[MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Posted: Thu Dec 17, 2015 11:56 pm
by Julianus
Important: Belts+ functionality recreated in this mod. Please do not use both at the same time. Map created with Belts+ is compatible.
Type: Mod
Name: FuPower
Description: Selection of late game features for energy, transportation, trains, oil and weapons.
License: MIT License
Version: 0.0.13
Release date: 2015-12-28
Factorio Version: 0.12.20+ Multiplayer
Tested with: 0.12.20, 0.12.21, 0.12.24, 0.12.25, 0.12.35
Category: (Item, Compilation)
Tags: Fusion, Energy, Train, Weapons, Inserters, Belts, RobotsFree, Multiplayer
Download-Url: Download 0.0.13
Website: https://github.com/JulianSchutsch/FuPower
License
License
The MIT License (MIT)
Copyright (c) 2015 Julian Schutsch
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Description
This mod is meant to add features to the very late game. It all began with fusion energy, therefore I start with this.
There are no changes to any recipes in the vanilla game, therefore you can always add features of this mod later.
Please note, you can select any subset of the features mentioned below, see Configuration for this. Fusion
Fusion energy is a clean energy source based on the fusion of deuterium and tritium yielding helium, neutrons and energy. Tier 1:
Creates 100MW of power. Setup involves a fusion reactor (top) creating solar fuel, a high temperature boiler, 5 high throughput steam engines. A special heat transfer fluid is necessary. Tier 2:
Creates 1GW of power. Setup similar to that of a tier 1 fusion setup. You need the advanced heat transfer fluid. Alien Train
A train much faster and with more capacity per waggon than normal trains. Extremly energy hungry and probably best feed with solar fuel extracted from the fusion generator. Coal->Oil plant
A very energy hungry (50MW) building producing oil from coal and water. Security zone
There is a stationary version eating 500MW and a mobile version as a tank. The stationary version has a much higher range, but the tank is ideally suited to clear large infestations. Build and forget. Don't kill yourself with it! Belts
Two tiers of belts, Alien and Super Alien. The Alien belts are two times faster than the express belts, the super alien are two times faster than the alien belts.
If UndergroundBeltsExtended aka Belts+ is present, the long belts are available as alien and super alien as well. Inserters
The fast long inserter is very similar to the one offered in the Fast Long Inserter mod, but this one has a seperate research and is slightly faster.
The alien inserter is twice as fast as the fast inserter, and the super alien inserter is twice as fast as the alien inserter. Drills
Two tiers of drills with high power consumption (1MW, 50MW) but high range and speed. The alien drill is capable of feeding the super alien belts. Alien Laser Turret
Got a base far away from any security zone which is under constant attack? The Alien Laser Turret with self healing capabilities may be just the right choice.
It has 3 times the damage of a normal laser and enough health to take on a group of behemoth biters. Alien construction robots
Tired of waiting for a slow robot to follow you? You can try to outrun this one. Uses faster and much more durable repair packs as well.
Hunting with the mobile security zone, alien laser defense
Pumping water in the desert
Configuration
The mod permits enabling and disabling individual features. The default .zip file has all features enabled.
To disable a feature, unzip the .zip and make sure only the extracted folder is kept in the mods directory.
Then open the config.lua file and disable features by simply setting values to false.
Credits
Credts to GoldenWolf for patient recoloring of pictures and endless hours of testing in multiplayer.
Search for graphics
Anyone interested in contributing a nice fusion reactor or anything the like?
Can only offer credits though, its all non commercial.
Version history
Version 0.0.13 (2016-03-05): Integrating Belts+ functionality Version 0.0.12 (2016-03-04): Renaming Belts+ Version 0.0.10 (2015-12-28): Repacking, changed folder name in zip Version 0.0.9 (2015-12-18): First public release
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Fri Dec 18, 2015 6:42 pm
by Airat9000
good!
1) problem - easy, please add to resource in exract to fuel! thanks
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Fri Dec 18, 2015 6:53 pm
by Julianus
Hi Airat9000,
i do not fully understand, please elaborate.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Sat Dec 19, 2015 2:53 am
by Kandor
Airat9000 wrote:good!
1) problem - easy, please add to resource in exract to fuel! thanks
Fairly certain he wants you to add a spawned resource to be mined and turned into fuel for the reactors.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Sat Dec 19, 2015 7:29 pm
by Julianus
Hi Kandor,
thanks for the guess. Though, it wouldn't make sense.
The process is:
Extract Deuterium->Feed it to the fusion reactor.
Feed the fuel from the fusion reactor the high temperature boiler, which must be operated with a heat transfer fluid (chemistry).
The reactor produces fuel.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Fri Dec 25, 2015 5:21 pm
by Airat9000
Julianus wrote:Hi Kandor,
thanks for the guess. Though, it wouldn't make sense.
The process is:
Extract Deuterium->Feed it to the fusion reactor.
Feed the fuel from the fusion reactor the high temperature boiler, which must be operated with a heat transfer fluid (chemistry).
The reactor produces fuel.
i am testing you mod ease recipe in Deuterium
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Fri Dec 25, 2015 8:33 pm
by Airat9000
Bug in 12.20
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Fri Dec 25, 2015 9:37 pm
by Julianus
Dear Airat9000,
The directory must not be called FuPower-master, but must be named fupower_0.0.9. If you extracted the zip, you must ensure the folder is named fupower_0.0.9
If the zip remains packed, the name should be the same as the download, therefore fupower_0.0.9.zip.
Julian
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Sun Dec 27, 2015 8:42 pm
by capthavic
Yeah annoying having to manually change folder name, but nice mod tho.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Sun Dec 27, 2015 9:22 pm
by Julianus
Ok, don't know what went wrong the first time, folder name in the zip adjusted.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Tue Dec 29, 2015 4:17 pm
by Airat9000
please hardness in recipe in deterium
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Dec 30, 2015 10:13 pm
by Julianus
Ok, Savegame as simple tutorial attached. Hope this helps you Airat9000.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Dec 30, 2015 10:48 pm
by Airat9000
Julianus wrote:Ok, Savegame as simple tutorial attached. Hope this helps you Airat9000.
ok!
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 11:09 am
by jorgenRe
Julianus wrote:Hi Kandor,
thanks for the guess. Though, it wouldn't make sense.
The process is:
Extract Deuterium->Feed it to the fusion reactor.
Feed the fuel from the fusion reactor the high temperature boiler, which must be operated with a heat transfer fluid (chemistry).
The reactor produces fuel.
Well i think the getting the resources for the fuel is fine. There really isnt any problem for that, but when you look at the current real world problem when it comes to fusion. Then there is to get it to work. So what you could do may be to make the fusion reactor unlocked in a higher tier(after rocket defence or something) then change the recipe to require lots of parts that all cannot be made by hand, but must be made in an assembler or a new machine. Then you could do something like add new tiers of fusion reactors where as T1 had a chance for catastrophic failure. And higher tiers lowered that chance.
Also if you wanted to be really crazy you could do something like that the player has to do the research himself to find out which design works. And the design is randomized for every world. Thereby the player will feel a unique accomplishment for having found the right one.
Then if you made it a multiblock in terms of just the main machine then inside the machine(or a chest on the side that is checked for its contents using script) the player could easily customize the machine to his likings.
I remember also how industrial craft had such a nice nuclear reactor. You had so many different ways of setting one up, now that is something i believe you could trye and aim for, because we already got atomic power that has its benefits(you got the unique defences and the train so dont you worry about the competition !)
So basically at first you research a basic design. It isnt particurly efficient, but you get some power from it. Later you research some more and can unlock more things you can insert into the chest to customize it. Like lets say a machine that creates ice. And ice you can put into the reactor so it cools down quicker(yes yes i know vacuum stuff like that, but the design isnt perfect yet you know )
Thereby allowing the player to get a higher amount of energy based on the temperature(yes it should be already frikkin high, but remember we are in a different universe so things got to be acting differently there )
Also seeing as fuel is so cheap. Consider having the fusion reactor needing to have some of its magnets changed every now and then !
Good luck, and enjoy modding !
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 11:11 am
by jorgenRe
Airat9000 wrote:please hardness in recipe in deterium
Im sorry to tell you that the current recipe is most likely a realistic recipe !
The whole ocean is our fueltank, it could however be that too little energy is used to get the hydrogen, but i havent checked.
Also to the dev it could be a possibility to use oil to get hydrogen !
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 3:53 pm
by Julianus
Hi jorgenRe,
It is certainly possible to make the mod complicated. I am a bit careful about this for several reasons:
* It already took hundreds of multiplayer hours testing to get it to work the way it does now, every feature/step/research can have bugs
* The game already has quite some complexity, I wonder how much is reasonable to add on top of it
* It all has to work with other mods as well, thats why you can switch of parts of this mod
So I am careful about adding intermediate layers and lots of research with scripts implementing random research behaviour.
Though possible, it may mess up multiplayer.
The main design decisions:
* Good replacement for solar power+accumulators, good successor to coal
* No changes to the vanilla game, no new ores
* Fusion should be rather expensive to build
* It should be possible to add the mod to the game later
I believe, its pretty expensive to build fusion. It may not be as complicated as desired, but it takes me usually 10 hours (with constant biter attacks) to get my first reactor. For smaller fusion reactors, there is a high risk of making coal obsolete, even if they are less efficient.
Usually, once I get Fusion, I am near 100% Evolution and the first Behemoth Biters appear. I really need those alien lasers and lots of power to keep my base then. So its a turning point for cheap power, but a required one. Indeed fuel is cheap, it should be after all this trouble.
That is the promise of fusion.
The solar fuel is actually a tribute to Factorio's energy system. My original idea was to heat a fluid in the reactor. This didn't work well (Fluid left Fluidbox before my script triggered after some version change). So I switched to a boiler based system. The alternative usage as fuel in cars, trains is kind of a side effect.
As for the super conducting magnet coils, since when does anything in Factorio needs maintenance? Ever replaced an inserter? Or a belt?
In Factorio everything is premium quality with thousand years guarantee.
I leave the catastrophic failures to the fission department xD.
I think what the mod needs is graphics...
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 4:12 pm
by jorgenRe
Julianus wrote:Hi jorgenRe,
It is certainly possible to make the mod complicated. I am a bit careful about this for several reasons:
* It already took hundreds of multiplayer hours testing to get it to work the way it does now, every feature/step/research can have bugs
* The game already has quite some complexity, I wonder how much is reasonable to add on top of it
* It all has to work with other mods as well, thats why you can switch of parts of this mod
rest
So I am careful about adding intermediate layers and lots of research with scripts implementing random research behaviour.
Though possible, it may mess up multiplayer.
The main design decisions:
* Good replacement for solar power+accumulators, good successor to coal
* No changes to the vanilla game, no new ores
* Fusion should be rather expensive to build
* It should be possible to add the mod to the game later
I believe, its pretty expensive to build fusion. It may not be as complicated as desired, but it takes me usually 10 hours (with constant biter attacks) to get my first reactor. For smaller fusion reactors, there is a high risk of making coal obsolete, even if they are less efficient.
Usually, once I get Fusion, I am near 100% Evolution and the first Behemoth Biters appear. I really need those alien lasers and lots of power to keep my base then. So its a turning point for cheap power, but a required one. Indeed fuel is cheap, it should be after all this trouble.
That is the promise of fusion.
The solar fuel is actually a tribute to Factorio's energy system. My original idea was to heat a fluid in the reactor. This didn't work well (Fluid left Fluidbox before my script triggered after some version change). So I switched to a boiler based system. The alternative usage as fuel in cars, trains is kind of a side effect.
As for the super conducting magnet coils, since when does anything in Factorio needs maintenance? Ever replaced an inserter? Or a belt?
In Factorio everything is premium quality with thousand years guarantee.
I leave the catastrophic failures to the fission department xD.
I think what the mod needs is graphics...
Hehe yea taking it to the next level of complication may be too much, but who knows. And yea you are totally right about the randomness thing. That was just an extra written idea
Nevertheless i will see if i cannot return to Factorio soon and actually trye out your mod
Though i wish we could create more unique power systems that you have to balanse the risk vs the reward, and not just plop down some belts, boilers and steam engines to generate power.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 4:25 pm
by Julianus
Yes, there is no risk, just a lot of cost.
In a way its just a replacement for solar panels, which otherwise usually cover the entire base at some point.
Somewhere inbetween the mods which simply extend the energy efficiency of solar cells beyond 100% (:lol:) and Uranium Power and similar xD.
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 6:01 pm
by jorgenRe
Julianus wrote:Yes, there is no risk, just a lot of cost.
In a way its just a replacement for solar panels, which otherwise usually cover the entire base at some point.
Somewhere inbetween the mods which simply extend the energy efficiency of solar cells beyond 100% (:lol:) and Uranium Power and similar xD.
PSST solar cells arent 100 % efficient already !
Most likely they are around the 75 % range, but probably not 100 % even though we are in the future !
Re: [MOD 0.12.20] FuPower, Fusion and more.
Posted: Wed Jan 06, 2016 6:20 pm
by Julianus
No, but lets assume some future solar cell makes 40%...and we have a mod which takes this by 10...*G*, i think no amorph multi layered trick does that xD.
What can we say...it pulls light in? It draws light in? Or is it based on neutrino radiation? Maybe its the dark energy...it must be.