[Mod 0.11.20] Steampunk V 0.1.1

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christhereaper
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[Mod 0.11.20] Steampunk V 0.1.1

Post 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
Last edited by christhereaper on Mon Apr 06, 2015 5:14 pm, edited 1 time in total.

Degraine
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Re: [Mod 0.11.20] Steampunk V 0.1.0

Post 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.

christhereaper
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Re: [Mod 0.11.20] Steampunk V 0.1.0

Post 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)

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darkshadow1809
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post by darkshadow1809 »

Would love to add this to the modpack :) May i?
ShadowsModpackDevelopment

jggames
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post by jggames »

Here's the first video I've made with it: https://www.youtube.com/watch?v=aS93zbx1ge8

christhereaper
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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.

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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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 )

Hobbyte
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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 :)

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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post by Foxy_Boxes »

Why does the Long Burner Inserter cost so much more than it's electrical counterpart to research?

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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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.

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Blu3wolf
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post by Blu3wolf »

rars are smaller.

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Takezu
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post by Takezu »

But can'T dropped directly into the mod folder for easy starting.
Zip's is what the game works with.

daniel34
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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]
quick links: log file | graphical issues | wiki

Mr Sunol
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Re: [Mod 0.11.20] Steampunk V 0.1.1

Post 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.

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