[MOD 0.18.x] Realistic Power

Topics and discussion about specific mods
Aphlaptic
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Re: [MOD 0.16.x] Realistic Power

Post by Aphlaptic »

That was fast. Seems to be working fine now, thanks!

FuryoftheStars
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Re: [MOD 0.16.x] Realistic Power

Post by FuryoftheStars »

Hi, I recently found your mod and was wondering on the reasoning behind slashing the fuel value of things like wood, coal, etc (not solar, I understand the solar).

I've been thinking about doing something similar, but as I was looking into it, I was looking at making 1 unit in game the equivalent of 1 kg of the material IRL. Based on my research, wood and coal, at least, actually have a much higher energy density then given in base game.

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Basically that was just to not make steam power too OP due to the big solar nerf, and wasn't based on calculations for realistic fuel value per mass or anything like that. Solar is about the only thing i really tried to calculate right, and the rest i adjusted how i thought would either make sense or be interesting.

TalDoMula777
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Re: [MOD 0.16.x] Realistic Power

Post by TalDoMula777 »

Mods to disable:Falha ao carregar mods: __RealisticPower__/functions.lua:24: bad argument #1 of 3 to 'match' (string expected, got nil)
stack traceback:
[C]: in function 'match'
__RealisticPower__/functions.lua:24: in function 'multiply_number_unit'
__RealisticPower__/data-final-fixes.lua:339: in main chunk

Mods para serem desativados:
• RealisticPower
I've tested to know if is the new mods that are making the problem, but no...there is something wrong... :( :|

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Is Realistic Power the only mod you have installed? What version of factorio are you running?

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Fixed in new version.
The issue was a new roboport entity for Compilatron that had different data structure to regular roboports, but was in the regular roboport category.

TalDoMula777
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Re: [MOD 0.16.x] Realistic Power

Post by TalDoMula777 »

Hey man, i have some suggestions of optional compatibility with Reasonable_Wind_Turbine by Telemak. With this mod you could change the amount of energy generated, if is possible to make it occilate like the real ones, we could use the Weather Station mod, by the same creator of this one, by using the signal that it applies to wind.

psz
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Re: [MOD 0.16.x] Realistic Power

Post by psz »

Hi,
first of all I would like to thank you for a great mod.
I'm using it with longer night and transformer mod and it's a lot of fun to manage my base's power.

Unfortunately I found out both Nixie Tubes and Santa's Nixie Tube Display mods do not work after enabling Realistic Power.
I am able to place nixie tubes but after connecting wire they do not display anything.

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Thanks for the report, should be fixed.

psz
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Re: [MOD 0.16.x] Realistic Power

Post by psz »

Thank you, nixie tubes are now working without any issue.

I've experienced another problem.
When loading older save I could only see one accumulator recipe.

I had to run

Code: Select all

/c game.player.force.technologies['electric-energy-accumulators'].researched = false
and research technology again to see it.

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Thank you, the capacitor accumulator should now be unlocked when you add the mod to an existing save with the new release.

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