Page 1 of 1

[Mod 0.7.0] High Technology

Posted: Sat May 25, 2013 11:15 pm
by Egorka
forgive me for my english

Produces a matter of which you can do different materials!

Also, this mod adds a sophisticated recipes production resources:
production of iron plate costs 15 iron ore;
production of copper plate costs 15 copper ore;
production of steel plate costs 10 iron plate;

ImageImage
Image

please draw textures for my mod

Downloads: hardcore
(0.7.0) High Technology v2.0

Downloads: simple
(0.7.0) High Technology v2.0

Re: [Mod 0.4.x] High Technology

Posted: Mon May 27, 2013 2:06 pm
by metzyn
Based on the description this sounds like the fabricator from Tekkit/FTB mods of Minecraft. Maybe I'm misreading or do not understand... speaking of not understanding, what do you mean by "sophisticated recipes production resources"? Does this change the existing recipes of iron, copper, and steel plates? I appreciate the disclaimer for your novice English skills, however, I do not fully understand what this mod does. I'm normally a pretty smart guy, but I could be having a retarded moment.

Re: [Mod 0.4.x] High Technology

Posted: Tue Jun 11, 2013 6:34 pm
by kovarex
Hi, I took a look at your mod, here are some little things that you might do to make it better:

Make the collision box {{-1, -1}, {1, 1}} instead of {{-2, -2}, {0, 0}}, so the building is centred. (better navigation when building and correct position of the entity info).
Even better is to make the collision box {{-0.9, -0.9}, {0.9, 0.9}}, to avoid collisions of items of transport belts near the building and to allow the player to pass by when there is inserter nearby etc.

Also the dimensions of the picture have to be set to 72x72, to make it match

I also think, that the energy usage per tick should be lower (120MW) is really way too much, my whole factory is consuming 20KW.
Note, that 1/30 of maximum consumption is the idle consumption, so the machine, even when doing nothing made my whole factory dark.
The priority should be terciary, so it just uses the leftover energy along with accumulators. (So it is also better to make it less demanding, so it doesn't drain all the energy from accumulators).

On the other hand, I believe that the energy requirement to make one matter should be much higher, this can be achieved by lowering the machine effectivity or making the requirements for the item higher.

Here is the example of the changes I made:
Entities:

Code: Select all

data:extend(
{
  {
    type = "assembling-machine",
    name = "mass-fabricator",
    icon = "__High Technology__/graphics/icons/mass-fabricator.png",
    flags = {"placeable-neutral", "player-creation"},
    minable =
    {
      hardness = 0.2,
      mining_time = 0.5,
      result = "mass-fabricator"
    },
    max_health = 100,
    collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
    selection_box = {{-1, -1}, {1, 1}},
    animation =
    {
      filename = "__High Technology__/graphics/entity/mass-fabricator.png",
      priority = "medium",
      frame_width = 64,
      frame_height = 66,
      frame_count = 1,
      line_length = 1,
      shift = {0.0, 0.0}
    },
    crafting_categories = {"High-Technology-mass-fabricator"},
    effectivity = 1,
    energy_source =
    {
      type = "electric",
      input_priority = "terciary"
    },
    energy_usage_per_tick = 2000,
    ingredient_count = 1
  },
  {
    type = "assembling-machine",
    name = "craft",
    icon = "__High Technology__/graphics/icons/craft.png",
    flags = {"placeable-neutral", "player-creation"},
    minable =
    {
      hardness = 0.2,
      mining_time = 0.5,
      result = "craft"
    },
    max_health = 100,
    collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
    selection_box = {{-1, -1}, {1, 1}},
    animation =
    {
      filename = "__High Technology__/graphics/entity/craft.png",
      priority = "medium",
      frame_width = 74,
      frame_height = 72,
      frame_count = 1,
      line_length = 1,
      shift = {0.0, 0.0}
    },
    crafting_categories = {"High-Technology-crafting"},
    effectivity = 1,
    energy_source =
    {
      type = "electric",
      input_priority = "secondary"
    },
    energy_usage_per_tick = 5,
    ingredient_count = 1
  }
}
)
Mass fabricator recipe:

Code: Select all

{
  type = "recipe",
  name = "matter",
  category = "High-Technology-mass-fabricator",
  energy_required = 0.1,
  ingredients = {},
  result = "matter",
  result_count = 1
},
P.S Don't take me wrong, I like the idea of the mod I just want to be usable :)
P.P.S. I also change the title to 0.5, because it is already compatibile

Re: [Mod 0.4.x] High Technology

Posted: Sun Jun 23, 2013 6:29 pm
by Egorka
kovarex wrote:Hi, I took a look at your mod, here are some little things that you might do to make it better:

Make the collision box {{-1, -1}, {1, 1}} instead of {{-2, -2}, {0, 0}}, so the building is centred. (better navigation when building and correct position of the entity info).
Even better is to make the collision box {{-0.9, -0.9}, {0.9, 0.9}}, to avoid collisions of items of transport belts near the building and to allow the player to pass by when there is inserter nearby etc.

Also the dimensions of the picture have to be set to 72x72, to make it match

I also think, that the energy usage per tick should be lower (120MW) is really way too much, my whole factory is consuming 20KW.
Note, that 1/30 of maximum consumption is the idle consumption, so the machine, even when doing nothing made my whole factory dark.
The priority should be terciary, so it just uses the leftover energy along with accumulators. (So it is also better to make it less demanding, so it doesn't drain all the energy from accumulators).

On the other hand, I believe that the energy requirement to make one matter should be much higher, this can be achieved by lowering the machine effectivity or making the requirements for the item higher.

Here is the example of the changes I made:
Entities:

Code: Select all

data:extend(
{
  {
    type = "assembling-machine",
    name = "mass-fabricator",
    icon = "__High Technology__/graphics/icons/mass-fabricator.png",
    flags = {"placeable-neutral", "player-creation"},
    minable =
    {
      hardness = 0.2,
      mining_time = 0.5,
      result = "mass-fabricator"
    },
    max_health = 100,
    collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
    selection_box = {{-1, -1}, {1, 1}},
    animation =
    {
      filename = "__High Technology__/graphics/entity/mass-fabricator.png",
      priority = "medium",
      frame_width = 64,
      frame_height = 66,
      frame_count = 1,
      line_length = 1,
      shift = {0.0, 0.0}
    },
    crafting_categories = {"High-Technology-mass-fabricator"},
    effectivity = 1,
    energy_source =
    {
      type = "electric",
      input_priority = "terciary"
    },
    energy_usage_per_tick = 2000,
    ingredient_count = 1
  },
  {
    type = "assembling-machine",
    name = "craft",
    icon = "__High Technology__/graphics/icons/craft.png",
    flags = {"placeable-neutral", "player-creation"},
    minable =
    {
      hardness = 0.2,
      mining_time = 0.5,
      result = "craft"
    },
    max_health = 100,
    collision_box = {{-0.9, -0.9}, {0.9, 0.9}},
    selection_box = {{-1, -1}, {1, 1}},
    animation =
    {
      filename = "__High Technology__/graphics/entity/craft.png",
      priority = "medium",
      frame_width = 74,
      frame_height = 72,
      frame_count = 1,
      line_length = 1,
      shift = {0.0, 0.0}
    },
    crafting_categories = {"High-Technology-crafting"},
    effectivity = 1,
    energy_source =
    {
      type = "electric",
      input_priority = "secondary"
    },
    energy_usage_per_tick = 5,
    ingredient_count = 1
  }
}
)
Mass fabricator recipe:

Code: Select all

{
  type = "recipe",
  name = "matter",
  category = "High-Technology-mass-fabricator",
  energy_required = 0.1,
  ingredients = {},
  result = "matter",
  result_count = 1
},
P.S Don't take me wrong, I like the idea of the mod I just want to be usable :)
P.P.S. I also change the title to 0.5, because it is already compatibile
Thanks for the correction!