Search found 97 matches

by IngoKnieto
Sun Jan 14, 2018 10:02 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 208
Views: 27866

Re: [MOD 0.16] Realistic Reactors

Yeah, the mod portal was a little bitchy at first, but you could have downloaded it from the github link ;) I agree on the name thing, it's probably not the best name, however renaming the mod now would be too much of an effort. Although some of your name suggestions are cool, maybe I just rename th...
by IngoKnieto
Sun Jan 14, 2018 6:48 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 208
Views: 27866

[MOD 0.16] Realistic Reactors

*** Version 2 was a major overhaul with a ton of new functions. Read this updated post for more information. *** Mod name: RealisticReactors Version: 2.0.0 Factorio version: 0.16.x Authors: IngoKnieto , OwnlyMe Download from mod portal: https://mods.factorio.com/mods/Ingo/RealisticReactors Source c...
by IngoKnieto
Thu Jan 04, 2018 8:01 pm
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 726

Re: Access neighbour bonus of nuclear reactor

Neighbor bonus only has affect when there are neighbors :) Yeah, I get it now, and I probably didn't make myself 100% clear. I think you can say that there are two "neighbour bonus variables": a) how big is the bonus -> that's the value in the prototype b) how many times is it applied to the reacto...
by IngoKnieto
Wed Jan 03, 2018 9:48 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 17275

Re: Simple property requests (something that exists but has no way to read/write it)

entity.neighbour_bonus and maybe entity.heat_buffer I would love to be able to control the performance of a nuclear reactor by accessing and modifying it's produced heat, and I suppose these properties would allow to do that... EDIT: After taking a closer look, I think entity.consumption and entity...
by IngoKnieto
Wed Jan 03, 2018 9:39 pm
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 726

Re: Access neighbour bonus of nuclear reactor

Ok, I think I get what you mean. Although the default neighbour_bonus is 1, which results in +0% efficiency (I suppose that is the state when the reactor standing alone), so I think I would have to set it to 2 to get +100%. However this has no effect. I created a test reactor prototype and I set the...
by IngoKnieto
Tue Jan 02, 2018 7:28 pm
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 726

Re: Access neighbour bonus of nuclear reactor

Thanks for the tip with the property request thread, I'll try that. I actually did create my own reactor type, but I have no idea how to do the neighbour bonus. I think the base game neighbour bonus just doubles the heat a reactor produces (not sure though...). But how can I access the heat? There i...
by IngoKnieto
Mon Jan 01, 2018 11:20 pm
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 726

Re: Access neighbour bonus of nuclear reactor

But I want to access the current neighbour bonus value of an already build reactor. Is there a way I can get this like for example the reactor temperature?

I found entity.temperature in the Lua API, but there doesn't seem to be any property for the current neighbour bonus of a nuclear reactor.
by IngoKnieto
Mon Jan 01, 2018 9:43 pm
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 726

Access neighbour bonus of nuclear reactor

Does anybody know how I can access (and then change) the current neighbour bonus of a nuclear reactor?

I tried: my_reactor_entity.neighbour_bonus but this doesn't work: "LuaEntity doesn't contain key neighbour_bonus."
by IngoKnieto
Mon Jan 01, 2018 8:53 pm
Forum: Modding help
Topic: Calculation Script
Replies: 1
Views: 182

Re: Calculation Script

Maybe this mod can help you:
https://mods.factorio.com/mods/Helfima/helmod

Not sure though if it recognizes the space X mod items...
by IngoKnieto
Sun Dec 31, 2017 11:11 am
Forum: Modding help
Topic: How to create a modified poison cloud
Replies: 3
Views: 200

Re: How to create a modified poison cloud

It's working - don't mind my second post... I just realized you have to restart the game when you make changes in the entity.lua, reloading the map is not enough :roll:
by IngoKnieto
Sun Dec 31, 2017 11:00 am
Forum: Modding help
Topic: How to create a modified poison cloud
Replies: 3
Views: 200

Re: How to create a modified poison cloud

Ah ok, thanks. I did this - I basically copied the poison cloud entity from base game, renamed it and changed a few values. (That's how you define your own entities, right? :? :) ) However it's not completely working. The cloud is affected by wind now, but for example the modified duration has no ef...
by IngoKnieto
Fri Dec 29, 2017 4:18 pm
Forum: Modding help
Topic: How to create a modified poison cloud
Replies: 3
Views: 200

How to create a modified poison cloud

I am trying to create a modified posion cloud, that is bigger than the regular poison capsel explosion, moves with the wind and maybe has less damage. I have come so far: game.surfaces['nauvis'].create_entity({ name="poison-cloud", position=myentity.position, color = { r = 1, g = 0.1, b = 0.1 }, aff...
by IngoKnieto
Fri Dec 22, 2017 2:27 pm
Forum: Modding help
Topic: How to insert fluid in an entity's fluidbox
Replies: 2
Views: 367

Re: How to insert fluid in an entity's fluidbox

Also note that with 0.16 type was changed to name. Thank you, that was the cause of this - I am testing with version 0.16.7. Now it works: function fill_storagetank(tank) tank.fluidbox[1] = {name="water", amount=1000} end The instanciation you mentioned is not even necessary, I suppose you just nee...
by IngoKnieto
Fri Dec 22, 2017 12:46 pm
Forum: Modding help
Topic: How to insert fluid in an entity's fluidbox
Replies: 2
Views: 367

How to insert fluid in an entity's fluidbox

I am trying to insert a fluid in an empty fluidbox of an entity, but it's not working like I think... For example if I want to fill the storage tank with 1000 water when it gets placed, I would do the following: function fill_storagetank(tank) tank.fluidbox[1] = {type="water", amount=1000} end --fun...
by IngoKnieto
Thu Dec 21, 2017 6:07 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 62240

Re: [0.14] Reactors & Atomic Locomotives

I'll look into it. Awesome! I still like your Nuclear Reactors (and mostly it's overheating behavior) more than the Vanilla ones. I think a 'slim' version of your mod, which just replaces the nuclear power plant buildings from vanilla game (power plant, heat exchanger, steam turbine) with your buil...
by IngoKnieto
Thu Aug 24, 2017 7:31 pm
Forum: Logistic Train Network
Topic: Different Limit Train signals
Replies: 2
Views: 496

Re: Different Limit Train signals

Sorry, cabeling error... :?

I connected the combinator, which delivers the signals to the station lamp, with red and green cable, so the Limit Train signal was doubled. Now it works.


Thanks for a great mod!
by IngoKnieto
Thu Aug 24, 2017 6:03 pm
Forum: Logistic Train Network
Topic: Different Limit Train signals
Replies: 2
Views: 496

Different Limit Train signals

I noticed a (for me) weird behavior with different Limit Train signals in one potential line. I have: Station 1: Iron Ore Provider, Limit Trains = 1 Station 2: Iron Ore Requester, Limit Trains = 2 LTN is now dispatching two trains for this line, although I would assume the Limit Trains = 1 in statio...
by IngoKnieto
Sat Mar 04, 2017 4:48 pm
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 48229

Re: Multiple signals on one wire (multiplexing)

The clock in my builds I always had a lot more ticks that the channels that I used so I did not observe what you observe. But if your read the descriptions of V2.1 carefully you will see that the last threee ticks of the clock should not be used as channels. I assume that is why :) That could be it...
by IngoKnieto
Thu Feb 02, 2017 5:42 pm
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 48229

Re: Multiple signals on one wire (multiplexing)

I know this thread is quite old, but I think the information is still up to date, so I post here... I am basically using the Multiplexer example V.2.1 from the first post, and I relized something odd: The first empty channel (hope that is the correct term here) always holds the data from the last fi...
by IngoKnieto
Wed Feb 01, 2017 10:24 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163613

Re: [MOD 0.14] SmartTrains 1.1.7

I can not get the train to skip directly to the specified station retrieved though the lamp signal :( Please take a look at the picture attached and tell me where i am doing wrong. The circuit is connected to the lamp, i have checked. If you use the Station-ID-Signal also as condition in your train...

Go to advanced search