[MOD 0.18.x] Realistic Power

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thereaverofdarkness
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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

Can you add support for Geothermal mod?

https://mods.factorio.com/mod/Geothermal

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Added in v1.0.4. Haven't used the mod myself yet though, not sure if it's still OP.

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thereaverofdarkness
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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

If you nerfed it some, I doubt it'll be OP. I'm using alien biomes, so I probably won't see a geothermal patch for a while. So if it's pretty powerful that'll make sense.
If I remember, I'll edit this post with the data when I test it and compare.

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Re: [MOD 0.16.x] Realistic Power

Post by ashcanpete »

Hey, did you find out if Geothermal power is OP or not, I'm interested in using it, but don't wanna ruin the balance.

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

It should be fine. Geothermal is inherently limited anyway.

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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

I still haven't found any geothermal vents so no matter how powerful it is I don't think it'll be overpowered with Alien Biomes if you can't find any vents!


Could you add support for Modular Armor? The basic solar panel module gives 25kW per square which is a lot like vanilla solar panels: only slightly lower than other power production methods. I'm not asking for a realistic value from tiny armor-mounted solar panels, rather something more like 1/5th would be good to reinforce the idea that solar panels are free energy and if you want to get your energy faster, you have to use one of the other limited sources the mod provides.

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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Personal equipment balancing is not really in the scope of this mod.

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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

I was just asking for the multiplier on solar panels to include equipment module panels as well.

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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Well, and this mod is not for personal equipment.
If you want it, you can make your own mini mod, that's a simple one liner. I haven't tested it but something like
data.raw["solar-panel-equipment"]["solar-panel-equipment"].power = "5kW"
will do the trick.

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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

Alright I might make that mod.

Can you fix compatibility with the Modular Armor mod? It has an equipment module called a conduit which draws power from your electric network. It doesn't work when Realistic Power is active.

viewtopic.php?f=190&t=14894&p=363055#p363055

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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Fixed in new version.

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Re: [MOD 0.16.x] Realistic Power

Post by thereaverofdarkness »

Image

THANK YOU!!

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Re: [MOD 0.16.x] Realistic Power

Post by Ranakastrasz »

thereaverofdarkness wrote:Alright I might make that mod.

Can you fix compatibility with the Modular Armor mod? It has an equipment module called a conduit which draws power from your electric network. It doesn't work when Realistic Power is active.

viewtopic.php?f=190&t=14894&p=363055#p363055
Just out of curiosity, what exactly caused that issue? I mean, I am using an invisible unpathable laser turret with no attack to access the power network. I can't actually see any way that would break.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

I'm not exactly sure tbh. I just excluded the entities that Modular Armor uses to interact with the power network from being changed by this mod. I don't know which of the 3 entities (accumulator, laser or solar dummy) caused the issue, or how exactly.

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Re: [MOD 0.16.x] Realistic Power

Post by Ranakastrasz »

Huh. What exactly does it change on them?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Okay so with some further experimenting, the crucial line seems to be where it adjusts the buffer capacity of laser turrets to one half. I have no idea why this suddenly makes the conduits of Modular Armor not work any more though.
Commenting this line out makes it work: item.energy_source.buffer_capacity = multiply_number_unit(item.energy_source.buffer_capacity, 0.5)
The function consideres the power / energy suffix so nothing dramatic could / should possibly happen here...except maybe if Modular Armor tries to put more energy into the buffer in a single tick than the total buffer size?

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Re: [MOD 0.16.x] Realistic Power

Post by Ranakastrasz »

That would do it. I gave it a silly large energy capacity and then set it to 100%. It drops to max-drain when there is demand, and however much gets added is used.

If you cut the capacity in half it breaks.

I couldnt figure out how to get storage of the object via script so hardcoded it.

Depending on if power interfaces accept accumulators now, might use that instead when i rewrite it...
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.16.x] Realistic Power

Post by Sacro »

Getting a conflict with Science Cost Tweaker (mexmer)

Code: Select all

59.053 Error Util.cpp:49: Difficulty normal: Cycle in technology tree detected.

nuclear-power
-> sct-lab-t4
-> sct-research-ht
-> nuclear-power
Any chance of a fix?

Kenira
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Re: [MOD 0.16.x] Realistic Power

Post by Kenira »

Fixed in new version.
I actually tested it with science cost tweaker in the past, but it seems an update made the high tech science require nuclear power, and realistic power adds hightech science to the prerequisites so it was a circular dependance and it just now checks if SCT is installed and does not add HT science to nuclear research if SCT is detected.

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Re: [MOD 0.16.x] Realistic Power

Post by dimkakiss »

Kenira, thanks you for mod! Sorry for stupid question. I understand you view for all nefr. But, wood give only 1MJ and it is not enough for reproduce power in bob's bio mods. How I can to change fuel value?

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