[MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

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Neemys
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Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Post by Neemys »

zarx wrote:Is there any way we could get the flare stacks to burn even faster? like at 1000+?
Sure, unzip the mod, edit data-final-fixes.lua, you can change the line 20

Code: Select all

{type="fluid", name=vi.name, amount=50}
change the amount (50) to the quantity you want.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
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Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Post by Germanfragger »

Any chance this gets updated to 0.16?
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Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Post by GotLag »

Updated, and added an in-game setting to control how fast fluids are burned.
321freddy
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by 321freddy »

Hey, there seems to be a conflict between Flare Stack and my mod Attach Notes. Someone reported this error.
I nailed it down to an issue in your data-final-fixes.lua at line 95:

Code: Select all

for ki, vi in pairs(data.raw.item) do
  -- create incineration recipe for any item, and any chemical fuel with less energy than coal
  if not (vi.fuel_value and vi.fuel_category and vi.fuel_category == "chemical" and not fuelGreaterThan(coal_value, vi.fuel_value)) then
    incinerateRecipe(vi, "item")
  end
end
Here you create recipes for all items including hidden ones. Please replace it with this:

Code: Select all

local function in_table (tab, val) -- returns true if value is in array
    for _,_val in pairs(tab) do
        if _val == val then return true end
    end
end

for ki, vi in pairs(data.raw.item) do
  -- create incineration recipe for any non hidden item, and any chemical fuel with less energy than coal
  if not vi.flags or not in_table(vi.flags, "hidden") then
    if not (vi.fuel_value and vi.fuel_category and vi.fuel_category == "chemical" and not fuelGreaterThan(coal_value, vi.fuel_value)) then
      incinerateRecipe(vi, "item")
    end
  end
end
usafphoenix
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by usafphoenix »

change to 16.24 now requires fluidbox height to be greater than zero (to prevent potential division by zero) per factorio release notes.
specific entity causing crash: "flare-stack" (furance)
specific entity is also modified by increasedRates and Squeak Through. both mods can still load if flarestack is removed.
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by bonesbro »

Yes, this mod is broken in 0.16.24. Possibly only when Squeak Through is also installed. The game reports an error when loading and prompts you to disable the mod.
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by GotLag »

Updated, thanks for the reports.
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by bonesbro »

Thank you very much! Working great for me.
Rups
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by Rups »

Hi, thanks for your mod! Any chance you can change the settings of the fuel burn rate to in game settings and not start-up settings? I'm deep in a game and I would prefer to change the venting speed instead of placing dozens of stacks. Thanks!

Edit: figured it out! Thanks again for you mod, love it!
Last edited by Rups on Wed Feb 28, 2018 11:27 am, edited 1 time in total.
GotLag
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by GotLag »

Off the top of my head, no, unfortunately. The burn rate is defined as a recipe, and recipes are created when Factorio is loaded.
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by Geslot »

Hello GotLag,

First of all, thank you, this mod is great and always helps me out.
I found out that electric incinerator cannot destroy coal. I need it because I use LTN and sometimes trains arrive at depos with some leftovers in it, I use electric incinerator to destroy them. Sometimes it happens that trains bring coal and as a result my production chain gets poisoned. Is there any chance it'll be fixed? Thank you.
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by GotLag »

That's by design. The mod doesn't create incineration recipes for any fuel with an energy value equal to coal (or greater). This is so that a coal-fired burner incinerator doesn't just destroy your entire fuel supply.

Factorio 0.17 is due out soon, when that's released I'll add an options menu setting to change that value, but in the meantime you have a couple of options:
  1. Unzip the mod, and edit data-final-fixes.lua. Simplest would be to replace "coal" with "solid-fuel" on lines 89 and 90.
  2. Modify your factory so that the coal is filtered out and trained to wherever you use a lot of coal, and used in preference to the normal supply (to ensure it doesn't back up).
GotLag
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Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack

Post by GotLag »

I've slightly changed the way incineration recipes are generated, now the burner incinerator can't destroy burner fuel (except for wood), and the electric incinerator can destroy any item at all, including fuels.
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Flare Stack Update?

Post by FallenPaladin »

Will you be updating your mod to 0.18?
- Constantly choosing the lesser of two evils is still choosing evil.

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Temp Fix until Update

Post by FallenPaladin »

Open the entities.lua and do the following,

Replace 129 thru 140 with:

-- Incinerator smoke
trivial_smoke =
{
name = "incinerator-smoke",
color = {r = 0.3, g = 0.3, b = 0.3, a = 0.3},
duration = 150,
spread_duration = 100,
fade_away_duration = 100,
start_scale = 0.4,
end_scale = 1.5,
affected_by_wind = true
}
}
)

Lastly change line 165 to:

trivial_smoke =

Don't forget to change the info.json file to match the version number.
- Constantly choosing the lesser of two evils is still choosing evil.

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