Glad to hear that, but there is a problem, you used the google url shortener and it seems that it don't like you link, I think it should be better if you put it in your dropbox.Schorty wrote:Big thanks to you, man! I'll do so and add you to the author-section and mention you in the first post. This is cool =)
[MOD 0.18.X] Air Filtering
- y.petremann
- Filter Inserter
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Re: [MOD 0.11.X] Air Filtering
Re: [MOD 0.11.X] Air Filtering
Fixed. Thanks for the notice!
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: [MOD 0.11.X] Air Filtering
Schorty wrote:Big thanks to you, man! I'll do so and add you to the author-section and mention you in the first post. This is cool =)y.petremann wrote:I've updated this mod to something I think should be good :You can freely integrate the modifications I've put inside, simply credit me in Original Post.
- Air filtering machine works like furnaces for recipes (no needs to indicate the recipe, simply put air filters directly inside)
- Air filtering machine have more appropriate graphics and sounds
old game load (((
Re: [MOD 0.11.X] Air Filtering
Disassemble the buildings first, then put the new mod version in and rebuild them.
Re: [MOD 0.11.X] Air Filtering
Degraine wrote:Disassemble the buildings first, then put the new mod version in and rebuild them.
did not help sort out all of the building
still does not load.
- y.petremann
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Re: [MOD 0.11.X] Air Filtering
I've not seen this problem, maybe because of game differences between platfoms (I use a linux system).
I've made two versions that solve the problem, I don't know which version is better than the other, simply say which work the best : It force the update of the air filter machines to furnace (I've don't seen any errors) but that's possible it could crash. It force the update of the air filter machines to a depreciated version (with new graphics) that you need to destroy-replace to get the new version (the air filter machine would probably ask for a new recipe, and so it would be empty).
In all case, they are based on the same code, only the migration script differs, one of them could be used as definite version.
I've made two versions that solve the problem, I don't know which version is better than the other, simply say which work the best : It force the update of the air filter machines to furnace (I've don't seen any errors) but that's possible it could crash. It force the update of the air filter machines to a depreciated version (with new graphics) that you need to destroy-replace to get the new version (the air filter machine would probably ask for a new recipe, and so it would be empty).
In all case, they are based on the same code, only the migration script differs, one of them could be used as definite version.
Re: [MOD 0.11.X] Air Filtering
Newbie question here. What is the stats for this machine ? What is the radius ?
And let's say i use a machine (mining machine from mod) that produce 200 pollution. How the reduction is calculated ?
And let's say i use a machine (mining machine from mod) that produce 200 pollution. How the reduction is calculated ?
Re: [MOD 0.11.X] Air Filtering
waduk wrote:Newbie question here. What is the stats for this machine ? What is the radius ?
And let's say i use a machine (mining machine from mod) that produce 200 pollution. How the reduction is calculated ?
The air filter machines (afm) reduce the pollution in the Chunk where they are build. You can see the chunk borders, by activating the "Tile grid" option in the debug menu (press F4 in game). Every Tick, they will reduce the pollution by 40. So, for your example, you would need 5 afm to equilize the pollution. As a rule of thumb, you should place the afms in a circle around your pollution producing factories, the avoid the spread of pollution.
To answer the "radius" question: Directly, the afms reduce the pollution only in their chunk. But you have to concider the way pollution works. Pollution will spread from chunk to chunk. It will "flatten" across the land. So if you have a chunk with many afms, this chunk will act like a "pollution sink". Not all pollution will get cleaned though.
I hope this helps you a bit
Greetings,
Schorty
Last edited by Schorty on Mon Mar 02, 2015 7:42 am, edited 1 time in total.
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: [MOD 0.11.X] Air Filtering
Thank you, helps a lot.
Last question, how to reduce the 40 ?
I want to alter it to lower value.
Last question, how to reduce the 40 ?
I want to alter it to lower value.
Re: [MOD 0.11.X] Air Filtering
You can ask as many questions as you like
You can adjust the value in air-filtering_0.1.X/prototypes/entity.lua
Search for emissions. You'll see that it is set to -0.2. This is multiplied by the energy_usage (which is 200kw). -0.2 * 200 = -40 pollution. I don't think I have to explain the mathmatics behind this?
The key point is, that the emission is negative. Just change it to a value you like. Maybe I'll add a note in the initial post for adjusting this. This question occured at least twice.
Anyways, have fun!
Greetings,
Schorty
You can adjust the value in air-filtering_0.1.X/prototypes/entity.lua
Search for emissions. You'll see that it is set to -0.2. This is multiplied by the energy_usage (which is 200kw). -0.2 * 200 = -40 pollution. I don't think I have to explain the mathmatics behind this?
The key point is, that the emission is negative. Just change it to a value you like. Maybe I'll add a note in the initial post for adjusting this. This question occured at least twice.
Anyways, have fun!
Greetings,
Schorty
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: [MOD 0.11.X] Air Filtering
Aaahhhh..so that's how it works ?
Basically you alter the generic assembler to have a negative emission ?
Basically you alter the generic assembler to have a negative emission ?
Re: [MOD 0.11.X] Air Filtering
That was the first version. y.petremann changed it to be a furnace, but yeah. That's the whole concept behind this
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
- y.petremann
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Re: [MOD 0.11.X] Air Filtering
As developers said it, assembler and furnace are now based on the same thing, it only change the way it works (automatic furnace way or recipt selection based way), the fact that you put fuel is completely independent (you can have a burner assembler) So their energy usage are the same for the same recipe.Schorty wrote:That was the first version. y.petremann changed it to be a furnace, but yeah. That's the whole concept behind this
With my last post, I've also updated the mod to allow migration from the old one...
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Re: [MOD 0.11.X] Air Filtering
Yo-ho-ho, Schorty! I have modified your mod.
-Another icons
-Tier 2 and Tier 3 machines
-More technology
-Russian locale
But this is not finished. I made a few mistakes and deleted upload.
What about modules? Would they be useful?
-Another icons
-Tier 2 and Tier 3 machines
-More technology
-Russian locale
But this is not finished. I made a few mistakes and deleted upload.
What about modules? Would they be useful?
screenshots
Last edited by Captain NeL on Fri May 22, 2015 9:38 pm, edited 2 times in total.
Re: [MOD 0.11.X] Air Filtering
One downsides of : 0.1.1 (current)
It causes the game to crash on games currently using the older version.
It also crash the game when you destroy all existence of air filtering on current map and still crash.
Game Version 0.11.12
It causes the game to crash on games currently using the older version.
It also crash the game when you destroy all existence of air filtering on current map and still crash.
Game Version 0.11.12
- y.petremann
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Re: [MOD 0.11.X] Air Filtering
Back some times ago I've put a version 2 of the mod that would probably solved the problem:Devildog wrote:One downsides of : 0.1.1 (current)
It causes the game to crash on games currently using the older version.
It also crash the game when you destroy all existence of air filtering on current map and still crash.
Game Version 0.11.12
Original message
The problem is that schorty or anybody didn't reported something about my version 2 which for me would be a better option than the version 1.y.petremann wrote:I've not seen this problem, maybe because of game differences between platfoms (I use a linux system).
I've made two versions that solve the problem, I don't know which version is better than the other, simply say which work the best : It force the update of the air filter machines to furnace (I've don't seen any errors) but that's possible it could crash. It force the update of the air filter machines to a depreciated version (with new graphics) that you need to destroy-replace to get the new version (the air filter machine would probably ask for a new recipe, and so it would be empty).
In all case, they are based on the same code, only the migration script differs, one of them could be used as definite version.
Be careful, you can use one of them but never use them one after the other
Re: [MOD 0.11.X] Air Filtering
Sorry guys for not responding here anymore..
Thanks, y.petreman for uploading a second version with the migration. I took this version so everyone who downloads the current version of this mod will download your V2
Your modifications look pretty good. I don't know if those Tier2/3 machines wouldn't make this thing a bit unbalanced, but I would give it a shot. Also the new icons look really nice! Could you provide a link to download it? At the very least I would integrate those new Icons and the locale file
Thanks, y.petreman for uploading a second version with the migration. I took this version so everyone who downloads the current version of this mod will download your V2
Ahoi Captain!Captain NeL wrote:Yo-ho-ho, Schorty! I have modified your mod.
-Another icons
-Tier 2 and Tier 3 machines
-More technology
-Russian locale
But this is not finished. I made a few mistakes and deleted upload.
What about modules? Would they be useful?
[...]
Your modifications look pretty good. I don't know if those Tier2/3 machines wouldn't make this thing a bit unbalanced, but I would give it a shot. Also the new icons look really nice! Could you provide a link to download it? At the very least I would integrate those new Icons and the locale file
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: [MOD 0.11.X] Air Filtering
Will this be updated to 0.12? Been using this excessively with treefarm to produce the coal. Very effective.
Re: [MOD 0.11.X] Air Filtering
I'm happy to announce, that my mod is now 0.12 compatible \o/
Happy air filtering!
Happy air filtering!
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: [MOD 0.12.X] Air Filtering
Yay! If I ever get around to it, I'll get to that integration mod that allows you to use activated charcoal instead of coal for the filters!