Version: 0.1.2
Factorio Version: 0.12.30
Description: Adds a new level of oil processing to increase oil efficiency.
Release: 8th April 2016
Dependencies: None
Download:
Sadly, the canisters I added will not currently work with the bob's mods canisters. I will add that when I get the chance.orzelek wrote:Do you know if it will work properly with bob's mods set?
Ok, I will expand the long description.mooklepticon wrote:Could you expand on that long description? I'd say that's more of a nice, short description. What new recipes are added? What are they used for? Any screen shots?
Just updated the mod, the canisters now work properly with the bob's ones.orzelek wrote:Do you know if it will work properly with bob's mods set?
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[item-name]
fd-distillation-column = teilweise Destillationsraffinerie
fd-raw-iron = Roheisen
fd-raw-copper = Rohkupfer
fd-road = Straße
fd-canister = leerer Kanister
fd-kerosene-canister = Kerosinkanister
fd-diesel-canister = Dieselkanister
fd-petrol-canister = Benzinkanister
[fluid-name]
fd-bitumen = Bitumen
fd-fuel-oil = Flüssigbrennstoff
fd-kerosene = Kerosin
fd-diesel = Diesel
fd-naptha = Rohbenzin
fd-refinery-gases = Raffineriegase
fd-petrol = Benzin
[entity-name]
fd-distillation-column = teilweise Destillationsraffinerie
fd-road = Straße
[tile-name]
fd-road = Straße
[recipe-name]
fd-heavy-fractional-distillation = schwere teilweise Destillation
fd-light-fractional-distillation = leichte teilweise Destillation
fd-gas-fractional-distillation = gasförmige teilweise Destillation
fd-flame-thrower-ammo-petrol = Flammenwerferbrennstoff aus Benzin
fd-flame-thrower-ammo-diesel = Flammenwerferbrennstoff aus Diesel
fd-flame-thrower-ammo-refinery-gases = Flammenwerferbrennstoff aus Raffineriegasen
fd-solid-fuel-from-fuel-oil = Festbrennstoff aus Flüssigbrennstoff
fd-road = Straße
fd-plastic-from-naptha = Kunststoff aus Rohbenzin
fd-sulfur-from-naptha = Schwefel aus Rohbenzin
fd-explosives-from-refinery-gases = Sprengstoff aus Raffineriegasen
fd-basic-grenade-from-refinery-gases =Handgranate aus Raffineriegasen
fd-poison-capsule-from-refinery-gases = Gift-Kapsel aus Raffineriegasen
fd-fuel-oil-cracking = Flüssigbrennstoff in Raffineriegase aufspalten
fd-kerosene-cracking = Kerosin in Rohbenzin aufspalten
fd-diesel-cracking = Diesel in Benzin aufspalten
fd-fill-kerosene-canister = Fülle Kerosinkanister
fd-fill-diesel-canister = Fülle Dieselkanister
fd-fill-petrol-canister = Fülle Benzinkanister
fd-empty-kerosene-canister = leere Kerosinkanister
fd-empty-diesel-canister = leere Dieselkanister
fd-empty-petrol-canister = leere Benzinkanister
[technology-name]
fd-fractional-distillation = teilweise Destillation
fd-road-research = Straßen
fd-advanced-fuels = Erweiterte Brennstoffe
fd-gaseous-fraction-processing = gasförmige teilweise Verarbeitung
fd-plastics-two = Kunststoff 2
fd-sulfur-processing-two = Schwefelverarbeitung 2
fd-advanced-cracking = erweitertes Aufspalten
fd-refinery-gases-weaponry = Raffineriegaswaffen
[technology-description]
fd-fractional-distillation = Öffnet die Türen zu einem neuen Level der Ölverarbeitung.
fd-road-research = Schaltet Straßen frei: gut um darauf zu fahren und zu laufen.
fd-advanced-fuels = Kerosin, Benzin und Diesel scheinen guter Brennstoff zu sein. Sie entzünden auch schnell.
fd-gaseous-fraction-processing = Die Gasanteile scheinen sehr nützlich zu sein. Mal schauen was wir damit tun können...
fd-plastics-two = Es sieht so aus als ob wir Kunstoff effizienter aus Rohbenzin produzieren können.
fd-sulfur-processing-two = Rohbenzin kann dazu benutzt werden Schwefel zu machen. Es ist besser als Petroleum zu benutzen.
fd-advanced-cracking = Die Teile aufzuspalten ist schwierig ,aber es kann manchmal getan werden.
fd-refinery-gases-weaponry = Raffineriegase sind giftig und haben eine explosive Natur.
Do you mind me adding this into the mod files? I will give you credit, of course.apcnc wrote:german localeCode: Select all
[item-name] fd-distillation-column = teilweise Destillationsraffinerie fd-raw-iron = Roheisen fd-raw-copper = Rohkupfer fd-road = Straße fd-canister = leerer Kanister fd-kerosene-canister = Kerosinkanister fd-diesel-canister = Dieselkanister fd-petrol-canister = Benzinkanister [fluid-name] fd-bitumen = Bitumen fd-fuel-oil = Flüssigbrennstoff fd-kerosene = Kerosin fd-diesel = Diesel fd-naptha = Rohbenzin fd-refinery-gases = Raffineriegase fd-petrol = Benzin [entity-name] fd-distillation-column = teilweise Destillationsraffinerie fd-road = Straße [tile-name] fd-road = Straße [recipe-name] fd-heavy-fractional-distillation = schwere teilweise Destillation fd-light-fractional-distillation = leichte teilweise Destillation fd-gas-fractional-distillation = gasförmige teilweise Destillation fd-flame-thrower-ammo-petrol = Flammenwerferbrennstoff aus Benzin fd-flame-thrower-ammo-diesel = Flammenwerferbrennstoff aus Diesel fd-flame-thrower-ammo-refinery-gases = Flammenwerferbrennstoff aus Raffineriegasen fd-solid-fuel-from-fuel-oil = Festbrennstoff aus Flüssigbrennstoff fd-road = Straße fd-plastic-from-naptha = Kunststoff aus Rohbenzin fd-sulfur-from-naptha = Schwefel aus Rohbenzin fd-explosives-from-refinery-gases = Sprengstoff aus Raffineriegasen fd-basic-grenade-from-refinery-gases =Handgranate aus Raffineriegasen fd-poison-capsule-from-refinery-gases = Gift-Kapsel aus Raffineriegasen fd-fuel-oil-cracking = Flüssigbrennstoff in Raffineriegase aufspalten fd-kerosene-cracking = Kerosin in Rohbenzin aufspalten fd-diesel-cracking = Diesel in Benzin aufspalten fd-fill-kerosene-canister = Fülle Kerosinkanister fd-fill-diesel-canister = Fülle Dieselkanister fd-fill-petrol-canister = Fülle Benzinkanister fd-empty-kerosene-canister = leere Kerosinkanister fd-empty-diesel-canister = leere Dieselkanister fd-empty-petrol-canister = leere Benzinkanister [technology-name] fd-fractional-distillation = teilweise Destillation fd-road-research = Straßen fd-advanced-fuels = Erweiterte Brennstoffe fd-gaseous-fraction-processing = gasförmige teilweise Verarbeitung fd-plastics-two = Kunststoff 2 fd-sulfur-processing-two = Schwefelverarbeitung 2 fd-advanced-cracking = erweitertes Aufspalten fd-refinery-gases-weaponry = Raffineriegaswaffen [technology-description] fd-fractional-distillation = Öffnet die Türen zu einem neuen Level der Ölverarbeitung. fd-road-research = Schaltet Straßen frei: gut um darauf zu fahren und zu laufen. fd-advanced-fuels = Kerosin, Benzin und Diesel scheinen guter Brennstoff zu sein. Sie entzünden auch schnell. fd-gaseous-fraction-processing = Die Gasanteile scheinen sehr nützlich zu sein. Mal schauen was wir damit tun können... fd-plastics-two = Es sieht so aus als ob wir Kunstoff effizienter aus Rohbenzin produzieren können. fd-sulfur-processing-two = Rohbenzin kann dazu benutzt werden Schwefel zu machen. Es ist besser als Petroleum zu benutzen. fd-advanced-cracking = Die Teile aufzuspalten ist schwierig ,aber es kann manchmal getan werden. fd-refinery-gases-weaponry = Raffineriegase sind giftig und haben eine explosive Natur.
I'll fix that sulfur bug later today when I get time. And yes, I had intended cracking diesel into petrol to be so there is only one fuel type. I might adjust that too, so it is more balanced.Alkel U3 wrote:Hi, thanks for the mod, I enjoy it much. Nicely extends the base without completely overhauling it.
Reporting a bug - recipe for sulphur with use of naphtha has swapped order of ingredients, which is, I assume, what's causing the pipe inputs on the chemical plants to also change. Which is mildly annoying, because one has to rework the pipes after switching to naphtha from petroleum gas. Plastics processing is without this problem.
Also I'd like to ask about petrol and diesel - I can crack diesel into petrol, which leaves me with less fuel with smaller energy value. Am I overlooking some other uses or is the only advantage of cracking diesel having only one type of fuel to package?
Haha, I have actually since making this mod researched more on the subject myself, and know more than I did when this mod was created. As a result, I am planning a bigger "Chemistry Overhaul" mod, that will add many new chemistry recipes including a new way of oil production similar to the one here. Not planning on making it until summer holidays though, as I have exams and stuff from now until then.Ratzap wrote:New ways to pollute the world, excellent.
One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha
https://en.wikipedia.org/wiki/Hydrodesulfurization
Input naptha stream, output naptha and sour gas. The sour gas is then further processed to get elemental Sulfur. The stock method of Sulfur production is the same, it bothers me since it should really just be a cleaning process costing energy and factory space, not consuming hydrocarbons.
So, maybe input sulfurized naptha or raw/dirty/whatever naptha and get out sulfur and clean naptha?Ratzap wrote:New ways to pollute the world, excellent.
One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha
https://en.wikipedia.org/wiki/Hydrodesulfurization
Input naptha stream, output naptha and sour gas. The sour gas is then further processed to get elemental Sulfur. The stock method of Sulfur production is the same, it bothers me since it should really just be a cleaning process costing energy and factory space, not consuming hydrocarbons.
please update 13.0TurtleZ wrote:Haha, I have actually since making this mod researched more on the subject myself, and know more than I did when this mod was created. As a result, I am planning a bigger "Chemistry Overhaul" mod, that will add many new chemistry recipes including a new way of oil production similar to the one here. Not planning on making it until summer holidays though, as I have exams and stuff from now until then.Ratzap wrote:New ways to pollute the world, excellent.
One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha
https://en.wikipedia.org/wiki/Hydrodesulfurization
Input naptha stream, output naptha and sour gas. The sour gas is then further processed to get elemental Sulfur. The stock method of Sulfur production is the same, it bothers me since it should really just be a cleaning process costing energy and factory space, not consuming hydrocarbons.
good idea! excellent! waitDegraine wrote:Good analysis, MrGrim. I would hope that all the additional effort and design that you have to put in place would give some decent benefits. Seems like the mod needs some rebalancing, though the author said he wanted to make a new and more extensive chemicals mod so maybe wait and see what comes of that.
Do note that I did end with:Degraine wrote:Good analysis, MrGrim. I would hope that all the additional effort and design that you have to put in place would give some decent benefits. Seems like the mod needs some rebalancing, though the author said he wanted to make a new and more extensive chemicals mod so maybe wait and see what comes of that.
I'm actually planning to keep it in my game. Though, I'm removing the special building because it sticks out too much. I'm also considering making a "napalm" recipe using kerosene from this mod, phosphorous from bio farm with quartz and carbon from bobs mods to make white phosphorous, and resin from bobs mod (closest thing to styrene). If you can increase the damage output of the new turrets per fluid then it should be some good fun. I also merged the diesel fluid from KS Power's diesel generator with this mod.MrGrim wrote:Overall the subtle way in which this mod alters the game is really nice. Nothing is overpowered I think, and the give and take seems very well thought out. Good stuff! Thanks!
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table.insert(data.raw["fluid-turret"]["flamethrower-turret"].attack_parameters.fluids, { type = <fluid name>, damage_modifier = #.# })