Synt disel

antonio220 · 5 days ago

Oh, I blanked out a bit yesterday regarding sulfur and diesel. Today I decided to re-read the changes. When I said there was too much sulfur in the recipe, I actually meant the synthetic diesel recipe. Given the current conversion rate of sulfur to sludge, making synthetic diesel using 8 sulfur for 32 synthetic diesel is just not profitable.

By the way, sulfur is completely redundant and even harmful in diesel fuel anyway. In the past, it was necessary because early refining technologies couldn't work well without it. Modern diesel fuels use specialized additives instead of sulfur, and the maximum allowed sulfur content is no more than 10 mg per 1 kg of fuel (which is 0.001%). Sulfur harms the environment and causes increased wear on parts. I assume that’s exactly why the core game mechanics remove sulfur from oil via sour water. So, you could honestly just drop it from the recipe entirely.

Maybe increase the power consumption of the refinery instead? Off the top of my head, binding two gaseous substances into a liquid fuel is, to put it mildly, an incredibly energy-intensive process.

Moriarty
Moriarty · 5 days ago

antonio220 wrote: **Oh, I blanked out a bit yesterday regarding sulfur and diesel. Today I decided to re-read the changes. When I said there was too much sulfur in the recipe, I actually meant the synthetic diesel recipe. Given the current conversion rate of sulfur to sludge, making synthetic diesel using 8 sulfur for 32 synthetic diesel is just not profitable. **By the way, sulfur is completely redundant and even harmful in diesel fuel anyway. In the past, it was necessary because early refining technologies couldn't work well without it. Modern diesel fuels use specialized additives instead of sulfur, and the maximum allowed sulfur content is no more than 10 mg per 1 kg of fuel (which is 0.001%). Sulfur harms the environment and causes increased wear on parts. I assume that’s exactly why the core game mechanics remove sulfur from oil via sour water. So, you could honestly just drop it from the recipe entirely. **Maybe increase the power consumption of the refinery instead? Off the top of my head, binding two gaseous substances into a liquid fuel is, to put it mildly, an incredibly energy-intensive process.

Hi Antonio220.

I don't want to remove it completely since i don't want to force people to change layout again. I also added it for a good source to get rid of excess sulfur.

But i can change it to instead use 2 sulfur instead of 8 witch i was suppose to do but i see i missed doing that. And increase the power as you suggested also.

antonio220 · 5 days ago

But don't people voluntarily sign up for the suffering of constant balance tweaks when they install a mod? Especially since you're pretty much the only one making mods here anyway. Like, there's nowhere else to run. I don't think balancing a couple of recipes is going to be worse than thousands of resources vanishing from warehouses after an update... In general, if you balance things based on internal logic and certain real-world laws, you'll only need to do it once.

On the other hand, I think a compromise is possible. For example, you could group all the radical balance changes together and release a massive, overhauled mod update right after a major game update. In most cases, that's a great trigger for players to start a new map anyway. This would definitely reduce the butt-hurt among the more restless members of the community.
There’s no point in changing the synthetic recipe just for me. It’s easier for me to use crude oil anyway... You know, that whole cycle where I buy oil, refine it, and sell part of the diesel to buy the next batch of oil through gold as an intermediary... Meanwhile, I get to keep all the byproducts from refining. But I’m not worried about myself here. Some people suffer from perfectionism... It applies to many things, but they don't actually know how to build or code them themselves. It’s like when your nose itches but your hands are tied.

Moriarty
Moriarty · 5 days ago

antonio220 wrote: **But don't people voluntarily sign up for the suffering of constant balance tweaks when they install a mod? Especially since you're pretty much the only one making mods here anyway. Like, there's nowhere else to run. I don't think balancing a couple of recipes is going to be worse than thousands of resources vanishing from warehouses after an update... In general, if you balance things based on internal logic and certain real-world laws, you'll only need to do it once. **On the other hand, I think a compromise is possible. For example, you could group all the radical balance changes together and release a massive, overhauled mod update right after a major game update. In most cases, that's a great trigger for players to start a new map anyway. This would definitely reduce the butt-hurt among the more restless members of the community.
There’s no point in changing the synthetic recipe just for me. It’s easier for me to use crude oil anyway... You know, that whole cycle where I buy oil, refine it, and sell part of the diesel to buy the next batch of oil through gold as an intermediary... Meanwhile, I get to keep all the byproducts from refining. But I’m not worried about myself here. Some people suffer from perfectionism... It applies to many things, but they don't actually know how to build or code them themselves. It’s like when your nose itches but your hands are tied.

That is true but if your fine with it as it is now, i will leave it at that for now. I will ask a couple of friends that use the synth fuel and see what they think about the 8 to reduce or remove it. Thanks anyway for all your suggestions Antonio. 😊👍

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