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[Mod 0.11.20] Steampunk V 0.1.1

Posted: Sun Apr 05, 2015 6:20 am
by christhereaper
This little mod was mainly made to help JGGames with his steampunk challenge (everything that can be done using non-electric means must be done using those non-electric means).

Basically, it adds Burner versions of different buildings to the game.

Installation:

  1. download the mod
  2. move it to your mods folder
  3. use your Lab/ Burner lab to research the added tech
  • Current features:
  • Burner Laboratory
  • Burner Mining Drill MK2 (size, range and speed of an electrical mining drill)
  • Fast Buner Inserter
  • Long burner Inserter
  • Burner Pumpjack
  • Burner Oil Refinery
  • Burner Chemical Plant
  • Burner Assembly (Tier 1, 2 and 3)
  • Tech to unlock those things
  • Does not remove the normal electrical versions as to not mess with other mods and the like
  • Current issues:
  • no balancing of Energy Values
  • no new icons for items and tech
  • WiP stuff:
  • Logistics System
  • Smart Inserters
  • possibly Burner Radar
Changelog

Version 0.1.1
Fixed the Fuel cost of fast and long burner inserters

Re: [Mod 0.11.20] Steampunk V 0.1.0

Posted: Sun Apr 05, 2015 7:53 am
by Degraine
Link to the original thread.

Did you change the energy consumption of the inserters to make them a bit more efficient? Especially fast inserters, those would become prohibitively expensive to run, I imagine, at 180kW.

Re: [Mod 0.11.20] Steampunk V 0.1.0

Posted: Mon Apr 06, 2015 7:31 am
by christhereaper
Degraine wrote:Link to the original thread.

Did you change the energy consumption of the inserters to make them a bit more efficient? Especially fast inserters, those would become prohibitively expensive to run, I imagine, at 180kW.
The funny thing is, inserters work with a different energy system.
Electrical inserters only use their power while running, which is defined directly by an energy cost (e.g. 180kw) in conjunction with being classified as electrical.
Burner inserters however use two values called "energy_per_rotation" and "energy_per_movement" in conjunction with being classified as using a burner.
While electrical inserters of all types have those two values as well, they are set at 5,000, with burner inserters having them set to 100,000.

And i totally forgot to change that value for version 0.1.0, so the fast burner inserters and the long burner inserters are currently using next to no fuel (5% of the energy a burner inserter would use...).
For the next version that value will be increased tenfold, as having the energy cost as high as a normal burner inserter would burn through fuel way to fast. (pun somewhat intended)

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Mon Apr 06, 2015 10:01 pm
by darkshadow1809
Would love to add this to the modpack :) May i?

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Mon Apr 06, 2015 10:57 pm
by jggames
Here's the first video I've made with it: https://www.youtube.com/watch?v=aS93zbx1ge8

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Tue Apr 07, 2015 7:21 am
by christhereaper
darkshadow1809 wrote:Would love to add this to the modpack :) May i?

Go crazy with it :D

And if you have ideas, suggestions or feedback, toss it my way.

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Thu Apr 09, 2015 8:58 pm
by Z903
Would love to see a Burner Lamp for lighting my base.
I don't know if its possible to make a flamethrower turret based on fuel pipes. ( since I wont be using electric turrets )

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Wed Apr 15, 2015 6:31 am
by Hobbyte
Hey! This mod is really neat. Would you consider hosting it on GitHub or something similar? I had some interesting ideas and I'd love to contribute to the project, rather than just begging for new features :)

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Mon May 04, 2015 10:57 am
by Foxy_Boxes
Why does the Long Burner Inserter cost so much more than it's electrical counterpart to research?

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Sat May 09, 2015 6:46 am
by Peter34
How balanced is this mod?

Is it deliberate that there's no Burner Radar?

Why is the mod packaged as a RAR and not a ZIP? ZIP files are generally much easier to handle, as recent versions of Windows have the native ability to unpack ZIPs, and with the shareware WinZip software being very widespread even before that, whereas RAR archives require the downloading of semi-obscure software (and software that I personally find more cumbersome to use than WinZip ever was). On top of that, Factorio has the ability to uncompress ZIPs, so that you can just copy the ZIP archived mod into your Mods folder without having to do anything, whereas Factorio cannot do this with RARs.

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Fri Jun 19, 2015 11:59 am
by Blu3wolf
rars are smaller.

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Fri Jun 19, 2015 5:40 pm
by Takezu
But can'T dropped directly into the mod folder for easy starting.
Zip's is what the game works with.

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Sat Jan 16, 2016 2:02 pm
by daniel34
I have updated this mod to work with 0.12.20:
[0.12.20+] Steampunk v0.2.0 [Unofficial Updated Mods / Unofficial Patches]

Re: [Mod 0.11.20] Steampunk V 0.1.1

Posted: Tue Jul 05, 2016 8:05 am
by Mr Sunol
Can somebody please update this for 0.13??
I really want to have steampunk towns with the new trains and flamethrower turrets.