Search found 400 matches

by ownlyme
Sat Aug 10, 2019 12:40 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

I think normal burner turbines are still kinda viable as night-supply, emergency power and outpost-power. Also i don't really have an idea for something more complex that makes sense. There's still the diesel generator from https://mods.factorio.com/mod/KS_Power if you're into that sort of thing (i ...
by ownlyme
Fri Aug 09, 2019 3:25 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

Is there anything i could do to deescalate this thread?
Maybe reduce environmental cooling when a reactor is turned off? (its currently a fixed amount (0.5°/s), which is not optimal anyway...)
by ownlyme
Wed Aug 07, 2019 1:18 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

Lol, sounds like you're making a real science out of it ;)
Indeed, a stopped reactor cools down 0.5° per second, but it's usually still connected to the heat pipes so the heat gets constantly lost.
So it's a good practice to not place much more reactors than you'd need in the worst case.
by ownlyme
Sun Aug 04, 2019 4:52 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

it automatically calculates the burnt cell from the currently burning cell.
sorry but neither of us is using bob's and it's too much work to install everything and fight through the jungle of prototypes and different sub-mods.
by ownlyme
Sun Aug 04, 2019 11:21 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

it has the advantage that you can use it across surfaces please consider that these aren't my only mods and i have to evaluate value/cost for adding features to existing mods. if you really want this feature, consider making a commission and i'll happily add this for 5€ per hour otherwise i'm curren...
by ownlyme
Sun Aug 04, 2019 10:11 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

You only need to place 1 underground pipe at the reactor and 1 at the target destination, they simply synchronize their temperature among all underground heat pipes every tick.
by ownlyme
Sat Aug 03, 2019 4:52 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

Sorry, i kinda misunderstood your message "Thus, remaining without bonuses reactors." But then i still don't really understand the problem :/ When you put all reactors in one place, you have the problem that the heat pipes can't transfer all the heat to all the exchangers. A solution would...
by ownlyme
Sat Aug 03, 2019 4:26 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

you should get the neighbour bonus if they are just connected by heat pipes, no?
if not, that's a bug we will need to investigate.
even the underground heat pipes should connect reactors to increase the neighbour bonus.

(a reactor doesn't count as neighbour when it's in the startup or scram phase)
by ownlyme
Sat Aug 03, 2019 4:24 pm
Forum: General discussion
Topic: reactor_prototype.meltdown_action ... ???
Replies: 2
Views: 932

Re: reactor_prototype.meltdown_action ... ???

ohhh i see, it happens with damage.
thanks for the clarification, my google search for the property name actually didn't yield any results.
by ownlyme
Sat Aug 03, 2019 3:57 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

you can achieve everything with just the vanilla techniques. i made the realistic reactors utilities primarily for the radiation suit and the decon sprayer, but that seemed pretty niche and unsufficient to release an entire mod, so i also added the underground pipes and the heat switch. the undergro...
by ownlyme
Sat Aug 03, 2019 2:43 pm
Forum: General discussion
Topic: reactor_prototype.meltdown_action ... ???
Replies: 2
Views: 932

reactor_prototype.meltdown_action ... ???

i see you added a meltdown_action field for reactors, but it doesn't seem to do anything? i'm one of the authors of realistic reactors, so this property seems pretty interesting to me, but i'm actually glad it doesn't work with the vanilla reactors since there isn't really a way to cool them. i'm ju...
by ownlyme
Fri Jul 26, 2019 7:01 pm
Forum: Implemented mod requests
Topic: New GUI root for temporary GUI elements
Replies: 34
Views: 10297

Re: New GUI root for temporary GUI elements

lol why? thats the only thing the system would be useful for i'm not even asking for any support, i just want to be able to shift my labels, buttons, etc to a position inside the gui^^ you can leave everything else to the modders :) demo: (equipment is a kinda tricky case where it's hard to calculat...
by ownlyme
Fri Jul 26, 2019 5:19 pm
Forum: Modding interface requests
Topic: heat interface .. set power?
Replies: 18
Views: 4491

Re: heat interface .. set power?

DaveMcW wrote:
Mon Jul 22, 2019 4:57 am
So use a heat-interface attached to a heat pipe. The heat-interface provides throttled free power, the heat-pipe heats up and can be read.
that would probably be just as a big workaround as just using a reactor..
by ownlyme
Fri Jul 26, 2019 4:41 pm
Forum: Implemented mod requests
Topic: New GUI root for temporary GUI elements
Replies: 34
Views: 10297

Re: New GUI root for temporary GUI elements

When a savegame is loaded, we can just re-create our guis. How so? damn, good point.. in multiplayer, you can use on_player_joined_game, which also fires for the host, but currently i have no idea what to do in singleplayer... (except constantly recreating the guis) edit: on savegame loading, the c...
by ownlyme
Thu Jul 25, 2019 9:58 pm
Forum: Implemented mod requests
Topic: New GUI root for temporary GUI elements
Replies: 34
Views: 10297

Re: New GUI root for temporary GUI elements

i can draw elements on top of the crafting gui :) Right up until you save/load and then it's under it. Or just close the GUI and open it again and it's now under it. Thats no problem, since it's only created when the crafting gui is opened. If you want the opposite effect, you could probably use th...
by ownlyme
Thu Jul 25, 2019 6:46 pm
Forum: Modding help
Topic: entry.entity and entry.entity.valid ?
Replies: 1
Views: 515

entry.entity and entry.entity.valid ?

i know that in events, you should use both. But is there any case where you need both safety checks for a reference you stored in a variable? For example when the entity/gui/etc gets removed upon mod uninstallation? when i destroy an entity, its reference usually (always?) remains in the variable, i...
by ownlyme
Thu Jul 25, 2019 5:30 pm
Forum: Implemented mod requests
Topic: New GUI root for temporary GUI elements
Replies: 34
Views: 10297

Re: New GUI root for temporary GUI elements

You can't read the location of game GUIs and I don't think that will happen anytime soon (if ever). player.screen is useuful really only in 1 scenario: you want a GUI that acts and functions identically to the normal game GUIs. Z-ordering is never preserved so don't think you're going to be able to...
by ownlyme
Wed Jul 24, 2019 4:47 pm
Forum: Implemented mod requests
Topic: New GUI root for temporary GUI elements
Replies: 34
Views: 10297

Re: New GUI root for temporary GUI elements

You can't read the location of game GUIs and I don't think that will happen anytime soon (if ever). player.screen is useuful really only in 1 scenario: you want a GUI that acts and functions identically to the normal game GUIs. Z-ordering is never preserved so don't think you're going to be able to...
by ownlyme
Tue Jul 23, 2019 7:21 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

the solution is to only fuel water when the reactor is hot enough, or to use a heat switch ( https://mods.factorio.com/mod/Realistic ... -utilities )
by ownlyme
Tue Jul 23, 2019 6:00 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 106517

Re: [MOD 0.16] Realistic Reactors

Hey guys, can someone explain to me why my reactor stays at about 510°? My Base is starving for power and using more than 2 heat exchangers doesnt seem to work.. am I doing something wrong? Heres a screenshot of my current setup https://imgur.com/a/8j6yLep your heat exchangers can absorb 40 mw of h...

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