forgive me for my english
Produces a matter of which you can do different materials!
Also, this mod adds a sophisticated recipes production resources:
production of iron plate costs 15 iron ore;
production of copper plate costs 15 copper ore;
production of steel plate costs 10 iron plate;
please draw textures for my mod
Downloads: hardcore
(0.7.0) High Technology v2.0
Downloads: simple
(0.7.0) High Technology v2.0
[Mod 0.7.0] High Technology
[Mod 0.7.0] High Technology
Last edited by Egorka on Wed Oct 02, 2013 10:13 am, edited 11 times in total.
Re: [Mod 0.4.x] High Technology
Based on the description this sounds like the fabricator from Tekkit/FTB mods of Minecraft. Maybe I'm misreading or do not understand... speaking of not understanding, what do you mean by "sophisticated recipes production resources"? Does this change the existing recipes of iron, copper, and steel plates? I appreciate the disclaimer for your novice English skills, however, I do not fully understand what this mod does. I'm normally a pretty smart guy, but I could be having a retarded moment.
Factorio Modder
Solar Expansion
Solar Expansion
Re: [Mod 0.4.x] High Technology
Hi, I took a look at your mod, here are some little things that you might do to make it better:
Make the collision box {{-1, -1}, {1, 1}} instead of {{-2, -2}, {0, 0}}, so the building is centred. (better navigation when building and correct position of the entity info).
Even better is to make the collision box {{-0.9, -0.9}, {0.9, 0.9}}, to avoid collisions of items of transport belts near the building and to allow the player to pass by when there is inserter nearby etc.
Also the dimensions of the picture have to be set to 72x72, to make it match
I also think, that the energy usage per tick should be lower (120MW) is really way too much, my whole factory is consuming 20KW.
Note, that 1/30 of maximum consumption is the idle consumption, so the machine, even when doing nothing made my whole factory dark.
The priority should be terciary, so it just uses the leftover energy along with accumulators. (So it is also better to make it less demanding, so it doesn't drain all the energy from accumulators).
On the other hand, I believe that the energy requirement to make one matter should be much higher, this can be achieved by lowering the machine effectivity or making the requirements for the item higher.
Here is the example of the changes I made:
Entities:
Mass fabricator recipe:
P.S Don't take me wrong, I like the idea of the mod I just want to be usable
P.P.S. I also change the title to 0.5, because it is already compatibile
Make the collision box {{-1, -1}, {1, 1}} instead of {{-2, -2}, {0, 0}}, so the building is centred. (better navigation when building and correct position of the entity info).
Even better is to make the collision box {{-0.9, -0.9}, {0.9, 0.9}}, to avoid collisions of items of transport belts near the building and to allow the player to pass by when there is inserter nearby etc.
Also the dimensions of the picture have to be set to 72x72, to make it match
I also think, that the energy usage per tick should be lower (120MW) is really way too much, my whole factory is consuming 20KW.
Note, that 1/30 of maximum consumption is the idle consumption, so the machine, even when doing nothing made my whole factory dark.
The priority should be terciary, so it just uses the leftover energy along with accumulators. (So it is also better to make it less demanding, so it doesn't drain all the energy from accumulators).
On the other hand, I believe that the energy requirement to make one matter should be much higher, this can be achieved by lowering the machine effectivity or making the requirements for the item higher.
Here is the example of the changes I made:
Entities:
Code: Select all
data:extend(
{
{
type = "assembling-machine",
name = "mass-fabricator",
icon = "__High Technology__/graphics/icons/mass-fabricator.png",
flags = {"placeable-neutral", "player-creation"},
minable =
{
hardness = 0.2,
mining_time = 0.5,
result = "mass-fabricator"
},
max_health = 100,
collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
selection_box = {{-1, -1}, {1, 1}},
animation =
{
filename = "__High Technology__/graphics/entity/mass-fabricator.png",
priority = "medium",
frame_width = 64,
frame_height = 66,
frame_count = 1,
line_length = 1,
shift = {0.0, 0.0}
},
crafting_categories = {"High-Technology-mass-fabricator"},
effectivity = 1,
energy_source =
{
type = "electric",
input_priority = "terciary"
},
energy_usage_per_tick = 2000,
ingredient_count = 1
},
{
type = "assembling-machine",
name = "craft",
icon = "__High Technology__/graphics/icons/craft.png",
flags = {"placeable-neutral", "player-creation"},
minable =
{
hardness = 0.2,
mining_time = 0.5,
result = "craft"
},
max_health = 100,
collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
selection_box = {{-1, -1}, {1, 1}},
animation =
{
filename = "__High Technology__/graphics/entity/craft.png",
priority = "medium",
frame_width = 74,
frame_height = 72,
frame_count = 1,
line_length = 1,
shift = {0.0, 0.0}
},
crafting_categories = {"High-Technology-crafting"},
effectivity = 1,
energy_source =
{
type = "electric",
input_priority = "secondary"
},
energy_usage_per_tick = 5,
ingredient_count = 1
}
}
)
Code: Select all
{
type = "recipe",
name = "matter",
category = "High-Technology-mass-fabricator",
energy_required = 0.1,
ingredients = {},
result = "matter",
result_count = 1
},
P.P.S. I also change the title to 0.5, because it is already compatibile
Re: [Mod 0.4.x] High Technology
Thanks for the correction!kovarex wrote:Hi, I took a look at your mod, here are some little things that you might do to make it better:
Make the collision box {{-1, -1}, {1, 1}} instead of {{-2, -2}, {0, 0}}, so the building is centred. (better navigation when building and correct position of the entity info).
Even better is to make the collision box {{-0.9, -0.9}, {0.9, 0.9}}, to avoid collisions of items of transport belts near the building and to allow the player to pass by when there is inserter nearby etc.
Also the dimensions of the picture have to be set to 72x72, to make it match
I also think, that the energy usage per tick should be lower (120MW) is really way too much, my whole factory is consuming 20KW.
Note, that 1/30 of maximum consumption is the idle consumption, so the machine, even when doing nothing made my whole factory dark.
The priority should be terciary, so it just uses the leftover energy along with accumulators. (So it is also better to make it less demanding, so it doesn't drain all the energy from accumulators).
On the other hand, I believe that the energy requirement to make one matter should be much higher, this can be achieved by lowering the machine effectivity or making the requirements for the item higher.
Here is the example of the changes I made:
Entities:Mass fabricator recipe:Code: Select all
data:extend( { { type = "assembling-machine", name = "mass-fabricator", icon = "__High Technology__/graphics/icons/mass-fabricator.png", flags = {"placeable-neutral", "player-creation"}, minable = { hardness = 0.2, mining_time = 0.5, result = "mass-fabricator" }, max_health = 100, collision_box = {{-0.9, -0.9}, {0.9, 0.9}}, selection_box = {{-1, -1}, {1, 1}}, animation = { filename = "__High Technology__/graphics/entity/mass-fabricator.png", priority = "medium", frame_width = 64, frame_height = 66, frame_count = 1, line_length = 1, shift = {0.0, 0.0} }, crafting_categories = {"High-Technology-mass-fabricator"}, effectivity = 1, energy_source = { type = "electric", input_priority = "terciary" }, energy_usage_per_tick = 2000, ingredient_count = 1 }, { type = "assembling-machine", name = "craft", icon = "__High Technology__/graphics/icons/craft.png", flags = {"placeable-neutral", "player-creation"}, minable = { hardness = 0.2, mining_time = 0.5, result = "craft" }, max_health = 100, collision_box = {{-0.9, -0.9}, {0.9, 0.9}}, selection_box = {{-1, -1}, {1, 1}}, animation = { filename = "__High Technology__/graphics/entity/craft.png", priority = "medium", frame_width = 74, frame_height = 72, frame_count = 1, line_length = 1, shift = {0.0, 0.0} }, crafting_categories = {"High-Technology-crafting"}, effectivity = 1, energy_source = { type = "electric", input_priority = "secondary" }, energy_usage_per_tick = 5, ingredient_count = 1 } } )
P.S Don't take me wrong, I like the idea of the mod I just want to be usableCode: Select all
{ type = "recipe", name = "matter", category = "High-Technology-mass-fabricator", energy_required = 0.1, ingredients = {}, result = "matter", result_count = 1 },
P.P.S. I also change the title to 0.5, because it is already compatibile