[MOD 0.14.x] Wind Turbines - Simplistic Power Source

Topics and discussion about specific mods
Dellamonikus
Inserter
Inserter
Posts: 23
Joined: Fri Nov 07, 2014 2:22 pm
Contact:

[MOD 0.14.x] Wind Turbines - Simplistic Power Source

Post by Dellamonikus »

Welcome, welcome!

What is this mod about?
Wind Turbines! Wind Turbines are another source of energy! They produce no pullution, just like solar panels, but produce energy at night!
So.. are they overpowered solar panels? No! Their production oscillates depending on the wind speed.

I seperated them into 5 tiers - the basic one which can be built without any research and is a pollution free way to produce energy in the early game, but gives as little as 20kW, so you will need a wind-park to get the energy of a steam engine, while the highest tier with up to 5.2MW can produce more than 10 steam engines together and also saves a lot of space, boilers and coal in comparison.
The higher tiers are built by combining 4 lower tier Wind Turbines, together with some science-packs!
The higher tier Wind Turbine will produce a little bit less than the 4 lower Wind Turbines, so upgrading is only useful if you want to save space.

Just to empathize this: The power-value in the description is the maximum possible production value. The average production will be around half of that and can even go down to 0, if no wind blows.
Wind Turbines aren't meant to be the only energy production in your base, but they are a very nice addition to solar panels to produce clean energy.
Images
Version 1.0.3 for Factorio 14.x+ (downwards compatible to 0.13)
Download

PS: This mod is created as a standalone-expansion of this mod, which has the CC Attribution-ShareAlike 4.0 license.
Last edited by Dellamonikus on Sat Feb 25, 2017 10:48 am, edited 15 times in total.

Marconos
Filter Inserter
Filter Inserter
Posts: 301
Joined: Mon Jun 02, 2014 10:46 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Marconos »

** removed
Last edited by Marconos on Fri Mar 25, 2016 4:09 pm, edited 1 time in total.

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Klonan »

One small point,

When you source assets and code from other mods, you have to make sure you comply with their license,
In this case the original mod is licensed under Creative Commons Attribution-ShareAlike 2.5 Generic (CC BY-SA 2.5),
which means you must attribute the original author, and include this license with your work

Apart from that it looks like a solid mod, nice graphics and really well coded

Dellamonikus
Inserter
Inserter
Posts: 23
Joined: Fri Nov 07, 2014 2:22 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Dellamonikus »

Oh okay, I didn't know I have to do that in wich this license, thanks for the advice.
I added that to the original post.

BlakeMW
Filter Inserter
Filter Inserter
Posts: 950
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by BlakeMW »

In terms of balance generally speaking for higher tier things you should pay about four times as much to double output. For example the assembler 2 costs twice as much as the assembler 1, but is only 50% faster, and the Assembler 3 costs 7x as much as the Assembler 2, and is only 67% faster

So if you want the cost effectiveness to be in line with the base game, the output progression should probably be something like:
20MW
40MW
80MW
160MW
320MW

Dellamonikus
Inserter
Inserter
Posts: 23
Joined: Fri Nov 07, 2014 2:22 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Dellamonikus »

BlakeMW wrote:So if you want the cost effectiveness to be in line with the base game, the output progression should probably be something like:
20MW
40MW
80MW
160MW
320MW
I assume you mean kW, not MW - but yea, I get your point, but it is only true for processing stuff.
Energy generation can always just be built in huge amount, scaling linearly because there are no higher tiers.
I want to allow not having a baseball field full of wind turbines to get a factory running, so I guess it makes sense to quadruple production along with cost. Cost should maybe be a little bit higher to make up for the "saved space" advantage, but other than that it seems fine imo.

Yinan
Fast Inserter
Fast Inserter
Posts: 130
Joined: Sun Feb 14, 2016 2:40 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Yinan »

How does the turbines fit into the priority use system?

Currently first Solar Energy is used, then Steam Energy and lust the energy from accumulators.
Where do the Wind Turbines fit in? Do they count as Solar, Steam or Accumulator?

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Klonan »

Yinan wrote:How does the turbines fit into the priority use system?

Currently first Solar Energy is used, then Steam Energy and lust the energy from accumulators.
Where do the Wind Turbines fit in? Do they count as Solar, Steam or Accumulator?
Wind turbines are used before steam engines, and after solar panels

Yinan
Fast Inserter
Fast Inserter
Posts: 130
Joined: Sun Feb 14, 2016 2:40 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Yinan »

Wonderful, thanks for the info!

User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 410
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by y.petremann »

I can give you some advice about logic and beauty of the game :
  • Avoid using science packs for something else than technology, circuits, advanced circuit and processing units a great for that.
  • I think graphics should be more sophisticated, for my point of view they feel rushed.

Factorio2016
Fast Inserter
Fast Inserter
Posts: 136
Joined: Wed Dec 23, 2015 1:17 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Factorio2016 »

The requested file isn't available anymore!
Error: 410
Last edited by Factorio2016 on Wed Mar 23, 2016 7:42 pm, edited 1 time in total.
English is not my native language. Translator.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by ssilk »

Looks like.

I can only really recommend to upload the mods into the forum as attachment. So you get also a counter about downloads. :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

thebacon
Inserter
Inserter
Posts: 21
Joined: Mon Feb 29, 2016 6:04 am
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by thebacon »

Or upload to github, and use a page like this:

http://www.somsubhra.com/github-release-stats/

To be able to pull download amounts.

Nerevar
Manual Inserter
Manual Inserter
Posts: 2
Joined: Mon Mar 21, 2016 9:26 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Nerevar »

Looks like a great mod, but as noted by others the download page goes nowhere.

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Klonan »

Nerevar wrote:Looks like a great mod, but as noted by others the download page goes nowhere.
You can download the original here: viewtopic.php?f=93&t=16734

Schlubberwuz
Burner Inserter
Burner Inserter
Posts: 8
Joined: Tue Jun 24, 2014 8:53 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Schlubberwuz »

is it ok if i repostet the file ?
if not pls say and i will delete the post

Edit: the mod developer has the file reuploaded.
Last edited by Schlubberwuz on Wed Mar 23, 2016 6:55 pm, edited 1 time in total.

seronis
Fast Inserter
Fast Inserter
Posts: 225
Joined: Fri Mar 04, 2016 8:04 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by seronis »

Schlubberwuz wrote:is it ok if i repostet the file ?
if not pls say and i will delete the post
License == Creative Commons Attribution-ShareAlike 4.0 license.

You stated it as a repost thus attribution is obvious as being the OP. AKA: you fulfilled license requirements for distribution and no specific permission is needed (nor can it even be denied). Thats why licenses exist. Follow them and you're fine.

Dellamonikus
Inserter
Inserter
Posts: 23
Joined: Fri Nov 07, 2014 2:22 pm
Contact:

Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!

Post by Dellamonikus »

y.petremann wrote:I can give you some advice about logic and beauty of the game :
  • Avoid using science packs for something else than technology, circuits, advanced circuit and processing units a great for that.
  • I think graphics should be more sophisticated, for my point of view they feel rushed.
Any reason to avoid science packs?

Well, the graphics are rushed - if someone has better graphics, let me know! :)

Schlubberwuz
Burner Inserter
Burner Inserter
Posts: 8
Joined: Tue Jun 24, 2014 8:53 pm
Contact:

Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Post by Schlubberwuz »

hey, i see you have a update, can you pls post the changes (like the other mods)?

thank you

azsedcf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Wed Dec 17, 2014 8:16 am
Contact:

Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!

Post by azsedcf »

Edit: Issue Fixed.
Last edited by azsedcf on Mon Mar 28, 2016 8:18 pm, edited 1 time in total.

Post Reply

Return to “Mods”