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by ownlyme
Wed Jul 11, 2018 9:51 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

yeah i didnt really change anything except the reactor level formula local reactor_temp_level reactor_temp_level = math.max(0,reactor.core.temperature-500)/20*3 --linear leveling, 500°=lvl 0, 1000°=lvl 75 (500/6.66 = 75) local reactor_level = math.floor(reactor_temp_level + ((reactor_bonus*25/3)-(25...
by ownlyme
Wed Jul 11, 2018 8:51 pm
Forum: Modding interface requests
Topic: R/W temps of reactors, etc or R/W consumption,burner.efficie
Replies: 4
Views: 1480

R/W temps of reactors, etc or R/W consumption,burner.efficie

Hi, We're currently working on an update for the realistic reactors mod, which involves often replacing the entity. The problem we ran into is that the temperature of the reactor always resets to 15° after replacing, which can't be changed. I also noticed that heat-pipes have no api for their temper...
by ownlyme
Wed Jul 11, 2018 6:04 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

hmm i tried your version and it seems to explode just normally but i noticed that we have to calculate the temperature based on 75 levels because i only added 100 entities (you can pass 0 there) (btw are you a mathematician ? your formulas look very complicated :D) i'm afraid there is no solution to...
by ownlyme
Wed Jul 11, 2018 2:26 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

this is very weird, did you deactivate the old mod? for me the meltdown worked, (the white cloud that damages you if you are inside it if thats correct? before i only used the explosion tweak :D) you're right, in the reactor bonus formula i forgot a math.max math.floor(math.max(0,reactor.core.temper...
by ownlyme
Wed Jul 11, 2018 3:04 am
Forum: Modding help
Topic: access heat buffer? (set temp of reactor)
Replies: 1
Views: 688

access heat buffer? (set temp of reactor)

I'm trying to add new fuel cells for the realistic reactors mod, which involves often replacing the entity. The problem is, that after replacing the entity, the temperature gets resetted to 15. (quickly rising to its old temperature, probably because of the attached heat pipes) i tried applying valu...
by ownlyme
Wed Jul 11, 2018 12:16 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

almost done but the temperature display on the reactor entity always resets to 15° after replacing it... you got any idea? todo: - adding a setting to toggle between special fuel cells and always scaling output - implementing the check for fuel type or setting active - localization for all reactor l...
by ownlyme
Tue Jul 10, 2018 3:37 pm
Forum: Ideas and Suggestions
Topic: Steelseries Gamesense support (RGB Periphery)
Replies: 8
Views: 4440

Steelseries Gamesense support (RGB Periphery)

There are not many games supported yet, but they claim its easy to integrate.
https://de.steelseries.com/engine/apps
Might also be helpful for promoting the game.
by ownlyme
Sun Jul 08, 2018 11:57 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

put this into the realistic reactors data.lua:
data.raw.technology["nuclear-power"].effects[1]=nil

or if you have already researched it, enter this in the console:
/c game.players[1].force.recipes["nuclear-reactor"].enabled = false
by ownlyme
Sat Jul 07, 2018 9:54 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

is there any mod that forces you to go above 900° except bobs mods? i can't really see what you would loose with this change. If you don't have a big powerplant with poor heat distribution, something like this would be a nice reward for pushing the limits, and it seems like you had fun with pushing ...
by ownlyme
Sat Jul 07, 2018 8:45 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

an electrical boiler works, with the flags you gave me there are almost no flaws anymore.
(only that the entire entity shows its boundings when hovering with a pole)
thank you very much.
by ownlyme
Sat Jul 07, 2018 8:35 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

yeah maybe a burner-boiler with hidden alert icon could work.. trying it now
(but can't that one be opened by clicking?)
by ownlyme
Sat Jul 07, 2018 8:28 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

it shouldn't show up in the energy grid and not show a warning icon when energy is missing...
maybe i could use alert_icon_scale but it would still show up in the power grid ui...
brb trying something...
by ownlyme
Sat Jul 07, 2018 8:25 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

i had to remove those because it said "Key "filename" not found in property tree at ROOT.simple-entity.trafo-1-placer.pictures"
by ownlyme
Sat Jul 07, 2018 8:22 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

this doesn't work: pictures = { { filename = "__Transformers__/graphics/transformer/trafosprites-placer.png", x = 233, width = 233, height = 155, frame_count = 1, shift = {2.6, -0.45} }, { filename = "__Transformers__/graphics/transformer/trafosprites-placer.png", width = 233, he...
by ownlyme
Sat Jul 07, 2018 8:19 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

Re: prototype for rotatable dummy with render_layer?

yeah my new hack still uses boilers+generators, but the only script load comes from refilling the fluid-box which can only hold 1000 water. I think there is no other way of doing it because it should scale with the load on the target network. You could use an assembling machine instead of the boiler...
by ownlyme
Sat Jul 07, 2018 8:05 pm
Forum: Modding help
Topic: prototype for rotatable dummy with render_layer?
Replies: 11
Views: 1456

prototype for rotatable dummy with render_layer?

Hi, I'm updating the transformers mod, which currently uses splitters for the base entity. The problem is that splitters have a very low render_layer that can't be changed. Does anybody know a better prototype? Specifications: - Rotatable - Render layer of a normal building - Constructable - No ener...
by ownlyme
Mon Jul 02, 2018 10:30 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

i'm not sure how well this periodically adding fuel would turn out because i think it would look most natural if you put fuel in at least every 1-2 seconds. about the entity thing, i was thinking about a more fluent solution that would also cover the multiple-reactors mechanic. So it would choose a ...
by ownlyme
Mon Jul 02, 2018 12:16 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Re: [MOD 0.16] Realistic Reactors

i didn't notice any negative impact (not even loading time) when adding 1000 entities and items to the game function make_reactor(rname) return { type = "reactor", name = rname, icon = "__RealisticReactors__/graphics/icons/nuclear-reactor.png", icon_size = 32, flags = {"plac...
by ownlyme
Sun Jul 01, 2018 3:22 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 107852

Energy output scaling with heat

Maybe the reactor energy output could scale with its heat. MOX Fuel Rods become more efficient as reactor heat increases (up to 5 times normal efficiency at 99.9% maximum heat) (from the industrial-craft wiki, but i've read that it has this property somewhere else too) Maybe you could also make it d...
by ownlyme
Sun May 13, 2018 9:29 pm
Forum: Modding interface requests
Topic: api call to get power drawed from electric network
Replies: 3
Views: 1405

Re: api call to get power drawed from electric network

i know, that's why i said i was calculating the energy from tick to tick.
but i assume that since the energy consumption changes every tick, it might be a bit harder to implement that feature.
but you should totally fix that there is no simple way to see if the entity is in a dead electricity network

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