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[MOD 0.18] RITEG
Posted: Fri Jan 12, 2018 12:26 pm
by darkfrei
Type: Mod
Name: RITEG
Description: Proof of concept: Radioisotope thermoelectric generator
License: MIT
https://opensource.org/licenses/MIT
Category: Simple Extension, Power Production
Tags: RTG, RITEG, power, nuclear
Download-Url:
https://mods.factorio.com/mods/darkfrei/RITEG
- Exponent
- 2018-01-13 11_12_21-Factorio 0.16.16.png (34.68 KiB) Viewed 11483 times
Long description
RITEG (RTG) is a Radioisotope Thermoelectric Generator, it's an electrical generator with nuclear fuel. It means, you are need fuel only by construction of it. It needs a lot of nuclear energy, but only once.
Re: [MOD 0.16] RITEG
Posted: Tue Mar 13, 2018 10:48 pm
by ownlyme
I don't think it works. It constantly generates 600 kW...
Re: [MOD 0.16] RITEG
Posted: Wed Mar 14, 2018 8:06 am
by darkfrei
ownlyme wrote:I don't think it works. It constantly generates 600 kW...
The half life period is about 12 hours. You can test it on tiny map 128x128 tiles with
So, after 12 hours the output will be only 300 kW.
Re: [MOD 0.16] RITEG
Posted: Wed Mar 14, 2018 11:03 pm
by ownlyme
Ah now i see that it works
was expecting a higher output though.
Do you already have an idea to prevent people from picking them up and placing them again?
Maybe you could make them unrepairable and loose health?
One more thing: in reality, those things use Pu-238, so maybe it would be nice if yours use u-238 too, that way they could also fill the gap until you can build real nuclear power plants.
Re: [MOD 0.16] RITEG
Posted: Thu Mar 15, 2018 6:31 pm
by darkfrei
ownlyme wrote:Ah now i see that it works was expecting a higher output though.
Do you already have an idea to prevent people from picking them up and placing them again?
Maybe when you pick it up, you get a depleted generator item instead?
I know that RITEG can be "recharged" just with deconstruct and placing it again.
It was by me few idea how to work with it: after 10-15 minutes placed entity will be protected from deconstructing and you can destroy this entity, nothing else. With a lot of pollution by destroying, of course.
Nice idea to save the remaining energy in the health value, but every damaging of RITEG makes energy decrease too.
Tiny RITEG must have very big half life period and it means that output energy will be about very bad, about 50-60 kW.
Re: [MOD 0.16] RITEG
Posted: Thu Mar 15, 2018 9:12 pm
by ownlyme
i made a version for myself that stores the remaining energy in the health, in a pretty simple way.
https://www.dropbox.com/s/og3e48oy7qbx9 ... .lua?raw=1
lines 98-103
of course i also added the flag "not-repairable" to the entity prototype
Re: [MOD 0.16] RITEG
Posted: Thu Mar 15, 2018 9:42 pm
by darkfrei
What is "66.5" here? The health of entity is 150 (100%), so power will be 9975 kW.
Re: [MOD 0.16] RITEG
Posted: Thu Mar 15, 2018 10:35 pm
by ownlyme
i don't know why 150x66.5 equals 597 kW but that's the number i found out by trial and error.
when you place the thing, it looses it's first health point after ~10 seconds.
edit: 10000 is the energy produced per tick
with that in mind, 66.66666... or 200/3 should be the most exact value.
Re: [MOD 0.16] RITEG
Posted: Sun Mar 18, 2018 11:23 am
by darkfrei
So, now (RITEG [0.1.2]) The health of placed RITEG makes first_energy, but it can be wrong.
E_0 = 40 GJ = 40 000 000 000 J - total energy in the new RITEG (first_energy);
P_0 = 600 kW = 600 000 W - the output power of new RITEG (first_power);
t_0 = game.tick [ticks] - first tick of placed new RITEG (= (t_0/60) [s]).
Now we can get half-life period (half_life):
t_HL = E_0 * ln(2) / P_0 [s]
And the output energy at any tick _t must be:
P_t = P_0 / (2^((game.tick - t_0) / (t_HL*60)))
And remain energy at any tick _t must be:
E_t = P_t * t_HL / ln(2)
Now I use health as amount of output power, but I think that health must be based on remain energy. It is impotent when you merge two used RITEGs in your inventory.
Re: [MOD 0.16] RITEG
Posted: Sun Mar 18, 2018 12:32 pm
by ownlyme
okay so ritegs don't loose power when attacked
looks good
though i still think its too expensive except maybe when you use it for outposts that are in danger of loosing their power because creeps destroy your power poles... or other special use cases
i made mine cost 60 u238.. but it's your choice.
just one more thing:
the graphics look pretty sterile, maybe adding a shadow near the ground already helps a bit.
i attached mine but i'm no graphics artist
Re: [MOD 0.16] RITEG
Posted: Thu May 10, 2018 11:20 am
by Sigma1
If you want better graphics, you can use the ones I will be using in my mod. I have attached them below. If you do, please give credit
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
Re: [MOD 0.16] RITEG
Posted: Thu May 10, 2018 1:42 pm
by darkfrei
Sigma1 wrote:If you want better graphics, you can use the ones I will be using in my mod. I have attached them below. If you do, please give credit
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
Can you make shadow 50% transparent?
Re: [MOD 0.16] RITEG
Posted: Thu May 10, 2018 4:29 pm
by Sigma1
darkfrei wrote:Can you make shadow 50% transparent?
I also updated the model a bit and managed to reduce the rendering noise.
Re: [MOD 0.16] RITEG
Posted: Thu May 10, 2018 10:20 pm
by darkfrei
Sigma1 wrote:darkfrei wrote:Can you make shadow 50% transparent?
I also updated the model a bit and managed to reduce the rendering noise.
Thanks a lot! Published:
https://mods.factorio.com/mod/RITEG
It looks little too high.
Re: [MOD 0.16] RITEG
Posted: Fri May 11, 2018 3:16 pm
by Sigma1
I'm actually working on an improved, more factorio-y version now, I'll upload that once it's finished.
Re: [MOD 0.16] RITEG
Posted: Fri May 11, 2018 6:12 pm
by Sigma1
This thing somehow took 20 minutes to render...
Also the resolution is a bit big, so scale it to what you like.
Re: [MOD 0.16] RITEG
Posted: Mon Aug 27, 2018 2:25 pm
by mrudat
After 56 hours the RITEG will produce under 24kW (~23.6kW), at which point it would be useful to replace it with either a fresh RITEG, or a solar panel.
Ideally, the RITEG would be automatically marked for deconstruction, yielding a used-up-RITEG-1, which could then be recycled for the spent nuclear fuel.
How about something like the following?
Code: Select all
data:extend({
{
type = "recipe",
name = "RITEG-1-recycling",
energy_required = 0.5,
enabled = false,
ingredients = {
{ "RITEG-1", 1 }
},
results = {
{"used-up-uranium-fuel-cell", 5},
}
}
})
table.insert(
data.raw["technology"]["nuclear-fuel-reprocessing"].effects,
{type = "unlock-recipe",recipe = "RITEG-1-recycling"})
or perhaps instead:
Code: Select all
data:extend({
{
type = "recipe",
name = "RITEG-1-recycling",
energy_required = 0.5,
enabled = false,
ingredients = {
{"uranium-fuel-cell", 5},
{"used-up-RITEG-1", 1 }
},
results = {
{"used-up-uranium-fuel-cell", 5},
{"RITEG-1", 1 }
}
}
})
Re: [MOD 0.16] RITEG
Posted: Mon Aug 27, 2018 4:02 pm
by darkfrei
mrudat wrote:After 56 hours the RITEG will produce under 24kW (~23.6kW), at which point it would be useful to replace it with either a fresh RITEG, or a solar panel.
Ideally, the RITEG would be automatically marked for deconstruction, yielding a used-up-RITEG-1, which could then be recycled for the spent nuclear fuel.
Nice idea! I like the second recipe.
Look at [urlhttps://mods.factorio.com/mod/Deconstruction]Deconstruction[/url], you can just take all ingredients of the entity with it.
For example, laser turret has recipe:
Code: Select all
data.raw.recipe["laser-turret"].ingredients[1][1] = "steel-plate"
data.raw.recipe["laser-turret"].ingredients[1][2] = 20
data.raw.recipe["laser-turret"].ingredients[2][1] = "electronic-circuit"
data.raw.recipe["laser-turret"].ingredients[2][2] = 20
data.raw.recipe["laser-turret"].ingredients[3][1] = "battery"
data.raw.recipe["laser-turret"].ingredients[3][2] = 12
data.raw.recipe["laser-turret"].result = "laser-turret"
Mineble code:
Code: Select all
data.raw["electric-turret"]["laser-turret"].minable.mining_time = 0.5
data.raw["electric-turret"]["laser-turret"].minable.result = "laser-turret"
And with this mod "mineble" will be:
Code: Select all
data.raw["electric-turret"]["laser-turret"].minable.mining_time = 0.5
data.raw["electric-turret"]["laser-turret"].minable.results[1].name = "steel-plate"
data.raw["electric-turret"]["laser-turret"].minable.results[1].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[1].amount_min = 20
data.raw["electric-turret"]["laser-turret"].minable.results[1].amount_max = 20
data.raw["electric-turret"]["laser-turret"].minable.results[1].probability = 1
data.raw["electric-turret"]["laser-turret"].minable.results[2].name = "electronic-circuit"
data.raw["electric-turret"]["laser-turret"].minable.results[2].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[2].amount_min = 20
data.raw["electric-turret"]["laser-turret"].minable.results[2].amount_max = 20
data.raw["electric-turret"]["laser-turret"].minable.results[2].probability = 1
data.raw["electric-turret"]["laser-turret"].minable.results[3].name = "battery"
data.raw["electric-turret"]["laser-turret"].minable.results[3].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[3].amount_min = 12
data.raw["electric-turret"]["laser-turret"].minable.results[3].amount_max = 12
data.raw["electric-turret"]["laser-turret"].minable.results[3].probability = 1
So, I can just add
Code: Select all
minable.results = {
{name = "used-up-uranium-fuel-cell", amount = 5},
{name = "used-up-RITEG-1", amount = 1 }
And set autodeconstuction on 5% output power.
Re: [MOD 0.16] RITEG
Posted: Mon Aug 27, 2018 10:39 pm
by mrudat
That looks nifty, though it should probably either yield a used-up-RITEG-1 and have a recycling recipe, or 5x used-up-uranium-fuel-cell, not both.
Another thought occurs to me; it would be ideal if a ghost for a RITEG-1 were to be placed down where the used-up-RITEG-1 was; provided you're manufacturing new RITEG-1s, this would make a field of RITEG-1s just as automated as a regular nuclear power plant.
Re: [MOD 0.16] RITEG
Posted: Tue Aug 28, 2018 7:08 am
by darkfrei
mrudat wrote:That looks nifty, though it should probably either yield a used-up-RITEG-1 and have a recycling recipe, or 5x used-up-uranium-fuel-cell, not both.
Another thought occurs to me; it would be ideal if a ghost for a RITEG-1 were to be placed down where the used-up-RITEG-1 was; provided you're manufacturing new RITEG-1s, this would make a field of RITEG-1s just as automated as a regular nuclear power plant.
The RITEG-1already has 5 new uranium-fuel-cell. When I do entity deconstruction, I get back five used cells and empty RITEG, without any cells in it.
So, I need new item empty-RITEG, which I can use for RITEG-1 or higher tier.
Automatically set mark to deconstruction and new ghost with new RITEG-1 is good as well. The factor is 5% or 50 kW for output energy power.