ImmersivePetroleum
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[Balance][Request] Power Balance.
Hiya Flaxbeard,
For the last few days I have been playing with immersive petroleum on the Forgecraft server and I have come to some difficult conclusions.
While Immersive Petroleum is fundamentally interesting and provides a fun new system to Immersive Engineering. its just not worth it.
I don't say that lightly however and I'll detail below. Right now the most minimal setup for Diesel production takes 4096 IF/t or one full Diesel engine. 1 pumpjack and 1 distill tower. 2048 each.
And while more Diesel is produced than the Generator needs, there is little need for extra fuel if all the power is being constantly used in the first place.
So I mentioned that I had been playing with immersive petroleum for a few days. Heres what I have. http://i.imgur.com/30zlwtA.png
Pictured here is 3 Distill towers and 4 pumpjacks. 2 distill towers are disabled leaving 5 power draw sources each consuming 2048 IF/t for a total of 10240 IF/t
Not pictured is the 3 Diesel engines powering this setup creating 4096 IF/t each for a total of 12,288 IF/t
Leaving me with a surplus of only 2048 IF/t for 3 generators of work.
But heres the kicker. /not including transfer loss/ keeping in mind that IE has a transfer loss across cables and you will wind up with somewhere on average ballpark of 5% loss or in my case because my oil setup is a couple hundred blocks from my base 14% loss leaving me with 1761 IF/t for the rest of my base.
Now this all being said lets look at the pros here. on those 4 oil jacks I can probably support another 2 generators leaving me with a net gain of 8806 IF/t (counting loss)
If I want to add more generators I have to support more pump jacks, likely another 2 to be comfortable and a distill tower only supports a max of 5 pumpjacks in ideal input circumstances. So on goes another distill tower so thats another 3 power draws of 2048 or 6144 IF/t and lets say I'm only adding a couple more gens we are now up to 7 generators 28672 IF/t powering 7 jacks and 2 distills 18432 IF/t - 14% for power loss 4018 IF/t for a total of 22450 or a final surplus of 6222 IF/t Or in other words about a generator and a half left over to power the base.
Okay.
Thats enough with the wall of numbers. The reason I presented all that to you is I wanted to make absolutely sure you saw what I saw before I make my suggestion. Which is simply this.
Please make the system cheaper to run. I won't tell you where to make the cuts I'll leave that up to you. But in order for Immersive Petroleum to be useful somethings gotta give.
Thanks for reading.
-Rorax
You can modify values in immersivepetroleum.cfg
# The Flux the Pumpjack requires each tick to pump
I:pumpjack_consumption=2048
# A modifier to apply to the energy costs of every Distillation Tower recipe
D:distillationTower_energyModifier=1.0
Do those values appear by default? Looking at my config file now, and this is the whole file:
# Configuration file
general {
# Display chunk border while holding Core Samples
B:sample_displayBorder=true
machines {
}
}
Maybe it changed in the latest version? Try deleting the config file so it regenerates.
I can toy with this more tomorrow and Tuesday, but for now here's a spreadsheet with current power amounts: https://docs.google.com/spreadsheets/d/1H3XLfaV20p6J7oleLi1p-zZDc-UO5LaXM-EIHsTMuB0/edit?usp=sharing. With a 1:1 ratio of Pumpjacks to Diesel Generators you should be making a net 1640 RF/tick per pumpjack.
I dunno what to tell you, the sheet checks out. So really the problem here is that I'm running one more jack than I should which would put me up to about 3k IF/t But even then 1,6 per generator spare? I just doesn't check out when compared with bio diesel. "So just use bio diesel" But I want a reason to use IP :P
Lets compare this to bio Diesel. 10 IF/t for the Refinery 80 IF/t for the Squeezer 80 IF/t for the Fermenter. 170 IF/t for the works. A Refinery running full time can sustain 2 generators also running full time.
Meaning a surplus of power of 8022 IF/t Not including the running of cloches to feed the squeezer and fermenter but those are also negligibly cheap.
to reach a surplus of ~8022 IF/t using Immersive Petroleum you need 5 pump jacks a distill tower and 5 generators. Its just not comparable in resources, time or effort.
I realize once the config issues are sorted out I can change things myself but I plead with you to rethink the default.
Tahg did some real world comparisons and came back to me saying that a pumpjack is fairly cheap to run and with equivalence should be at around 233 IF/t but said round up to 256 IF/t to make it a nice figure.
Even then the cost of running a IP system is still more costly than the inbuilt bio diesel method.
I've been talking in the Discord and I'm thinking I'll reduce the operating cost of the Pumpjack to half of what it currently is - that should provide what I see as a suitable power margin that would be about double the net power of a similar sized biodiesel setup per mB, or about 2700 IF/t.
I also plan on adding other distillation outputs, meaning that you won't just get power from processing oil, but usable resources.
While you are changing things in the config file, how about adding to each comment the default value?
# A modifier to apply to the time of every Distillation recipe. Can't be lower than 1 (default=1.0)
A simple change that helps restoring things to default when we mess up.
Ah, good idea
Newest update has added config defaults and adjusted Pumpjack cost