Embrace the ashening
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Moderator: pyanodon
You get one ash per burned fuel item. If, for example, you are burning a full belt of raw coal, you'll get a full belt of ash out. The same applies regardless of fuel density: you could use one fuel item worth 1MJ, or one fuel item worth 100MJ, both will output one ash when burned. This is helpful because it means you need exactly as many inserters to remove ash as you do to input solid fuel. Also, Helmod will account for ash production; I would suggest you install it if you are not already using it, since planning just about anything with Pyanodon's mods is far too complicated without it.factoriogame1121 wrote: Sat Oct 29, 2022 4:16 pm Hi all. Dear developers, please add information about the amount of ash in the object (the rights are preliminary information if you point at the object with the mouse).
In addition, as I have noticed, not every new energy object has its output power reflected.
This makes more sense. These are indeed issues that I agree should be solved if possible.factoriogame1121 wrote: Sun Oct 30, 2022 1:06 pm Thanks, I figured out the new game mechanics. It's not about that. As a player, it would be more convenient for me to quickly receive information about the amount of ash in a particular object. For example, by hovering over an object with the mouse, information panels with certain information are displayed on the right. But there is no information about the amount of accumulated ash. To find out how much of it is in an object, you have to approach the building and click on it specifically.
And as for the output power information - I mean that in some energy facilities (for example, a level 2 and 3 solar panel) there is no information about the maximum output power. Maximum. To know roughly what you can expect.
Thank you for the quick fix.pyanodon wrote: Thu Oct 20, 2022 12:13 am Thanks... The issues you pointed was already solved and will be fixed in the next release.
Embrace the ashening![]()
ok.septemberWaves wrote: Sun Oct 30, 2022 6:25 pmThis makes more sense. These are indeed issues that I agree should be solved if possible.factoriogame1121 wrote: Sun Oct 30, 2022 1:06 pm Thanks, I figured out the new game mechanics. It's not about that. As a player, it would be more convenient for me to quickly receive information about the amount of ash in a particular object. For example, by hovering over an object with the mouse, information panels with certain information are displayed on the right. But there is no information about the amount of accumulated ash. To find out how much of it is in an object, you have to approach the building and click on it specifically.
And as for the output power information - I mean that in some energy facilities (for example, a level 2 and 3 solar panel) there is no information about the maximum output power. Maximum. To know roughly what you can expect.
He's not.
The heavy oil is a known issue and being worked on.GluAp wrote: Wed Nov 09, 2022 11:25 pm >> very outdated << ... so basically I'd have to start again?
Who do I have to hack, to get the new and hot stuff?
But seriously - Mod Portal has no newer version for me.![]()
Literally all of that is wrong. The charging bs is just due to the the way that entity works internally. All it does is output the set MW.GluAp wrote: Fri Nov 11, 2022 7:26 pm I see.
For completion - Advanced Rendering tech does not work, too.
I am - at the moment - in the process of understanding how some of the new energy machines / mechanics work.
VAWT & HAWT, as well as the Tidal Power Plant provide electric energy to the grid, to their respective rates (eg. 650kW, 500kW, 5MW). But they too come with Energy Capacity of 500MJ each, that does not account to grid Acumulator charge. Let's see, if I understood correctly.
When placing a Tidal Power Plant on it's own grid, it says there is a maximum production of 50MW in the grid, opposed to 5MW. So I guess, it can provide 50MW at max for 10 seconds, as 500MJ = 500Ws = 50W * 10s, if it has been charged before? I guess charging will be 100s @5MW. I just noticed that the tooltip changes from 'no power' @ constant 5MW production to 'low power' if it is charging and has no special annotation if fully charged.
So how do I use them efficiently? I could use them as an alternative to accumulators. They have high cost, but are available earlier. You need 100 Mk.1 Accumulators to store the same Energy and even more to get to the same charge/discharge rate. You get advantage of used space, too.
But I don't get how to charge them and control their behaviour. As a test I just put a Tidal Power Plant, a HAWT and a VAWT together in a grid with no electricity usage. They have a combined power output of 6.15MW and a combined Energy Capacity of 1500MJ.
The Tidal Power Plant has been charged first after exactly 100s, as expected. But the HAWT/VAWT are not charged after an additional 200s.
That tells me, each Plant uses only their own Power Prodution to charge itself. So despite beeing on the same grid, the Tidal Power Plant will take 100s, the VAWT ~700s and the HAWT 1000s to fully charge.
So what do I make out of this?
If I use them in a grid combined with conventional power production (boiler->steam, geothermal ..) the VAWT/HAWT/Tidal Power production will be preferred and will never charge.
To make use of the Energy Capacity I'd have to use them in specifically tailored grids, that have an average power usage below the VAWT/HAWT/Tidal Power production but have very short spikes up to 10 times of the power production. That seem's to be quiet hard to do and does not feel very rewarding to me, as I can't see the benefit. It is just so much easier to place down another row of boilers with steam buffer, or geothermal, than to estimate power grid usage or tailor it to very specific use cases.
Is my understanding here correct? Or am I missing the point somehow?
Anyhow - It was fun to figure it out.
But I really could not figure out how the Aerial Discharge Base is supposed to work.
"Place to discharge the energy collected in the atmosphere in the power grid" - "Stores electricity". Max input 0W, Max output 3MW.
No idea what to do with that one. Could you please explain how this is supposed to work?
Sounds like it but we don't have any "coke stacks" so sounds like it's a mod compatibility issueLaUr3nTiU wrote: Sun Nov 20, 2022 2:26 pm I see that boilers/machines using coke stacks instead of just coke do not produce Ash. I think this is a bug, right?