Canisters deprecated

by 0n0w1c

Introduces reusable canisters for rocket launches. What goes up must come down!

Content
4 months ago
2.0
120

g (Resolved) Productivity Issues in Rocket Fuel Production

5 months ago

Productivity modules can be used during rocket fuel production. This results in X+Y units of rocket fuel for every X canisters spent. When burned, each unit of rocket fuel yields one canister. Consequently, each cycle of using rocket fuel generates an additional Y new canisters, where Y depends on the productivity level applied during fuel production.

The productivity of rocket parts further compounds this issue, creating a feedback loop that amplifies the initial efficiency gains.

5 months ago
(updated 5 months ago)

Productivity of the individual rocket silo plus the research bonus, is currently accounted for in calculating the reduced number of rocket fuel used at launch and subsequently the number returned. It could be there is a bug though, are you seeing something incorrect numerically?

Simply, you should not see a number of returned canisters greater than the number of rocket fuel used to launch the rocket. If you do see a net plus in canisters, I have work to do.

5 months ago
(updated 5 months ago)

I am trying to point at the productivity of rocket fuel production. Look, it takes 10 solid fuel, 10 light oil and a canister. With productivity i get on average 1.16 rocket fuel from this recipe. Now, i also get 1.16 canisters from burning 1.16 rocket fuel, but used 1 canister in the first place. I get extra 0.16 canister every time i use a canister because i have +16% productivity in my rocket fuel production.

5 months ago
(updated 5 months ago)

I see your point, the wonders of the productivity bonus.
This is true throughout the game though, not just canisters.

I think that would require a significant change. Rather than a canister being an ingredient, it would need to become a container of rocket fuel, like barreling. Only allowing a fixed amount of rocket fuel in a canister. So only 1.0 of the 1.16 rocket fuel is placed in a canister.

5 months ago
(updated 5 months ago)

I could make a guess at the productivity bonus, the research bonus plus the average of from productivity modules (not loving this too much).

Or maybe greater adjustment in the attrition rate...
Attrition currently defaults to a max of 10%, which is below your bonus, so a net gain in canisters.
The next setting is 50% which should be on average a 25% loss which is greater than your bonus, so a net loss in canisters.

Allow setting any attrition value between 1 and 100?

Are you looking for a net 0 solution?

5 months ago

Or maybe the "random" attrition is not really worth much, I should change it to a fixed percent, and offer a 1 to 100 setting.

5 months ago

Net 0 solution is what i think it should be. This is the same reason why barrels are exempted from productivity. Removing productivity from rocket fuel production is not an option (there is infinite productivity tech for rocket fuel in the base game). Maybe… as you said - it would need to become a container of rocket fuel, like barreling. Space exploration had liquid rocket fuel. Maybe you can migrate everything with productivity to this new liquid and change recipe for rocket fuel (replace solid fuel and light oil with new liquid). But cross-mod compatibility will be tricky…

5 months ago

I sincerely apologize. My head is so wrapped in coding, I read your post as a bug report.

What you want to do is increase the attrition, the default is set at 10%. This should on average, be a 5% loss. Too low for your factory.
Change it to 50%, which should result in a 25% average loss.

There is also 100%, a 50% loss, and the "disposable" option which is a 100% loss.

5 months ago

This can help if i only use rocket fuel to launch rockets. But for example on Gleba i can use it to power heating towers, this is where productivity will get me.

5 months ago

I was composing my previous message as you posted.

5 months ago

Ahhhhh, gotcha!

In that context, this is a big issue. And an issue that I do not currently see a reasonable solution for.

5 months ago

Yes, but i am happy to use Canisters without reusable canisters option. Maybe it is worth considering to make this option off by default?

5 months ago
(updated 5 months ago)

Canister is considered as a spent result for rocket fuel, so it will appear every time i burn rocket fuel, be it in heating tower, locomotive or in regular boiler. Modifying heating towers is in no way related to this.
![image] (https://ibb.co/k6zz036j)

5 months ago

Yup, unfortunately, reusable is not a viable option for SA.
Not sure what I will do, deprecating the mod is seriously under consideration. I will sleep on it.

5 months ago

Thank you very much for reporting the issue!
I uploaded version 0.1.1 that should resolve the issue, hopefully in a satisfactory manner.

5 months ago
(updated 5 months ago)

Not sure if you are still trying the mod, but 0.2.0 is a significant upgrade.

This version uses a per surface setting for the rocket fuel productivity bonus (building + modules).
It will calculate that bonus on ticks, so for performance it is better to set the Assigned value.
In my testing, it calculates the correct number of Return canisters, up to the internal productivity cap of 300%.
The number returned should ensure a net negative on each planet.

5 months ago

I do, i like the challenge with canisters. The new refurbishing requirement is nice.

5 months ago

It is hard to be certain, but for example mod Muluna has defferent recipe's for rocket parts for different planets. All planets take 2 times more everything than Muluna and also they have different productivity infinite technologies for rocket parts. Take it into account, pls.

5 months ago

Version 0.2.5 has been uploaded. It should now correctly calculate the Muluna rocket part productivity bonus.

5 months ago

All planets take 2 times more everything than Muluna ...

Can you explain a bit more? Maybe a specific example?

5 months ago
(updated 5 months ago)

I can't open game right now but as i remember (with Mulana mod active) - every 1 rocket part in rocket sylo on Muluna takes 1 processor, 1 LDS, 1 rocket fuel. But on other planets the same rocket part takes 2 processors, 2 LDS and 2 items of rocket fuel.

5 months ago
(updated 5 months ago)

Version 0.3.0 has been uploaded, it should properly take this into account.

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