Search found 227 matches
- Fri Aug 02, 2019 8:04 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 91410
Re: [Mod 0.17.54] Factorio Bitumen
What I need to figure out is how to make an alternative recipe for asphalt (using tar) active in case your mod is loaded and then put a soft dependency to the mod.
- Fri Aug 02, 2019 7:19 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 91410
Re: [Mod 0.17.54] Factorio Bitumen
My mod-code is a great place to get started if you know nothing about coding. There is nothing complicated about what I have done, because I simply don't have the skills for that. Coke would be a great addition to the bitumen stuff. I will certainly have a look. I remember running some kind of coke-...
- Tue Jul 30, 2019 8:43 am
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30003
Re: Removing fluid temperature - thoughts?
Turns out I was just being particularly blind yesterday. Works perfectly!
- Mon Jul 29, 2019 9:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
I think I will find a way to "change" the main kerosine into a loco fuel. If I had lead I would process the kerosine with lead to make a loco-fuel.
As it happens I dont have any lead, but perhaps I can add some other additive.
As it happens I dont have any lead, but perhaps I can add some other additive.
- Mon Jul 29, 2019 9:06 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
There is also a balance regarding other uses. The main use for kerosine is actually as a solvent for cocaine production...diesellocokerosene
Which is why I hesitate about renaming it a loco-fuel...
- Mon Jul 29, 2019 9:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
The questionmark makes it a soft dependency?["?Diesel-Locomotive
- Mon Jul 29, 2019 8:34 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
I'm really just trying to learn about compatibilities, how to integrate and make my mod a useful part of the Factorio world. This is a challenge from the technical perspective but also in finding the right balance in terms of friendly behavior towards everybody else in the community. So I'm really j...
- Mon Jul 29, 2019 8:14 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30003
Re: Removing fluid temperature - thoughts?
I *just* posted a mod that adds a fluid-burning boiler and fuel_values to existing fluids, plus a methane source to burn directly (and more clearly). https://mods.factorio.com/mod/adamo-carbon/downloads I dont find any option for fluid burning boiler. Just one technology with four recipes. All work...
- Mon Jul 29, 2019 7:30 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30003
Re: Removing fluid temperature - thoughts?
On the other hand I would love to see some form of fluid-fuel being implemented. Even if is just some kind of internal conversion to a solid fuel before burning it off. I have never understood why this should be a big issue regarding ups or other performance variable. The fluid energy source is a t...
- Mon Jul 29, 2019 7:27 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
Edit: and sorry, should probably also say that I'm not sure on the value of further complicating the mod code and settings by adding more fuel types. I removed crude oil from the original version of the mod. That is totally fair. However I would love to burn a variety of fuels in trains and do see ...
- Mon Jul 29, 2019 7:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
I would have to manually add this fuel type into the mod. Not necessarily. I was able to get KS Power to accept a range of fuels by adding a *version* of the data-update.lua in the mod: local fuel_values = { ["crude-oil"] = "1.4MJ", ["light-oil"] = "1.5MJ", [...
- Mon Jul 29, 2019 5:16 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
It will accept Kerosine but not actually run on that.
- Mon Jul 29, 2019 4:30 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30003
Re: Removing fluid temperature - thoughts?
Yeah. Just saw that. Will check it out.I *just* posted a mod that adds a fluid-burning boiler
Why do I remember that fluid fuels was "impossible"?
- Mon Jul 29, 2019 4:25 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
So in theory you could make a furnace or a boiler that could run if supplied by a pipeline of fuel-oil or methane?
- Mon Jul 29, 2019 3:59 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
Indeed. Works fine with no changes. diesel-loco.png "It is setup to only work with 1 mod added diesel fuel, so (for example) if someone was to use your mod and ks power, which ever it finds first will win out. " In case of KSP diesel and FB diesel both having the fluid name "diesel&qu...
- Mon Jul 29, 2019 3:41 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 22305
Re: [MOD 0.16] Diesel Locomotive
What would I need to change for my diesel to be acceptable as fuel in these locomotives? (from Factorio Bitumen mod). { type = "fluid", name = "diesel", icon = "__bitumen__/graphics/icons/diesel64.png", icon_size = 64, scale = 1, default_temperature = 25, heat_capacity ...
- Mon Jul 29, 2019 3:08 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30003
Re: Removing fluid temperature - thoughts?
I make use of temperatures in a few cases. As in heated water used for disolving tar into a slurry. Other productions have a cold steam byproduct that is reheated before used in power generation. None of this actually relies on the game temperature setting as they are each their own "fluids&quo...
- Mon Jul 29, 2019 6:45 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 91410
Re: [Mod 0.17.54] Factorio Bitumen
Spawning in a big shale rock formation:
Code: Select all
/c for y=0,20 do
for x=0,20 do
game.player.surface.create_entity({name="Shalerock", amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})
end
end
- Mon Jul 22, 2019 9:47 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 91410
Re: [Mod 0.17.31] Factorio DrugLab
Added a glass recipe that is compatible with SE
- Mon Jul 22, 2019 5:34 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 91410
Re: [Mod 0.17.31] Factorio DrugLab
Thank you for your fine suggestions. I will take my time looking into this and try to find good solutions. Butane was meant to serve as an additive in production of synthetic crude oil from bitumen. Not sure why that slipped away, but it now has a recipe. Im not sure that you can ever burn liquids t...