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Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 12:17 am
by bNarFProfCrazy
GotLag wrote:
bNarFProfCrazy wrote:Here are the German (de) Translations for your mod.
Added.
bNarFProfCrazy wrote:Please add at least a recipe for wood, as I need a way to dispose of tons of wood in my factories. Another alternative would be adding a new flare stack just for fuel.
The recipe generation algorithm now compares chemical fuel values with coal, and adds those that have less energy. So you can burn wood, planks, wooden chests and wooden poles again.
Is there also a restriction for weapons(pistol) and fish?
Otherwise works as expected.
Thanks for your quick fix.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 9:07 am
by GotLag
Fixed, now has incineration recipes for ammo, guns, equipment, etc. Also now shows the item/fluid being destroyed, not just the empty red circle.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 2:35 pm
by nucleargen
factorio 0.15.14
Flare stack 2.1.3

Error in assignID, item with name 'pumpjack' does not exist.
Source: item-pumpjack-incineration (recipe)

Error on game startup mod checking.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 2:38 pm
by GotLag
What other mods are you running?

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 3:20 pm
by nucleargen
GotLag wrote:What other mods are you running?
I found now source of error - omnimatter mod. It removes pumpjack recipes, while it no more needed.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri May 26, 2017 4:00 pm
by undarl
nucleargen wrote: I found now source of error - omnimatter mod. It removes pumpjack recipes, while it no more needed.
Yeah, Omnimatter deletes pumpjacks after the incineration recipe has been created. Talked to EmperorZelos about it, should be fixed for the next Omnimatter release.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sun May 28, 2017 1:18 am
by EmperorZelos
Actually I found the issue, the issue is your mod does not make a check to see if the pumpjack exists, it just assumes it does and goes ahead stuffing it up.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sun May 28, 2017 2:04 am
by GotLag
EmperorZelos wrote:Actually I found the issue, the issue is your mod does not make a check to see if the pumpjack exists, it just assumes it does and goes ahead stuffing it up.
Actually, the issue is that Omnimatter deletes items in data-final-fixes, after Flare Stack has created the recipes to incinerate them. There's nothing to check for - if the item didn't exist, it wouldn't have a recipe generated.

By all means add custom resources and mess around with autoplace settings in final-fixes, but you probaby shouldn't be removing items/entities at that late stage.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sun May 28, 2017 3:29 am
by TwistedSoul
Hello,

The latest version seems to be causing an issue with item textures,

I'm playing the latest Bobs+Angels with Flare Stack (2.1.3)

It causes the barrelled items to have the "no" symbol (Red circle with diagonal line) on top of their texture when on belts and in storage/inventory, happens with Canisters too.

Unsure if any other items are affected as my base is still young.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sun May 28, 2017 3:47 am
by GotLag
TwistedSoul wrote:Hello,

The latest version seems to be causing an issue with item textures,

I'm playing the latest Bobs+Angels with Flare Stack (2.1.3)

It causes the barrelled items to have the "no" symbol (Red circle with diagonal line) on top of their texture when on belts and in storage/inventory, happens with Canisters too.

Unsure if any other items are affected as my base is still young.
Thanks for the report, should be fixed now.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Mon Jun 12, 2017 3:44 pm
by OldFritz
First off, thank you gotlag for yet another awesome mod, to improve our daily "torture" with factorio! :)

I do seem to have a problem to raise the ammount of the flared-off liquids. As you explained on page 2, i increased the ammount to a bit more fitting; 20. But the flare just stopped working. No amount above 10 seems to work.
Is there any link to other values that may effect it?

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Tue Jun 13, 2017 7:57 am
by GotLag
That's because the flare/vent only fits 10 fluid at a time. To increase capacity, open entities.lua and change the base_area value on line 110 (a value of 1 is 100 fluid units).

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Tue Jun 13, 2017 4:57 pm
by OldFritz
oooohhh.. i see. Oh boy, it must be a pain in the... you know, to deal with us "casual users". Thank you for clearing this up AND the patience!

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Tue Jun 13, 2017 10:07 pm
by GotLag
Not at all.

To make life easier I think I'll add an in-game setting so users can change the burn rate more easily, and I'll make that setting also change the fluid capacity so this won't happen again.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sat Jun 17, 2017 2:16 pm
by peterf83
Will the incinerator deal with Sodium Hydroxide from Bob's Mods?

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sat Jun 17, 2017 2:20 pm
by GotLag
If it's a fluid, use a vent or flare stack. If it's a solid item, use an incinerator.

The only items/fluids this mod can't destroy are any that might be added in data-final-fixes by another mod, but mods shouldn't be adding items and the like at that late stage.

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sat Jun 17, 2017 5:50 pm
by peterf83
Thanks :D

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri Oct 27, 2017 9:36 am
by Durabys
GotLag. The liquids are not burned fast enough because the fluid mechanics changed in 0.15. The devs increased the pipe volume of all liquids to the point I need to build rows upon rows of vents to to even make a dent in the volume of liquids from just a single pipe! :(

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Fri Nov 17, 2017 10:26 am
by Neemys
Tomik wrote:GotLag. The liquids are not burned fast enough because the fluid mechanics changed in 0.15. The devs increased the pipe volume of all liquids to the point I need to build rows upon rows of vents to to even make a dent in the volume of liquids from just a single pipe! :(
The problem was reported 5 month ago and nothing has been done. I post here the fixed mod for those who need. It only multiply by 10 the amount for flaring fluid.
Flare Stack_2.1.4.zip
(521.98 KiB) Downloaded 133 times

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Posted: Sun Nov 26, 2017 2:46 am
by zarx
Is there any way we could get the flare stacks to burn even faster? like at 1000+?