[Mod 0.14, 0.12] Smelting (reborn!)

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[Mod 0.14, 0.12] Smelting (reborn!)

Postby Wyrframe » Tue May 03, 2016 12:26 am

Type: Mod
Name: Smelting
Description: This mod leaves the stock smelting process intact, and adds an unpacked production cycle that can be tuned and improved more easily than stock.
License: MIT
Version: 0.1.5
Release: 2016-11-23
Tested-With-Factorio-Version: 0.14.20 (steam)
Category: Crafting
Tags: ores,plates
Download-Url:
Smelting_0.1.5.zip
(1.28 MiB) Downloaded 30 times


This mod was abandoned by forum user monty. He gave permission in the original mod thread here, for others to pick up where he left off. I've done exactly that, fixing the remaining bugs and polishing up the rough edges. I intend to re-do his documentation, and grow the mod a little further, while still keeping it a purely "Stock-Plus" style mod.

Long Description
This mod leaves the stock smelting process intact, and adds an unpacked production cycle that can be tuned and improved more easily than stock. Specifically; smelting, casting, and stamping are separated into three separate machines.

First, Iron and Copper ore are placed in a Smelting Furnace, which batch-boils them down into molten iron and molten copper. Two additional levels of batch processing can be researched, which improves the time-per-unit of this process.

The molten material can then flow into a Casting Press, to be made into rolls of iron, copper, or steel, or Extruded into a thick copper cable wound around a Spool. These Rolls and Cables come in three size tiers, each of which represents an improvement in final-product density.

Finally, the Rolls and Cables can be inserted into a Stamping Press, which cuts the roll into iron plates, copper plates, steel plates, or copper wire. When copper wire is recovered, the spool it was wound about is also recovered and can be re-used in the Casting Press.

The unpacking of these three processes which normally happen invisibly inside a stock furnace (stone, steel, or electric) has two effects. First, it gives the options of adding modules to all three stages. Productivity modules are enabled on the Smelting Furnace (allowing more efficient extraction from ore), and all other types are enabled on all three machines.

Next, it makes the entire production pipeline electric. As described by the previous maintainer, this arrangement uses more electricity, but produces more material per time unit than the stock production pipelines. On top of the speed benefit, it also means smelting and casting can be done at your resource extraction sites, and then the more compact Rolls and Cables can be transported closer to where they are used before being unpacked into usable materials.

Cross-Functionality and Compatibility
* None at present. If you have a mod which you want to seamlessly integrate with mine when both are installed, such as adding your fluid containers to the list of temperature-affected fluid entities, let me know!

Version and Upgrade Notes
---------------------------------
Version: 0.1.5
Updated to work in Factorio v0.14+ (tested in 0.14.20). This required simply adding connection-point sprites and a couple info.json tweaks.

---------------------------------
Version: 0.1.4
Bugfix release. The hidden, development-debug-only Smelting UI was conflicting with other mods which put UIs in the "top" frame. Fixed.

---------------------------------
Version: 0.1.3
Bugfix release. Some code that should have run only during on_load was being run during on_init.

---------------------------------
Version: 0.1.2

* Improved Research; plastic spool and copper cable/wire jobs are now an extra research item to carry out. Costs rebalanced to suit.
* Added reasonable "default" temperatures to molten copper and iron, vaguely reflective of their IRL melting points.
* Rebalanced power usage slightly; moved some of the load off smelters, put it onto casting presses and (in near-future) heated storage tanks.
* Superhot fluids slowly damage stock storage tanks and pumps. Use the provided Heated Storage Tank and Industrial Pump (both unlocked with new tech, "Hot Fluid Handling").
* Added Heated Storage Tank. THIS CURRENTLY LACKS A POWER REQUIREMENT, but will have one in future iterations.
* Added Industrial Pump. This has four times the pumping rate of small pumps, and a similarly higher power usage, but is also heat-resistant like the heated storage tank.

KNOWN BUGS
* For some reason productivity modules in the smelting furnace are not working, because as far as I can tell fluids can't be "intermediate products". I'd like to fix this, but I'm fine with it if I can't. If there's demand, I'll look into making efficiency-increasing research as a late-game option (e.g. -2% ore needed per fluid unit per level, 5 or so levels of upgrade).
* Heated Storage Tanks and Industrial Pumps are not fast-replaceable over their standard parts. Still looking into why.

UPGRADE NOTES
* Only tanks and pumps placed AFTER installing or upgrading to v0.1.2 will be damaged by high fluid temperature. You'll need to mine and re-place existing tanks and pumps before they are affected.
* Stock storage tanks are considered safe for fluids up to 200 degrees, and stock small pumps up to 500; heated storage tanks and industrial pumps are safe up to 2,000 degrees.

STILL TODO
* Replace Assembler-2 borrowed graphics for Casting Press.
* Replace Yuoki Industries borrowed graphics for Furnace and Press.
* Replace borrowed Research and Item icons.

---------------------------------
Version 0.1.1
* Fixed potentially-confusing Smelting Furnace and Casting Press liquid outputs/inputs (now always visible and always affected by rotation, instead of being invisible until a recipe is selected)
* Fixed Research; re-ordered technologies, marked upgrades correctly, locked recipes until discovered by technology tree.
* Fixed order of machine recipes in UI and Research screen.

---------------------------------
Version 0.1.0
* Proper English localization, including disambiguation of several steps.
* Presses now auto-select their stamping/cutting job based on input.
* Fixed high-volume press jobs to actually work!
* Improved recipe and item icons. Now uses Green/Red/Blue progression instead of 1/2/3 numerals.
* Fixed Smelter/Casting Press/Stamping Press construction recipes to use sensible ingredients, instead of 40/20/20 iron and 0/0/40 copper wire.

STILL TODO
* Replace Base Assembler-2 borrowed graphics used for Casting Press.
* Replace Yuoki Industries borrowed graphics used for Smelting Furnace and Stamping Press.

UPGRADE NOTES
* Wooden spools were removed; this mod's power use is too high to work until the oil economy is getting started anyways, so only Plastic spools are available.
* Smelting Furnace supports all module types; Casting Press and Stamping Press do not support Productivity.
* Smelter/Casting Press/Stamping Press recipes MAY NOT update correctly if you're upgrading from monty's 0.0.1. I have no fix to propose beyond starting a new factory if you're upgrading to my 0.1.x line.


Screenshots
In this album for now, because good thumbnail composition is hard.

Comparison vs. Stock
Coming soon!


Past Versions
Smelting_0.1.4.zip
(1.29 MiB) Downloaded 102 times

Smelting_0.1.3.zip
(1.29 MiB) Downloaded 50 times

Smelting_0.1.1.zip
(1.05 MiB) Downloaded 52 times
Last edited by Wyrframe on Thu Nov 24, 2016 1:17 am, edited 7 times in total.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Wyrframe » Tue May 03, 2016 2:52 am

( this space reserved for future updates )
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Ratzap » Tue May 03, 2016 6:07 pm

I had a save with the original smelter mod in it so I removed that and dropped this one in. That proved seamless but since that game is just at the green science stage I don't have much to say. The smelting processes start unlocking with green science but require oil products. First priority after getting oil going is always blue science which makes me wonder why put the smelting stuff where it is. As it stands, smelting seems to be a late game type of thing. It might be worth looking at whether the small smelting stuff should be available prior to oil. As is stands now it seems more of something to play around with late on rather than something integrated into the factory as it grows.
Plus I hope you do something about storing the liquid metals. Putting liquid copper/iron/steel into tanks with zero energy usage to keep them liquid indefinitely just feels wrong. Tanks to do it should really have some sort of ceramic component to be able to resist melting and require heating to cover thermal losses.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Wyrframe » Wed May 04, 2016 12:14 am

Ratzap wrote:tldr
* Research unlocks products seemingly too early, maybe make small smelting available before plastic?
* Stockpiling liquid metal is weird and overpowered.

I agree on both points. My first release here is really just a bugfix release; clean up the rough edges, get the stamping working as a furnace instead of an assembler, and fix the localization. Now I can start looking at balance and setting-suitability.

On the research issue, I think I'll make only the roll/plate jobs available at "Smelting Line", and require another research item to unlock the wire jobs.

For the stockpiling problem... I'm not sure. What I'd like to do is have material cool down and become somehow unusable if stockpiled too long, and I think the best way to do that is a script which checks for tanks with liquid metal in them and damage them slowly. Your idea about a ceramic tank could be an upgrade to avoid that issue. But at this stage, I have no idea how to do that. I'll have to look into it.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Ratzap » Wed May 04, 2016 2:51 am

Wyrframe wrote:For the stockpiling problem... I'm not sure. What I'd like to do is have material cool down and become somehow unusable if stockpiled too long, and I think the best way to do that is a script which checks for tanks with liquid metal in them and damage them slowly. Your idea about a ceramic tank could be an upgrade to avoid that issue. But at this stage, I have no idea how to do that. I'll have to look into it.


That or a fairly beefy power requirement for the tank? Anyhow, good that the mod won't gather dust.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Wyrframe » Thu May 05, 2016 4:04 am

v0.1.2 now up. Check it out in the first post!

* Improved Research; plastic spool and copper cable/wire jobs are now an extra research item to carry out. Costs rebalanced to suit.
* Added reasonable "default" temperatures to molten copper and iron, vaguely reflective of their IRL melting points.
* Rebalanced power usage slightly; moved some of the load off smelters, put it onto casting presses and (in near-future) heated storage tanks.
* Superhot fluids slowly damage stock storage tanks and pumps. Use the provided Heated Storage Tank and Industrial Pump (both unlocked with new tech, "Hot Fluid Handling").
* Added Heated Storage Tank. THIS CURRENTLY LACKS A POWER REQUIREMENT, but will have one in future iterations.
* Added Industrial Pump. This has four times the pumping rate of small pumps, and a similarly higher power usage, but is also heat-resistant like the heated storage tank.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby DonParpan » Thu May 05, 2016 7:09 am

Getting an error.
Code: Select all
Unknown key:"Error while running the on_init: __Smelting__/control.lua:56: No modifications of Entity Prototype are currently possible."


All other mods are currently disabled to see if it was one of them but I still get that error.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Wyrframe » Thu May 05, 2016 5:34 pm

Odd, it's not supposed to try to do that during init, only during load. I'll look into it.
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Re: [Mod 0.12.X] Smelting (reborn!)

Postby Wyrframe » Sat May 07, 2016 4:46 pm

v0.1.4 now up. Fixes some control.lua bugs which were causing initialization issues and mod conflicts. They're sorted out now. Also new screenshots available in the linked album.
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