I'm glad you like it
The bonus level is only shown in the bonus signal. Don't trust the informtion you see on the right sight, it doesn't update automatically and I don't know how to update it manually.
Search found 106 matches
- Thu Feb 01, 2018 8:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
- Mon Jan 29, 2018 9:07 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
Nice work, I really prefer the fact of having to cool the core. However, am I missing something, I can't proper rotate the reactor ? I can rotate the water pipes, but not the heat output (water pipes eventually overlapping heat output). I'd like to build a 2xn setup. I actually didn't realize the w...
- Sun Jan 21, 2018 8:27 pm
- Forum: Modding help
- Topic: small-lamp.minimum_darkness?
- Replies: 0
- Views: 447
small-lamp.minimum_darkness?
Am I missing something or has the small-lamp entity no minimum_darkness value? I found it on locomotives and cargo wagons, the default is set to 0.3 (meaning it will turn on at 30% daylight). The small-lamp also turns on at 30% daylight, but that value can't be changed on the entity. Does anybody kn...
- Fri Jan 19, 2018 11:03 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
Hi there. Again. Just wanted to clarify something... You said: The reactor works together with the vanilla one. Work together dammit.jpg No, this is actually something you can do, both reactors can work together in the same "heat pipe network". However I would not recommend it, because: a...
- Fri Jan 19, 2018 10:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
There's an odd bug involving bottleneck and the cooling tower. http://puu.sh/z5a5H/0a1fc12237.png When loading a game, the green dot appears on the middle which isn't indicative of the actual tower status. It's no big deal, but I felt like bringing it to your attention. Ok, thanks. This is caused b...
- Thu Jan 18, 2018 5:21 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
Thanks for the typo, I'll fix that in the next update. And rearding the nuclear explosion, I totally understand it, we all need big explosions 8-) However I think it does not fit within this mod. My intention is to keep the reactor as close as possible to a real reactor, while still fitting in the F...
- Wed Jan 17, 2018 9:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
Update 1.0.2 is ready, it fixes the incompatibility with Angels mods. Important note This new version will break existing savegames with version 1.0.1. I'm afraid I can't provide a proper migration script here, because then it would break existing games with Angels mods (forever). So you either have...
- Wed Jan 17, 2018 6:57 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
... so before I comment further on my thought, is this your todoing? Yes, this is what's happening in this mod. Speaking in game terms: the meltdown is not an explosion, it only creates a cloud, similar to the one you get when you throw a poison capsule (altough this cloud is affected by wind). So ...
- Mon Jan 15, 2018 8:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
Re: [MOD 0.16] Realistic Reactors
I'm glad you guys like it :) I just published version 1.0.1, here I added compatibility with custom nuclear fuel cells. You should now be able (for example) to use the MOX fuel cells from SigmaOne's Nuclear mod, or the plutonium fuel cells from GotLags Nuclear fuel mod. I will also work on the compa...
- Sun Jan 14, 2018 10:02 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
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...
- Sun Jan 14, 2018 6:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 105071
[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...
- Thu Jan 04, 2018 8:01 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2425
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 ...
- 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: 43283
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...
- Wed Jan 03, 2018 9:39 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2425
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...
- Tue Jan 02, 2018 7:28 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2425
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...
- Mon Jan 01, 2018 11:20 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2425
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.
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.
- Mon Jan 01, 2018 9:43 pm
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 2425
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."
I tried: my_reactor_entity.neighbour_bonus but this doesn't work: "LuaEntity doesn't contain key neighbour_bonus."
- Mon Jan 01, 2018 8:53 pm
- Forum: Modding help
- Topic: Calculation Script
- Replies: 1
- Views: 674
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...
https://mods.factorio.com/mods/Helfima/helmod
Not sure though if it recognizes the space X mod items...
- Sun Dec 31, 2017 11:11 am
- Forum: Modding help
- Topic: How to create a modified poison cloud
- Replies: 3
- Views: 930
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
- Sun Dec 31, 2017 11:00 am
- Forum: Modding help
- Topic: How to create a modified poison cloud
- Replies: 3
- Views: 930
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...