[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
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- bobingabout
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Thats actually why the Hydrogen part is more complex. Controlling it is actually just a difficulty factor.
Producing too much Oxygen? well, hydrogen stops from clean water electrolysis, because of the oxygen.
Producing too much Chlorine? same situation, so you have no hydrogen production.
You end up with a Hydrogen shortage. The problem can be solved from the oil chain, crack petrolium gas down to Hydrogen.
With the recipe merged from intermediates: Coal cracking, you can turn that into heavy oil, and crack down the chain to eventually get more hydrogen.
It's expensive, but these 2 recipes combined make sure you never run out of oil, nor hydrogen. untill you run out of coal anyway.
reverse:
Producing too much hydrogen, so you can't produce any Oxygen or Chlorine.
The solution is to set up a Bottled Hydrogen system, it removes the hydrogen from your pipes and turns it into a fuel item.
this can then be burned at any "Burner" powered item, such as a your power plant. it can also be used in trains and cars.
It's also why one of my chains unlocks the storage tank "early", or alternatively to the fluid management unlock. if it comes to it, build a storage facility to store the excess of each gas, at the very least it gives you time to manage the productions of each gas, and if it comes to it, remove a filled tank of a gas you don't want to effectively destroy that gas.
Unfortunately ballancing it becomes a bit harder when you include the newly added, but not yet released Nitrogen chain. Making Nitrogen from air gives a byproduct, Oxygen (which is actually needed in the next part of the nitric acid chain to make nitrogen dioxide), so you either need somewhere for the oxygen to go if you want nitrogen, or something else to producing in oxygen if you want nitric acid. since there's nowhere for oxygen to go at the moment, that means you need a chain that uses oxygen, but if you want the acid, you also need the electrolysers, and if you're not using the hydrogen elsewhere yet, need to set up a blottling plant, just so you can keep producing the oxygen for the nitric acid.
I was thinking of making an air compresser building, or some such to produce the piped air for the first stage of the nitrogen chain, that could easily be dual purposed to vent a gas too, though I might limit it to only oxygen.
Producing too much Oxygen? well, hydrogen stops from clean water electrolysis, because of the oxygen.
Producing too much Chlorine? same situation, so you have no hydrogen production.
You end up with a Hydrogen shortage. The problem can be solved from the oil chain, crack petrolium gas down to Hydrogen.
With the recipe merged from intermediates: Coal cracking, you can turn that into heavy oil, and crack down the chain to eventually get more hydrogen.
It's expensive, but these 2 recipes combined make sure you never run out of oil, nor hydrogen. untill you run out of coal anyway.
reverse:
Producing too much hydrogen, so you can't produce any Oxygen or Chlorine.
The solution is to set up a Bottled Hydrogen system, it removes the hydrogen from your pipes and turns it into a fuel item.
this can then be burned at any "Burner" powered item, such as a your power plant. it can also be used in trains and cars.
It's also why one of my chains unlocks the storage tank "early", or alternatively to the fluid management unlock. if it comes to it, build a storage facility to store the excess of each gas, at the very least it gives you time to manage the productions of each gas, and if it comes to it, remove a filled tank of a gas you don't want to effectively destroy that gas.
Unfortunately ballancing it becomes a bit harder when you include the newly added, but not yet released Nitrogen chain. Making Nitrogen from air gives a byproduct, Oxygen (which is actually needed in the next part of the nitric acid chain to make nitrogen dioxide), so you either need somewhere for the oxygen to go if you want nitrogen, or something else to producing in oxygen if you want nitric acid. since there's nowhere for oxygen to go at the moment, that means you need a chain that uses oxygen, but if you want the acid, you also need the electrolysers, and if you're not using the hydrogen elsewhere yet, need to set up a blottling plant, just so you can keep producing the oxygen for the nitric acid.
I was thinking of making an air compresser building, or some such to produce the piped air for the first stage of the nitrogen chain, that could easily be dual purposed to vent a gas too, though I might limit it to only oxygen.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
i am game in mod @Intermediates@ very hard!!! thanks
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Yeah, I was going to say that I realised the existing system is self-balancing based on demand...until gold is introduced. But mopping up the excess hydrogen with tungsten should probably help with that.
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Yeah, the Hydrogen Chloride production takes exactly the ammount of Hydrogen and Chlorine that the Salt water electrolysis produces, but then there are things that need Hydrogen, Oxygen and Chlorine seperately too.
I have been a bit busy with other things recently, but I'll get back into modding again and work on this to hopefully produce another release soon.
I have been a bit busy with other things recently, but I'll get back into modding again and work on this to hopefully produce another release soon.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Bobingabout, which recipies will use lead plates in future? Now it looks like the extra weight from galena ore
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Currently I have 2 unreleased recipes, but there will be more in future.aklesey1 wrote:Bobingabout, which recipies will use lead plates in future? Now it looks like the extra weight from galena ore
So far, in the next version of this mod there will be a second solder recipe, that uses 4 tin 7 lead 2 resin. Since solder is used a lot in my electronics, and modules, that's a fair bit of lead dump right there.
Secondly, I'm warfare mod, which currently only include high end bullets. one of these bullet types is jacketed lead, and uses lead in there.
I'll probably also add a recipe for Lead Shot for a shotgun recipe, and perhaps use Lead in some new alloys.
Though I'm not actively working on the mod right now, I'll get back to it soon.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
About warfare...
Is it possible make a energetic weapon? The weapon that uses UPS (universal power supply) with high number of charges. Or cartridge with low number of charges but it can't disappear even if fully "empty". Or if it disappear, you will get discharged one and you will must "charge" (just by craft) it to use again.
Is it possible make a energetic weapon? The weapon that uses UPS (universal power supply) with high number of charges. Or cartridge with low number of charges but it can't disappear even if fully "empty". Or if it disappear, you will get discharged one and you will must "charge" (just by craft) it to use again.
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
It has been a while since I've posted any real update progress with this mod, but I have been poking it from time to time and making small changes and additions here and there.
It is still far from a state I would consider to be the next 0.7.0 release, but I thought it would be nice to share what I've included thus far.
Here is my 0.7.0 WIP file, Internally numbered as 0.6.2 (To make a transition above 0.6.1 without going to 0.7.0)
https://www.dropbox.com/s/kdmn4g10cbo4t ... p.rar?dl=0
Changes:
* Added Lead based solder recipe.
* Added fast replacable for Electrolysers
* Added overide for base game plate stack sizes.
* Added Nitrogen chain and research.
* Added Cermics research, Silicon powder, Silicon nitride, and Ceramic bearings.
* Added Lithia water and Lithium Chloride.
* Reballanced factory energy consumptions (Higher levels use more power, but still less per build cycle).
Keep in mind this is experimental, and could possibly be incompatable with the future 0.7.0 release of this mod, so try not to use it in games you do not wish to corrupt, or keep for long term use, because the savegames created with this version installed might not work if you remove this version of the mod.
(The incompatability would likely be due to things such as the Air/Water Pumps, if it is renamed, removed, or resized before final release. Entities have a habit of crashing the game rather than being deleted/replaced if the new version is different from the old.)
It is still far from a state I would consider to be the next 0.7.0 release, but I thought it would be nice to share what I've included thus far.
Here is my 0.7.0 WIP file, Internally numbered as 0.6.2 (To make a transition above 0.6.1 without going to 0.7.0)
https://www.dropbox.com/s/kdmn4g10cbo4t ... p.rar?dl=0
Changes:
* Added Lead based solder recipe.
* Added fast replacable for Electrolysers
* Added overide for base game plate stack sizes.
* Added Nitrogen chain and research.
* Added Cermics research, Silicon powder, Silicon nitride, and Ceramic bearings.
* Added Lithia water and Lithium Chloride.
* Reballanced factory energy consumptions (Higher levels use more power, but still less per build cycle).
Keep in mind this is experimental, and could possibly be incompatable with the future 0.7.0 release of this mod, so try not to use it in games you do not wish to corrupt, or keep for long term use, because the savegames created with this version installed might not work if you remove this version of the mod.
(The incompatability would likely be due to things such as the Air/Water Pumps, if it is renamed, removed, or resized before final release. Entities have a habit of crashing the game rather than being deleted/replaced if the new version is different from the old.)
- SuperSandro2000
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
When I would be incompatible I can't test it sry.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Edited my message to clarify. The mod should be compatable, but the savegames created with the experimental version of this mod installed might not be compatable with the final version of this mod.SuperSandro2000 wrote:When I would be incompatible I can't test it sry.
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
maybe later
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
New poll.
Bearings... they're a fairly high level ingredient already in most of my factories, apearing at steel level at the earliest. Should I make them more difficult to craft (and slightly more realistic) by including lubricant in their recipe?
Vote, discuss.
Bearings... they're a fairly high level ingredient already in most of my factories, apearing at steel level at the earliest. Should I make them more difficult to craft (and slightly more realistic) by including lubricant in their recipe?
Vote, discuss.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Didn't see the poll in time to vote, but I'm for titanium and above, personally. Sort of like transport belts not requiring lubricant until the third tier.
One thing that bugs me about the vanilla game is the way the express splitters and underground belts don't require lubricant to make, yet the standard express belts do. Seems like a weird omission.
One thing that bugs me about the vanilla game is the way the express splitters and underground belts don't require lubricant to make, yet the standard express belts do. Seems like a weird omission.
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
I actually agree with you about titanium+, which is why that option was there in the first place. Although in reality, Steel bearings do have the lubricant as well, they're also by far the most common, meaning you can get "Expensive" steel bearings that have it. But on a level system, Steel bearings are on par with Fast transport belts, which don't use lubricant, and Titanium on par with Tier 3, and the T3 belt, Express, does.Degraine wrote:Didn't see the poll in time to vote, but I'm for titanium and above, personally. Sort of like transport belts not requiring lubricant until the third tier.
One thing that bugs me about the vanilla game is the way the express splitters and underground belts don't require lubricant to make, yet the standard express belts do. Seems like a weird omission.
On the other hand, I can see why people would say even steel bearings should require Lubricant, current recipes don't start untill they're already at a higher tier, first apearing in Assembly machine MK4 for example, where the Assembly machine MK3 already requires plastics, in the electronics, to be able to be built, meaning adding lubricant to the MK4 isn't much of a push.
Yeah, thats a peculiarity with the game's belt recipes. Rather than requireing the belt of it's tier to build, the splitters and underground belts require the previous tier, plus upgrade material. In my opinion, the recipe of the splitter/underground belt should change either to be the same as the basic recipe, but using the upgraded belts, or require the same incredients to upgrade it (Perhaps in increased quantities, since it requires more than 1 belt to make the first one) as the belt does.
Perhaps I'll have a look at the belts later, and post a report in the ballancing forum.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Actually, looking at the recipes, express (and fast) splitters do require belts of their level, it's just underground belts that don't.
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Yeah, I found this out when I did a little research.
I posted a report about it in the balancing forum, here: https://forums.factorio.com/forum/vie ... =16&t=6067
I posted a report about it in the balancing forum, here: https://forums.factorio.com/forum/vie ... =16&t=6067
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Okay, Poll says Lubricant, on all bearings. So far I've edited the recipes so that all but steel require lubricant, and will probably add lubricant to steel too, unless I forget.
So, time for a new poll. This time I want to ask about the Air compressor and Water pump.
Currently, the air compressor will create the fluid "Compressed Air", which is a renamed clone of "Liquid Air" from DyTech and Tree Farm, as part of the Nitrogen chain.
It will also act as an interface between Pipes, and Air Canisters, creating Bottled Hydrogen, Oxygen, Nitrogen, Chlorine and Hydrogen Chloride, and unpack them back to empty canisters and the fluid gas too. There are other gasses like Nitrogen Dioxide or Sulfur Dioxide, but due to being rather specialised, I felt that they would be best left to be created after unpacking, or refined directly, rather than worrying about packing them for transport. Which kind of makes you wonder why I did Hydrogen Chloride, because it's pretty much as specialised as Nitrogen Dioxide... oh well. The biggest problem with it i've noticed so far though is that being a 1x1 structure, it's a bit awkward to work with, because you need 3 access points. Items in, Items out, and Fluid in/out. This means that you need to feed something in from one of the sides, making it quite bulky, and space wasting. A 2x2 structure would probably use less space.
Secondly, the Water Pump creates Water, and Lithia water (part of the Lithium chain). The advantage of the water recipe is basically, you can create water anywhere, without having to pipe it across the map when you don't have any water around for miles. In theory, it's supposed to dig down to find water underground, like an underground spring. I plan to also add some fluid packing recipes to it, like barrels of Glycerol, but I havn't decided exactly what I want to pack yet. Packing all of the standard game fluids doesn't sound like a bad idea, but there are already mods that do that.
Anyway, the question for the poll is this: How many of each type of pumps should I create? Specifics will be in the poll.
So, time for a new poll. This time I want to ask about the Air compressor and Water pump.
Currently, the air compressor will create the fluid "Compressed Air", which is a renamed clone of "Liquid Air" from DyTech and Tree Farm, as part of the Nitrogen chain.
It will also act as an interface between Pipes, and Air Canisters, creating Bottled Hydrogen, Oxygen, Nitrogen, Chlorine and Hydrogen Chloride, and unpack them back to empty canisters and the fluid gas too. There are other gasses like Nitrogen Dioxide or Sulfur Dioxide, but due to being rather specialised, I felt that they would be best left to be created after unpacking, or refined directly, rather than worrying about packing them for transport. Which kind of makes you wonder why I did Hydrogen Chloride, because it's pretty much as specialised as Nitrogen Dioxide... oh well. The biggest problem with it i've noticed so far though is that being a 1x1 structure, it's a bit awkward to work with, because you need 3 access points. Items in, Items out, and Fluid in/out. This means that you need to feed something in from one of the sides, making it quite bulky, and space wasting. A 2x2 structure would probably use less space.
Secondly, the Water Pump creates Water, and Lithia water (part of the Lithium chain). The advantage of the water recipe is basically, you can create water anywhere, without having to pipe it across the map when you don't have any water around for miles. In theory, it's supposed to dig down to find water underground, like an underground spring. I plan to also add some fluid packing recipes to it, like barrels of Glycerol, but I havn't decided exactly what I want to pack yet. Packing all of the standard game fluids doesn't sound like a bad idea, but there are already mods that do that.
Anyway, the question for the poll is this: How many of each type of pumps should I create? Specifics will be in the poll.
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
I have a suggestion. Is it possible to code a fuel that doesn't produce pollution with the existing boiler/trains, or would you have to make your own to recognise hydrogen as a non-polluting fuel?
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Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
Unfortunately, the current game engine defines polution by the entity (factory/vehicle etc), not the fuel, so changing polution levels for specific fuels isn't currently possible. The only way it might be achieved would be to remove polution per tick using scripts, but then that can get messy, because the entity might not be running at full power, resulting in the script cleaning more polution than is being generated, on top of it using a lot more CPU power as it scans for these entities using a hydrogen fuel every tick.Degraine wrote:I have a suggestion. Is it possible to code a fuel that doesn't produce pollution with the existing boiler/trains, or would you have to make your own to recognise hydrogen as a non-polluting fuel?
Re: [0.10.x] Bob's Metals, Chemicals and Intermediates mod
I see. Well, that's a shame. Fingers crossed that changes in the future, but it does sound like they're doing something with liquids and alternate fuels so hopefully varying pollution levels will become possible too.
I do definitely think a 2x2 building for the air compressor would make life a lot easier. The water pump too, for that matter.
I do definitely think a 2x2 building for the air compressor would make life a lot easier. The water pump too, for that matter.