[0.12.19] Crafting fluid with a specific temperature.
Posted: Thu Nov 26, 2015 3:10 pm
Hi,
the greater scope of this is of course energy generation, currently playing with a custom fusion generator. This is supposed to work using
a custom fluid.
The specific question is: What methods are available to craft water of a specific temperature. This must not be the default temperature.
Tested following methods:
1. Updating the fluidBox within the on_tick event
Fails if the fluid is removed before the on_tick is called. This seems to depend on the rotation of the building (therefore direction of the output).
Credit: MoPower, https://forums.factorio.com/forum/vie ... =14&t=2778
2. Specifying in recipe
No effect. Completly ignored.
3. Additional intermediate building
Seems so far the only reasonable method to get the desired effect, either by using a hidden building or a custom building which placed close by.
Of course with a script checking if Building A has a certain amount of X, then create Y in B and set value in A to nil.
Credit: Several, e.g. BurnerGenerator https://forums.factorio.com/forum/vie ... 93&t=15094
Is there a better way?
the greater scope of this is of course energy generation, currently playing with a custom fusion generator. This is supposed to work using
a custom fluid.
The specific question is: What methods are available to craft water of a specific temperature. This must not be the default temperature.
Tested following methods:
1. Updating the fluidBox within the on_tick event
Fails if the fluid is removed before the on_tick is called. This seems to depend on the rotation of the building (therefore direction of the output).
Credit: MoPower, https://forums.factorio.com/forum/vie ... =14&t=2778
2. Specifying in recipe
No effect. Completly ignored.
3. Additional intermediate building
Seems so far the only reasonable method to get the desired effect, either by using a hidden building or a custom building which placed close by.
Of course with a script checking if Building A has a certain amount of X, then create Y in B and set value in A to nil.
Credit: Several, e.g. BurnerGenerator https://forums.factorio.com/forum/vie ... 93&t=15094
Is there a better way?