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[0.12.19] Crafting fluid with a specific temperature.

Posted: Thu Nov 26, 2015 3:10 pm
by Julianus
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?

Re: [0.12.19] Crafting fluid with a specific temperature.

Posted: Fri Nov 27, 2015 12:09 am
by Klonan
Yea i did method number one for my first mod Oil Boiler and even after a lot of tweaking the temperature isn't perfect. Another method is you can state the fluids temperature if you create it with a script event something like this

Code: Select all

function BuiltEntity(event)
if event.created_entity.name == "fusion-entity" then	
			local fusion = event.created_entity
					fusion.fluidbox[1] = {type="fusion-plasma", amount=100, temperature=100}
	end
end
For reference this is how i do it with Oil Boiler
Code

Re: [0.12.19] Crafting fluid with a specific temperature.

Posted: Fri Nov 27, 2015 12:44 am
by Julianus
Hi Klonan,

Yes, I had a quick glance on your mod as well. There were so many, I think read through every energy and fluid related mod there is.
Great to get to you know you:-)
I have to admit, I gave up on the direct approach. Its not just not reliable, in some cases it fails completely.

At the moment I do this:

- A fusion process creating a kind of high energy fuel (solar fuel)
- A heat fluid with higher heat capacity and higher maximum temperature.
- A special boiler which consumes 100MW and heats the heat fluid, only reasonable option is the solar fuel. Coal is barely visible before its used up)
- A couple of high capacity steam engines (more fluid/time)

As much as it pains me to have this solar fuel in here, it is the only reliable method I know of so far. Guess the user of the still TODO mod will have to use an inserter here.

At least it works and produces a late game 100MW/Setup. Ingredients stated above are pretty expensive though.

The setup so far has the advantage of requiring no code in Control.lua. This makes it much more trustworthy for multiplayer, which is where this is tested at the moment.