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Re: Development and Discussion

Posted: Wed May 09, 2018 3:33 pm
by Zyrconia
Zyrconia wrote:I'm also worried about Crystal Catalysts. Can you produce enough to sustain all pure N:1 ores? Time to test it.
Nope, not at all.

My chunks are all backed up and the Crystal catalysts have been eaten up. So the whole system is dead and unable to produce (quartz).

So Crystal Catalysts in an isolated system are a net loss.

So I see too solutions:
1. Use chunks for iron or something and deal with the extra unwanted ores.
2. Use Bio-processing to get crystal dust and turn that into Crystal Seedlings?

Re: Development and Discussion

Posted: Wed May 09, 2018 4:26 pm
by jodokus31
I guess, washing to get some extra geodes doesn't hurt. Those can also used for mineral catalysts. Just make sure, the geodes from floatation have higher prio.

Using chunk 1:N sorting has some other advantages:
- Get higher tier ores like silver, gold and cobalt. silver is just fine for green metal catalysts in early stages.

But you need to make sure, that it feeds with lower prio and top-up the other ores like silicon and aluminium with N:1 sorting.
Most likely, zinc, nickel and cobalt will be too much. Or slag, if not processed.

Re: Development and Discussion

Posted: Thu May 10, 2018 7:37 am
by Zyrconia
jodokus31 wrote:I guess, washing to get some extra geodes doesn't hurt. Those can also used for mineral catalysts. Just make sure, the geodes from floatation have higher prio.

Using chunk 1:N sorting has some other advantages:
- Get higher tier ores like silver, gold and cobalt. silver is just fine for green metal catalysts in early stages.

But you need to make sure, that it feeds with lower prio and top-up the other ores like silicon and aluminium with N:1 sorting.
Most likely, zinc, nickel and cobalt will be too much. Or slag, if not processed.
Thanks!

Fantastic advice! I set up a single geode crafter from washing and it unlocked my build and now it makes 480 quartz/minute. It is not properly balanced yet but I'll get to that later. Now it about time to finish white boards.

Re: Development and Discussion

Posted: Thu May 10, 2018 11:50 am
by mexmer
@arch666angel can you please set smelting mod to not add recipes for metals, that are not available?

simple example is, when you only load your mods in vanilla, you still get all recipes for gold/silver/zinc etc..... although you have no source for them (since in vanilla only copper and iron can be extracted from your ores)

Re: Development and Discussion

Posted: Fri May 11, 2018 1:00 pm
by Arch666Angel
mexmer wrote:@arch666angel can you please set smelting mod to not add recipes for metals, that are not available?

simple example is, when you only load your mods in vanilla, you still get all recipes for gold/silver/zinc etc..... although you have no source for them (since in vanilla only copper and iron can be extracted from your ores)
Smelting does not have a vanilla mode (yet), so the simplest answer is not to use it if you play vanilla

Re: Development and Discussion

Posted: Fri May 11, 2018 1:11 pm
by mexmer
Arch666Angel wrote:
mexmer wrote:@arch666angel can you please set smelting mod to not add recipes for metals, that are not available?

simple example is, when you only load your mods in vanilla, you still get all recipes for gold/silver/zinc etc..... although you have no source for them (since in vanilla only copper and iron can be extracted from your ores)
Smelting does not have a vanilla mode (yet), so the simplest answer is not to use it if you play vanilla
vanilla was just for easier reference, there are some mods that add stuff, that is not in smelting, but also missing lot of stuff, that is part of smelting. so hiding recipes when source ore is no present ....

well, just suggestion

Re: Development and Discussion

Posted: Fri May 11, 2018 7:21 pm
by septemberWaves
Am I right in thinking that the underflow valve will only output fluid if the container on the output side is below a certain fluid level?

Re: Development and Discussion

Posted: Fri May 11, 2018 7:27 pm
by mexmer
eloquentJane wrote:Am I right in thinking that the underflow valve will only output fluid if the container on the output side is below a certain fluid level?
i think it's
overflow - above 80 %
underflow - bellow 20%

Re: Development and Discussion

Posted: Fri May 11, 2018 8:15 pm
by steinio
mexmer wrote:
eloquentJane wrote:Am I right in thinking that the underflow valve will only output fluid if the container on the output side is below a certain fluid level?
i think it's
overflow - above 80 %
underflow - bellow 20%
underflow is below 80%

Re: Development and Discussion

Posted: Fri May 11, 2018 8:23 pm
by ukezi
to be more exact, the over flow has a flow if the input has over 80%, and the underflow has flow if the output is below a certain value, be it 80% or 20% im not sure. You want a overflow for excess production to the flare stack/ clarifier and a underflow for synthesis for stuff that is also a byproduct with negative loop. For instance purified water form water purification gets a underflow to the line coming from yellow waste treatment.

Re: Development and Discussion

Posted: Fri May 11, 2018 8:31 pm
by septemberWaves
Regardless of the exact value, I'm glad it works how I thought it would. I'm using one currently for looping viscous mud water from mud liquefaction back into my mud water system with a priority over the seafloor pump; previously I would've had to use a circuit condition.

Re: Development and Discussion

Posted: Sat May 12, 2018 7:19 am
by steinio
I don't understand why Angel not simply adds a description for that valve.

Re: Development and Discussion

Posted: Sat May 12, 2018 10:45 am
by septemberWaves
I would guess that the description was simply forgotten.

Re: Development and Discussion

Posted: Tue May 15, 2018 3:31 pm
by dubax
Hey Angel, please add a description for the underflow valve. :P

Re: Development and Discussion

Posted: Thu May 17, 2018 7:11 am
by Voxel Friend
@arch666angel, any chance you could add ore silos that will match madclown01's new ores for when it is installed?
Link : https://mods.factorio.com/mod/Clowns-Extended-Minerals

Re: Development and Discussion

Posted: Thu May 17, 2018 9:02 am
by mexmer
Voxel Friend wrote:@arch666angel, any chance you could add ore silos that will match madclown01's new ores for when it is installed?
Link : https://mods.factorio.com/mod/Clowns-Extended-Minerals
TBH colored silos are kind of pointless, silos don't filter.

also later, when you start processing raw ores, you don't have silos for them anyways, so you use generic silos

i use only black silo, and have icon scaling enabled. so i can see, what's inside.

while it's nice eyecandy feature .... it's not needed, since it has no functional value :D

Re: Development and Discussion

Posted: Thu May 17, 2018 10:46 am
by ukezi
real nice would be a feature to recolor them like with trains. I know that the game does't support it, but that would be nice.

Re: Development and Discussion

Posted: Thu May 17, 2018 10:54 am
by mexmer
ukezi wrote:real nice would be a feature to recolor them like with trains. I know that the game does't support it, but that would be nice.
actually you can set color of any ingame entity, question is, if rendering supports it on other entities than player or rolling stock (rolling stock should be any vehicle,train,vagon)

Re: Development and Discussion

Posted: Thu May 17, 2018 5:36 pm
by ukezi
testing that would be cool.

Re: Development and Discussion

Posted: Thu May 17, 2018 9:56 pm
by Voxel Friend
That would be an acceptable alternative if it is possible.