[MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Re: [MOD 0.12.x, 0.13.x] Flow Control
thank you!
Re: [MOD 0.12.x, 0.13.x] Flow Control
not working on my 0.13
no other mod installed.
no other mod installed.
Re: [MOD 0.12.x, 0.13.x] Flow Control
Make sure you're running 0.13. If you're using Steam, go to the Betas tab in the Properties screen, and select 0.13, 0.13.1 or Experimental.
Re: [MOD 0.12.x, 0.13.x] Flow Control
I'm getting the same error with Flow Control 2.0.0 after upgrading to 0.13.5.redraw wrote:not working on my 0.13
no other mod installed.
Edit: deleting flow control and reinstalling through ingame mod browser somehow fixed it.
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- aubergine18
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Re: [MOD 0.12.x, 0.13.x] Flow Control
Is it possible to have a switchable valve, so I can connect to a circuit and turn it on or off depending on the state of the circuit?
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
Re: [MOD 0.12.x, 0.13.x] Flow Control
You can use a pump for that.
Re: [MOD 0.12.x, 0.13.x] Flow Control
Just be aware that the small pump in the base game is really slow, with a maximum rate of 30 units/second. By way of contrast the express pump pushes 150 units/second, and pipes are capable of a theoretical max flow of 240 units/second (although this drops very quickly with distance).
Re: [MOD 0.12.x, 0.13.x] Flow Control
Would be nice having a valve that could switch on/off without power consumption and without limitations of pump throughput.aubergine18 wrote:Is it possible to have a switchable valve, so I can connect to a circuit and turn it on or off depending on the state of the circuit?
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Re: [MOD 0.12.x, 0.13.x] Flow Control
IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressureOptera wrote:Would be nice having a valve that could switch on/off without power consumption and without limitations of pump throughput.aubergine18 wrote:Is it possible to have a switchable valve, so I can connect to a circuit and turn it on or off depending on the state of the circuit?
Re: [MOD 0.12.x, 0.13.x] Flow Control
Wrong. Belts can scan contents and be switched without power.bNarFProfCrazy wrote: IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure
For some cases, like feeding oil to my refinery, I need 2 fast pumps per pipe.
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Re: [MOD 0.12.x, 0.13.x] Flow Control
Well the entire belts move without energy concept is a little bit weird IMO.Optera wrote:Wrong. Belts can scan contents and be switched without power.bNarFProfCrazy wrote: IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure
For some cases, like feeding oil to my refinery, I need 2 fast pumps per pipe.
That you have to use two pumps shouldn't be that bad.
Just a little question:
How many refineries do you supply (and with what)?
I run refineries and chemical plants and factories that consume more water than one water pump or water well can supply and still one pipe is enough.
Re: [MOD 0.12.x, 0.13.x] Flow Control
Currently 30 and i start running into refineries turning off if all start simultaneously because 2 fast pumps cant push oil in fast enough.bNarFProfCrazy wrote:Well the entire belts move without energy concept is a little bit weird IMO.Optera wrote:Wrong. Belts can scan contents and be switched without power.bNarFProfCrazy wrote: IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure
For some cases, like feeding oil to my refinery, I need 2 fast pumps per pipe.
That you have to use two pumps shouldn't be that bad.
Just a little question:
How many refineries do you supply (and with what)?
I run refineries and chemical plants and factories that consume more water than one water pump or water well can supply and still one pipe is enough.
If i rebuild this part I'll probably use 4 pipelines instead of 2.
Valves wouldn't help there. They would shine building emergency steam power.
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Re: [MOD 0.12.x, 0.13.x] Flow Control
Okay, i don't have that much crude oil.Optera wrote:Currently 30 and i start running into refineries turning off if all start simultaneously because 2 fast pumps cant push oil in fast enough.bNarFProfCrazy wrote:Well the entire belts move without energy concept is a little bit weird IMO.Optera wrote:Wrong. Belts can scan contents and be switched without power.bNarFProfCrazy wrote: IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure
For some cases, like feeding oil to my refinery, I need 2 fast pumps per pipe.
That you have to use two pumps shouldn't be that bad.
Just a little question:
How many refineries do you supply (and with what)?
I run refineries and chemical plants and factories that consume more water than one water pump or water well can supply and still one pipe is enough.
If i rebuild this part I'll probably use 4 pipelines instead of 2.
Valves wouldn't help there. They would shine building emergency steam power.
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Re: [MOD 0.12.x, 0.13.x] Flow Control
Neat little mod!
After playing with it some, my only comment is that I think the express pump is too damn good. Increasing flow by 5x would require around 12500% more power[1][2]. I'm not suggesting the pump should draw 125x the power or cost a bunch in materials--it's a fictional game, after all. IMHO, though, it's too efficient at 5x the rate, 4x power draw for roughly 3 small pumps (1.6x rate/small, 1.3x power/small).
[1] Generally, centrifugal pumps lose pressure as flow rate increases. Pressure is increased with the rotational speed of the impeller, which draws more power. Power is a function of the cube of impeller velocity.
[2] Caveat: It's been over a decade since I built my pool and learned about pump flow rates, their power requirements, and the $$/month. For you prospective pool builders out there, buy a lower speed pump that runs longer during the day. You'll save buckets of ducats.
After playing with it some, my only comment is that I think the express pump is too damn good. Increasing flow by 5x would require around 12500% more power[1][2]. I'm not suggesting the pump should draw 125x the power or cost a bunch in materials--it's a fictional game, after all. IMHO, though, it's too efficient at 5x the rate, 4x power draw for roughly 3 small pumps (1.6x rate/small, 1.3x power/small).
[1] Generally, centrifugal pumps lose pressure as flow rate increases. Pressure is increased with the rotational speed of the impeller, which draws more power. Power is a function of the cube of impeller velocity.
[2] Caveat: It's been over a decade since I built my pool and learned about pump flow rates, their power requirements, and the $$/month. For you prospective pool builders out there, buy a lower speed pump that runs longer during the day. You'll save buckets of ducats.
Re: [MOD 0.12.x, 0.13.x] Flow Control
So it seems that when i mine up a iron pipe I get an elbow pipe back
I'm using some mods but the ones affecting pipes beside this one are small fixes, squeak thorough, boblogistics and zgroupchange.
I'm using some mods but the ones affecting pipes beside this one are small fixes, squeak thorough, boblogistics and zgroupchange.
Last edited by DarcClan on Thu Oct 27, 2016 10:09 am, edited 1 time in total.
Re: [MOD 0.12.x, 0.13.x] Flow Control
Sorry, I've no idea which mod is doing that.
That means the pipe elbow mining result is the same as the pipe's mining result. The two possible explanations I can see are:
Code: Select all
pipe_elbow.minable = data.raw["pipe"]["pipe"].minable
- Another mod is changing what the pipe mines as
- Another mod is trying to do something clever with looking up mining results and is failing horribly
Re: [MOD 0.12.x, 0.13.x] Flow Control
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "color-picker",
"enabled": "true"
},
{
"name": "long-reach-research",
"enabled": "true"
},
{
"name": "TheFatController",
"enabled": "true"
},
{
"name": "AddAssemblerBatteries",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "true"
},
{
"name": "AutoDeconstruct",
"enabled": "true"
},
{
"name": "autofill",
"enabled": "true"
},
{
"name": "BetterFluidColors",
"enabled": "true"
},
{
"name": "bobconfig",
"enabled": "true"
},
{
"name": "bobinserters",
"enabled": "true"
},
{
"name": "boblibrary",
"enabled": "true"
},
{
"name": "bobtechsave",
"enabled": "false"
},
{
"name": "Bottleneck",
"enabled": "true"
},
{
"name": "clock",
"enabled": "true"
},
{
"name": "Crafting_Speed_Research",
"enabled": "true"
},
{
"name": "EvoGUI",
"enabled": "true"
},
{
"name": "Expanded_Robot_Tech",
"enabled": "true"
},
{
"name": "FARL",
"enabled": "true"
},
{
"name": "Flare Stack",
"enabled": "true"
},
{
"name": "Flow Control",
"enabled": "true"
},
{
"name": "Foreman",
"enabled": "true"
},
{
"name": "Higheroilminimum",
"enabled": "true"
},
{
"name": "ItemCount",
"enabled": "true"
},
{
"name": "launch-control",
"enabled": "true"
},
{
"name": "locomotive-color",
"enabled": "true"
},
{
"name": "PipeMeter",
"enabled": "true"
},
{
"name": "player-color",
"enabled": "true"
},
{
"name": "ProgressiveRunning",
"enabled": "true"
},
{
"name": "RailTanker",
"enabled": "true"
},
{
"name": "Robot_Cleanup",
"enabled": "true"
},
{
"name": "Sane-Concrete",
"enabled": "true"
},
{
"name": "Single-Splitter",
"enabled": "true"
},
{
"name": "SmallFixes",
"enabled": "true"
},
{
"name": "Squeak Through",
"enabled": "true"
},
{
"name": "tree_collision",
"enabled": "true"
},
{
"name": "upgrade-planner",
"enabled": "true"
},
{
"name": "wagon-color",
"enabled": "true"
},
{
"name": "Warehousing",
"enabled": "true"
},
{
"name": "WaterWell",
"enabled": "true"
},
{
"name": "ZGroupChange",
"enabled": "true"
},
{
"name": "ZRecycling",
"enabled": "true"
},
{
"name": "bobenemies",
"enabled": "true"
},
{
"name": "bobores",
"enabled": "true"
},
{
"name": "bobvehicleequipment",
"enabled": "true"
},
{
"name": "Natural_Evolution_Expansion",
"enabled": "true"
},
{
"name": "bobtech",
"enabled": "true"
},
{
"name": "Natural_Evolution_Buildings",
"enabled": "true"
},
{
"name": "Natural_Evolution_Enemies",
"enabled": "true"
},
{
"name": "rso-mod",
"enabled": "true"
},
{
"name": "bobplates",
"enabled": "true"
},
{
"name": "angelsrefining",
"enabled": "true"
},
{
"name": "bobassembly",
"enabled": "true"
},
{
"name": "bobelectronics",
"enabled": "true"
},
{
"name": "bobgreenhouse",
"enabled": "true"
},
{
"name": "boblogistics",
"enabled": "true"
},
{
"name": "bobmining",
"enabled": "true"
},
{
"name": "bobpower",
"enabled": "true"
},
{
"name": "bobrevamp",
"enabled": "true"
},
{
"name": "angelsinfiniteores",
"enabled": "true"
},
{
"name": "bobmodules",
"enabled": "true"
},
{
"name": "bobwarfare",
"enabled": "true"
},
{
"name": "flowcontrolbobs",
"enabled": "true"
},
{
"name": "hacked-splitters",
"enabled": "true"
},
{
"name": "longer-belts-redux",
"enabled": "true"
},
{
"name": "usefulbyproducts",
"enabled": "true"
}
]
}
Re: [MOD 0.12.x, 0.13.x] Flow Control
That's more than I've got time to look at tonight, can you try disabling flowcontrolbobs and see if that makes a difference?
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Re: [MOD 0.12.x, 0.13.x] Flow Control
I would put my money on the [z] mods they do stuff with bob pipes
Angels Mods
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"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"