Search found 400 matches
- 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 ...
- 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...)
Maybe reduce environmental cooling when a reactor is turned off? (its currently a fixed amount (0.5°/s), which is not optimal anyway...)
- 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.
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.
- 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.
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.
- 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...
- 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.
- 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...
- 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)
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)
- 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.
thanks for the clarification, my google search for the property name actually didn't yield any results.
- 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...
- 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...
- 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...
- Fri Jul 26, 2019 5:19 pm
- Forum: Modding interface requests
- Topic: heat interface .. set power?
- Replies: 18
- Views: 4491
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 )
- 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...