk commented 3 years ago

It depends on settings of game. For example: if you play with biters and evolution enabled, and also expensive recipe/technology costs, then you need to be careful about pollution (to not trigger biters to attack etc) - there come the pollution related modules:

  • "pollution cleaning" effect is good for reducing pollution of machines.
  • "polution producing" effect is good for improving things which have negative pollution (thus increasing reduction of pollution) -like "Air filters", Arboretums, Farms, Bio-Gardens (from https://mods.factorio.com/mod/Bio_Industries ) etc

Pollution cleaning modules are inferior to Efficiency modules. Efficiency module 8 gives -60% energy consumption. Pollution cleaning module 8 gives -20% pollution. From the wiki: "Final pollution value is (pollution multiplier energy usage multiplier base pollution)"

Air filters, arboretums, etc are not affected at all by this PR.

domis86 commented 3 years ago

Pollution cleaning modules are inferior to Efficiency modules. Efficiency module 8 gives -60% energy consumption. Pollution cleaning module 8 gives -20% pollution. From the wiki: "Final pollution value is (pollution multiplier energy usage multiplier base pollution)"

Pollution cleaning module 8 gives -120% pollution, is -15% per tier. Efficiency module 8 gives -80% energy consumption, -10% per tier. Green module 8 is combination of the two above, so -80% energy and -120% pollution.

"Pollution cleaning / producing" modules are useful if player uses "non-pure" modules - for example if "Pure modules" are disabled by setting in Bobs modules. Then said modules are countering the "pollution" penalty" from Productivity and Speed modules. Keep in mind that "Efficiency modules" can reduce to only -80% max, so even if you have 2 modules with sum 2*80=160 it will be limited to -80% only. If "pollution" penalty from "Productivity modules" is high then only "Pollution modules" can reduce pollution further

There are machines, like "Electric furnace +5" (from Schall Machine Schaling mod) which have 1024 pollution/s - so for such polluters would be handy to help reduce pollution using beacons (to not waste slots in machine where "Productivity modules" are)

I think having pollution penalty in "Productivity modules" is important - otherwise "Productivity modules pollution countering" aspect of the game will be removed (Productivity modules will not give penalty, so there will be nothing to counter...).

Air filters, arboretums, etc are not affected at all by this PR.

If "Pollution producing" modules will be banned from beacons then indirectly they are affected - because they will no longer receive the "Pollution producing" bonus from beacons.

LovelySanta commented 3 years ago

I think having pollution penalty in "Productivity modules" is important - otherwise "Productivity modules pollution countering" aspect of the game will be removed (Productivity modules will not give penalty, so there will be nothing to counter...).

This is also my concern.. Im skeptical about this solution... Maybe we ask the devs first for improving base game mechanics about this... I'm not entirely sure how else we could fix it...

domis86 commented 3 years ago

Maybe we ask the devs first for improving base game mechanics about this... I'm not entirely sure how else we could fix it...

You mean to allow creation of custom module categories?

LovelySanta commented 3 years ago

yes, something like that

KiwiHawk commented 3 years ago

It seems that deadlock requested this in 2019. Maybe if @LovelySanta you could comment saying that Angel's mods would like this added and if @kingarthur91 could also post saying it would be great to have for Pyanadon's, then the Factorio devs might actually look at it?

@kingarthur91 For Py, this would be a nice way of prevention the plants and animals in beacons.

https://forums.factorio.com/viewtopic.php?f=28&t=72130

LovelySanta commented 3 years ago

I left a comment.

kingarthur91 commented 3 years ago

i have also commented and explained how py uses them and the resulting problems from the different direction we took to fix it

Pezzawinkle commented 2 years ago

Another horrible option is to nuke the recipe productivity potential of said recipes... by setting catalyst amount

MrVSV commented 2 years ago

when using Bob's modules, agricultural modules 4-8 have the same crafting time and it is less than t3 modules. for comparison, I post the crafting time of the remaining combined modules factorio0000688

MrVSV commented 2 years ago

I found several recipes that can use agricultural modules 1-3. they can also be used in the production of all circuits for modules. AB with components and tech overhaul YAFC0000710

empZealoth commented 2 years ago

Maybe slightly off topic, but could you enable Agri Modules for soil production? It's insanely resource consuming for something pretty...basic. At least with agri modules it could be made more efficient...and kinda make sense

KiwiHawk commented 2 years ago

Maybe slightly off topic, but could you enable Agri Modules for soil production? It's insanely resource consuming for something pretty...basic. At least with agri modules it could be made more efficient...and kinda make sense

I completely agree that the soil recipe needs some attention. However I can't support it taking agriculture modules. It's much simpler to understand if agriculture modules can only go in bio buildings. There are other ways we can improve soil.

empZealoth commented 2 years ago

Maybe slightly off topic, but could you enable Agri Modules for soil production? It's insanely resource consuming for something pretty...basic. At least with agri modules it could be made more efficient...and kinda make sense

I completely agree that the soil recipe needs some attention. However I can't support it taking agriculture modules. It's much simpler to understand if agriculture modules can only go in bio buildings. There are other ways we can improve soil.

Soil production could be moved to bio buildings? Bioprocresor (obv rebalance for its giant size) mayhaps?