Re: [0.16] Sea Block Pack 0.2.8
Posted: Sat Jun 09, 2018 4:14 pm
Ohhh thank you so much mate, u helped me really out. God bless you.
Thanks for clarification. I got this number of 1200/s somewhere and it served me well so far. But the short distances throughput increase is nice to know. And I will try the pump->underground pipe span->pump tip.BlakeMW wrote:Pipes can carry a lot more than 1200/s over short distances. Pipe-to-grounds count as 1 pipe (2 pipes for the pair in an underground span), so longer underground pipe spans increase potential throughput. Placing pumps increases throughput even more, a chain of pump->underground pipe span->pump will cap out at 3000/s. Given that underground pipe spans get pretty long for titanium and tungsten this might well be more desirable than parallel pipes when very high throughput uni-direction flow is required.
For 4 pipes between pumps the throughput drops to ~1900/s, and then it tends to converge around 1200m/s - altough for large numbers of pipes it does fall below 1200m/s, ultimately converging on 0 fluid/s for infinitely many pipes, though of course pumps can maintain throughput over infinite distance (i.e. pump->underground span->pump chain can deliver 3000/s over any distance).
I don't know, if the different size pipes where helpful. The 20 size pipe (like stone pipe) was difficult to handle and "normal" 10 size iron pipes worked better in most cases. But it may just be my lack of understanding of fluid-mechanicsRedstylt wrote: Nice answer !
So 2 things annoyed me very much : "all pipes are now the same (bobslogistics, some months ago)" and "a pipe is able to transport max. 1200 fluids/sec, if used optimally. For more, you should add second parallel pipe, which is not connected in the middle"
Making 2 parallel pipes is quite difficult...because they connect each other and because i dont have so much place![]()
So i was thinking i need that mod : https://mods.factorio.com/mod/incompatible-pipes (but quite lots of issues) or https://mods.factorio.com/mod/high-pressure-pipes
Any other solution ? (put in barrel is also a difficult solution to put into practice)
Nope. The fluid system is in essence a cellular automata, that is if there are two pipes side by side, and one pipe contains 100 fluid and the other 0 fluid, then a fraction of the difference, 40%, will move from the more full to the less full, so the next tick one pipe has 60 fluid and the other 40 fluid. This is pretty intuitive, fluids are self-levelling, flowing from fluid sources which fill pipes to fluid consumers which empty pipes, and it means that the steeper the gradient the more fluid will move each tick. This is basically why very short pipes can deliver very large amounts of fluid. (Important note: Factorio does not use a pressure simulation, it uses a depth simulation, imagine very large, level stormwater style pipes where producers add water through a hole in the roof of the pipes and consumers suck it out of a hole in the floor of the pipes and flow only comes from levelling due to gravity, that in essence is how the basic model works)mexmer wrote:as for fluid, before there was fluid change (all values multiplied by 10), there was response from devs, that fluid system doesn't handle more than 20u/tick on single pipe, 20u/tick translates into 120u/sec.
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Difficulty normal: Cycle in technology tree detected.
ore-crushing
-> slag-processing-1
-> water-washing-1
-> angels-sulfur-processing-1
-> slag-processing-1
-> sct-lab-t1
-> sct-research-t1
-> ore-crushing
do not update Science Cost Tweaker, it's not supported, SCT adds new technology tree in version 0.16.27, and i wrote it on SCT thread download 0.16.26darkfrei wrote:Just installed mods from sea block pack and updated all mods to actual version:Mods:Code: Select all
Difficulty normal: Cycle in technology tree detected. ore-crushing -> slag-processing-1 -> water-washing-1 -> angels-sulfur-processing-1 -> slag-processing-1 -> sct-lab-t1 -> sct-research-t1 -> ore-crushing
mods
In game browser you can't choose which version are you want to install. May be some data-final-fixes correction?mexmer wrote: do not update Science Cost Tweaker, it's not supported, SCT adds new technology tree in version 0.16.27, and i wrote it on SCT thread download 0.16.26
you can download it from modportaldarkfrei wrote:In game browser you can't choose which version are you want to install. May be some data-final-fixes correction?mexmer wrote: do not update Science Cost Tweaker, it's not supported, SCT adds new technology tree in version 0.16.27, and i wrote it on SCT thread download 0.16.26
great work i must say, considering how much changes i did in SCTTrainwreck wrote:Sea block pack 0.2.10 has been released. Check first post for download link.
Update 2018-6-11, version 0.2.10. Skipped version 0.2.9 to keep mod and pack version numbers in sync.
- Fix problem with home rock not spawning when playing pvp scenario.
- Update for ScienceCostTweakerM tech tree changes.
- Electrum has been removed. Production science thermal energy store components now use copper-tungsten instead of electrum.
- Angelspetrochem has changed the byproduct of the sulfur dioxide from calcium sulfate recipe. Recipe now produces lime instead of crushed stone.
Yes i placed 2 labs... no changementukezi wrote:did you try to place a lab? Sometimes you seam to pick up what you have crafted.
it should unlock when you craft lab from componentsRedstylt wrote:I go ttrouble to unlock the technolgie (see pic)! i crafted 2 labs and still not unlocked...
https://imgur.com/a/ptYB0kd
It's on a H24/7 server.mexmer wrote:it should unlock when you craft lab from componentsRedstylt wrote:I go ttrouble to unlock the technolgie (see pic)! i crafted 2 labs and still not unlocked...
https://imgur.com/a/ptYB0kd
did you have it placed already, when you loaded game, or started from scratch?
Should be fixed in 0.2.11. 0.2.10 had a bug which would cause the wrong lab tech to unlock after loading a game.Redstylt wrote:I go ttrouble to unlock the technolgie (see pic)! i crafted 2 labs and still not unlocked...
https://imgur.com/a/ptYB0kd
MK2 lab should still be there, hiding in advanced-electronics-3mexmer wrote: btw. i noticed you left bobs MK2 lab disabled, unlike in previous version.
also the change in circuits is interesting
weirt that i missed it, when i was searching for labsTrainwreck wrote:Should be fixed in 0.2.11. 0.2.10 had a bug which would cause the wrong lab tech to unlock after loading a game.Redstylt wrote:I go ttrouble to unlock the technolgie (see pic)! i crafted 2 labs and still not unlocked...
https://imgur.com/a/ptYB0kd
MK2 lab should still be there, hiding in advanced-electronics-3mexmer wrote: btw. i noticed you left bobs MK2 lab disabled, unlike in previous version.
also the change in circuits is interesting