Search found 97 matches

by IngoKnieto
Sun Sep 16, 2018 8:18 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks! The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running st...
by IngoKnieto
Sun Sep 02, 2018 1:10 pm
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 377

Re: How to create entity with unit_number [solved]

Thanks!

simple-entity-with-owner and simple-entity-with-force seem to have a unit number.
by IngoKnieto
Sun Sep 02, 2018 12:55 pm
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 377

Re: How to create entity with unit_number

The type is "simple-entity". This is how it is created (shortened): ruin = surface.create_entity{ name=REACTOR_RUIN_NAME, position=dead_reactor_core.position, force=dead_reactor_core.force, } [...] game.players[1].print("ruin.unit_number "..ruin.unit_number) This is the error thrown by the print lin...
by IngoKnieto
Sun Sep 02, 2018 11:14 am
Forum: Modding help
Topic: How to create entity with unit_number
Replies: 5
Views: 377

How to create entity with unit_number

As far as I know every entity build by the player has the unique property "unit_number". However if I place an entity by script using surface.create_entity the unit_number of that entity is nil.
How can I create an entity by script with a unit_number?
by IngoKnieto
Wed Aug 15, 2018 7:44 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I think so too, this fits pretty well together...
newmodels.png
newmodels.png (1.25 MiB) Viewed 1459 times
by IngoKnieto
Mon Aug 13, 2018 8:30 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

With version 1.0.4 I just released a mini update with the new picture of the cooling tower.
The reactor picture is a little bit more difficult, it will be changed in a big update which is already in the making. Probably at the end of August / beginning of September...
by IngoKnieto
Sun Aug 12, 2018 12:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

Wow, thanks! That tower looks really good:
newcoolingtower.png
newcoolingtower.png (778.57 KiB) Viewed 1503 times
I think it even fits better in the Factorio style than the previous one :)
by IngoKnieto
Thu Aug 09, 2018 8:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

Damn, this looks a lot like you are right :shock: I actually didn't know this, I'm just re-using the graphic files from the original reactors mod. Well, I guess I have to look for new building models now, which really is a problem, because I have no clue how to make them myself :( Or maybe the origi...
by IngoKnieto
Wed Jul 25, 2018 8:27 pm
Forum: Modding interface requests
Topic: signal sorting/order property
Replies: 11
Views: 858

Re: signal sorting/order property

eradicator wrote:Or simply add an interface option "don't sort signals by value" so they're always in order-string order. Player interface already has an option to disable auto-sort so it wouldn't be a totally new thing.
+1 for this option ;)
by IngoKnieto
Mon Jul 16, 2018 9:24 pm
Forum: Modding help
Topic: How to make an entity with circuit_wire_connection_point(s)
Replies: 3
Views: 256

Re: How to make an entity with circuit_wire_connection_point(s)

That's what I was afraid of :cry: I already figured out the solution with a second entity, but if I see it correct, blueprints taken of both entities will not contain the wiring to that entity (from a pole also in the blueprint for example). That's what I was trying to "workaround". Thanks for your ...
by IngoKnieto
Mon Jul 16, 2018 6:45 pm
Forum: Modding help
Topic: How to make an entity with circuit_wire_connection_point(s)
Replies: 3
Views: 256

How to make an entity with circuit_wire_connection_point(s)

I would like a modded nuclear reactor to give out its content (=fuel cell and empty fuel cells) to the circuit network, therefor the circuit wires need to be attachable to the reactor. Can anybody tell me how to do this? I tried to add circuit_wire_connection_point and circuit_wire_max_distance to t...
by IngoKnieto
Wed Jul 11, 2018 9:37 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

Hm, strange, my game crashed on the meltdown, but I didn't copy the error. Also I think you are right - this version shouldn't break existing save games - however it did that for me, but I didn't copy that error either. Anyway, I test that tomorrow again... The formulas are actually not that complic...
by IngoKnieto
Wed Jul 11, 2018 10:30 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

Nice job :) I love the way you add the 100 reactor entities, I still can't believe I didn't think of this when I first made the mod... I found a couple of issues with your version: 1. your "reactor bonus formula" in line 540 a) I don't understand it. How exactly are you calculating the bonus level h...
by IngoKnieto
Mon Jul 09, 2018 12:51 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I really like both of these two ideas, because currently you have no reason to operate a reactor above 500 degrees. I will disagree with this. The blueprint I showed previously uses Bob's Mk2 turbines which require the reactors to reach >900 degrees to maintain 100% load with dozens of Mk2 exchange...
by IngoKnieto
Thu Jul 05, 2018 8:02 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

100 reactor entities are a lot. Creating them will probably not be the main problem performance-wise, but the algorythm that checks and places them will probably have an impact.
But let me think about it and do some tests next week...
by IngoKnieto
Mon Jul 02, 2018 8:29 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

Ok, adding several reactors with these functions would be a lot easier than I did it :) It still would be quite an effort, but I think it could be done. I mean there are already 4 (running) reactor versions for the 4 bonus levels, and if you'd add a version with more power output for for example eve...
by IngoKnieto
Sun Jul 01, 2018 4:23 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I'm glad to see people still use my mod :) But I'm afraid the reactor power output (=heat output) is an attribute of the reactor building, and I can't modify it in-game. To achieve the power output bonus for connected reactors, I have actually four different reactor buildings with different power ou...
by IngoKnieto
Sun Mar 18, 2018 7:29 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I think theoretically yes, the amount of current fuel in a burner is available, so it should be possible to output that in percent. I'm just not sure why you would need that. Why don't you use the signal for fuel cells in the reactor, and program the inserters in a way, that there is always one full...
by IngoKnieto
Wed Mar 14, 2018 7:55 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

I included the information about blueprints in the "known issues" section.

Wow, a 3 minute check is intense, I really must get working on the simple neighbour calculation mode...
by IngoKnieto
Mon Mar 12, 2018 10:23 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 207
Views: 27632

Re: [MOD 0.16] Realistic Reactors

OK, this is a HUGE blueprint ;) And I think I know what the problem is: the state of the reactors when you took that blueprint. The background to this is, that every reactor state is actually a seperate reactor building. For example there is a building (=entity) for the stopped reactor, one for the ...

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