Search found 808 matches

by Fatmice
Mon Feb 16, 2015 9:35 am
Forum: Resolved Problems and Bugs
Topic: Recipe behavior [kovarex]
Replies: 18
Views: 4830

Re: Recipe behavior [kovarex]

Not solved yet, as I don't have the way to reproduce it. I can help you with that. Download my mod , edit the file .\prototype\fluid\fluid.lua and change the "order" from 1a to say d and reset recipes. You will see that the same fluids will occupy different fluidboxes. It stands to reason...
by Fatmice
Mon Feb 16, 2015 9:11 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 214772

Re: [0.11.x] Uranium Power

Hello all, 0.5.3 is released after much work. See release notes for more details. Next release will focus on introducing two new buildings, reactor recirculation pump and turbine generator building. These two are sorely needed to deal with fluid throughput problems as well as the shear number of ste...
by Fatmice
Sun Feb 15, 2015 10:54 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 573570

Re: Yuoki Industries 0.2.24 (11.15)

Hi Yuoki,

See if this works for your fluid problem.
by Fatmice
Sun Feb 15, 2015 10:52 pm
Forum: Resolved Problems and Bugs
Topic: Recipe behavior [kovarex]
Replies: 18
Views: 4830

Re: Recipe behavior [kovarex]

Hi is this problem solved?

I also encounter something like this with my recipe, however, I was able to fix it in 0.11.13 by simply increase rank of the fluid in question to be above water. Water order is a-a, so the order of the fluid in question was changed to 1a, which will sort before a-a.
by Fatmice
Thu Feb 12, 2015 10:11 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2870

Re: Expansion of base machines and devices - new to modding

Ah crap... I had a feeling it'd be something like that; similar situation as to with extending the radar active scanning distance. Is there possibly a way to just "create" a light source? I mean furnaces and lamps both create light as well as the character and probably other things. Creat...
by Fatmice
Thu Feb 12, 2015 9:37 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 214772

Re: [0.11.x] Uranium Power

Hi. I dont get it. I have pressurized water coming from the reactor wir 300 degrees and i have pressurized water running from pumps along the heat exchangers to the steam machines with 15 degrees. It flows in alternate directions but all that happens is that the waterflow drops. Greedings SKleen75 ...
by Fatmice
Thu Feb 12, 2015 9:11 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2870

Re: Expansion of base machines and devices - new to modding

I've researched some of the stuff that FreeER has written and it's really quite helpful. However, I'm just in the process of attempting to make the lit electric poles and I've not seen something saying how to make an entity encompass two types - or how to make a new type that combines two others - ...
by Fatmice
Thu Feb 12, 2015 1:31 am
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2870

Re: Expansion of base machines and devices - new to modding

Eeeh... Well it started to make sense... Then you lost me. I've managed to figure out how to get something to go after something else (so my tier 2 steam engines appear after the base game ones and so on) but I haven't got a clue how to put something somewhere without a reference to something else ...
by Fatmice
Wed Feb 11, 2015 10:08 pm
Forum: Modding help
Topic: Expansion of base machines and devices - new to modding
Replies: 8
Views: 2870

Re: Expansion of base machines and devices - new to modding

I'll leave others more experienced in modding to answer the other questions, but as to order, it's quite simple. order = {a[something]-b[somethingelse]} The a[something]-b[somethingelse] is simply there as a reminder that you placed something before somethingelse. The thing that actually matter is a...
by Fatmice
Wed Feb 11, 2015 4:54 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 214772

Re: [0.11.x] Uranium Power

Counterflow is the only way to get the entering cold fluid to equal in temperature to the entering hotfluid. This is how it works in real life and is how the code emulates. Since heat will no longer flow between fluid of the same temperature, when you have both fluids flowing in the same direction a...
by Fatmice
Wed Feb 11, 2015 2:39 am
Forum: Modding help
Topic: Steam Engines Power output is capped
Replies: 3
Views: 2450

Re: Steam Engines Power output is capped

Hi, engine power output is directly related to the energy_consumption * 16/15. This is hard-coded and related to this topic here . The actual reason has to do with the size of .energy, which is a buffer that holds energy to be converted. The size of .energy = energy_consumption * (1 + 2(idle_consump...
by Fatmice
Tue Feb 10, 2015 6:27 pm
Forum: Modding help
Topic: Lua event for assembler state
Replies: 1
Views: 1192

Lua event for assembler state

I did much searching but did not come up with anything useful. I would like to know if there is an event that can trigger when an assembler-type within the glob table finished crafting. The problem has to do with fluid recipes where fluid temperatures are important. Currently, a fluid when crafted w...
by Fatmice
Mon Feb 09, 2015 11:32 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 214772

Re: [0.11.x] Uranium Power

Would I be correct in assuming this will be introduced by this mod? Unless one of the recent updates added it I am unaware of any 'pressurized-water'. Hi, it's already in 0.5.2. It was introduced back in 0.5.0 by Liquius. It is made in the pump-like building by transforming in 1:1 ratio of water to...
by Fatmice
Mon Feb 09, 2015 12:15 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 214772

Re: [0.11.x] Uranium Power

Hello all, A small status update as to what is going on. I'm working on 0.5.3. It is almost done. I just need to work on graphics. Changes to be expected in 0.5.3. Reactor fuel is deprecated. It is no longer needed nor required. However, until fuel_inventory_size = 0 is allowed, I can not eliminate ...
by Fatmice
Thu Feb 05, 2015 9:41 am
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10480

Re: Boiler energy is bounded ?!

Rahjital wrote: It doesn't exist. Idle consumption is controlled by the energy_source.drain property, and it defaults to energy_consumption / 30.
Hm, I see. This is known from reading source code I gathered? I see no mention of how the drain property is defined on either the wiki or searching this forum.
by Fatmice
Wed Feb 04, 2015 10:01 pm
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10480

Re: Boiler energy is bounded ?!

For some reason they add resting consumption also to buffer size. Normally used with electric energy sources. resting_consumption = 1 / 30.0 buffer size = energy_consumption * (1 + 2 * resting_consumption) Side note: I think that energy consumption should be change to output power or something. Bec...
by Fatmice
Wed Feb 04, 2015 7:03 am
Forum: Resolved Problems and Bugs
Topic: [any] A fuel inventory size of 0 crashes the game
Replies: 5
Views: 3780

Re: [any] A fuel inventory size of 0 crashes the game

Aw pooey, hopefully fixed for 0.11.15. I was going to use this method as well.
by Fatmice
Wed Feb 04, 2015 5:16 am
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10480

Re: Boiler energy is bounded ?!

Well well...seems I figured this out after all. .energy buffer size is related to energy_consumption of a boiler type. It is not related to the heat-capacity of a fluid or the base_area. Although a bigger base_area will inversely affect rate of temperature rise, but only if you start with a full boi...
by Fatmice
Tue Feb 03, 2015 11:23 pm
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10480

Re: Boiler energy is bounded ?!

I investigated further but still do not know how to derive the funky ratio of 52/75. In a vanilla boiler with no steam-engine connected and using water, the quanta of 6933.333333 J can be applied to 10 units of fluid to give a temperature rise of exactly 0.6933333333 C. If an energy larger than 6933...

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