Barrels probably don't retain temperature, so that makes sense.iamwyza wrote:Which is problematic because you can't seem to barrel steam by default so moving it around is a pain.buggy123 wrote:Thank you, that explains it well. Also I just checked and the wiki also has all this info, whoops.Light wrote:The steam engines have a maximum temperature listed when you mouse over them. If your steam is 150 degrees and the maximum temperature is 300 degrees, then you're only going to receive half of the maximum power production. The amount of steam used is probably going to be higher since the engine can't satisfy demand as well as it would with higher heat steam, which is why you want it as close to the maximum as possible for better efficiency. (This is based on my personal observation)buggy123 wrote:Also, question: How exactly is steam temperature and power generation related to each other? If i feed low-temp steam into a steam engine, do I get less power? Does it consume more? Is it less efficient? Am I losing power if i premix all the different temperature steams from the cooling towers? And how does this all work with the various tiers of steam engines from bob's mods?
Bob's steam engines have different maximum temperatures as do the turbines used by reactors. I've also noticed that if the temperature is under 100 degrees then the steam engines refuse to work no matter what, so the 50 degree steam from cooling is only useful for cracking.
Hopefully that answers things well enough, but I'm sure someone with far more time on their hands can answer it better.
Development and Discussion
Moderator: Arch666Angel
Re: Development and Discussion
Re: Development and Discussion
50° steam is ok for barrelling with Steam Barreling mod forsteam cracking purpose. Rest of steam good for burning right after making.buggy123 wrote: Barrels probably don't retain temperature, so that makes sense.
Re: Development and Discussion
Hello Angel, just wanted to say I love the mods, though I still have yet to get to the end of the game with them.
I was looking at the various wire coil stuff which is nice for compression. I was wondering if it would make sense to add a Solder Coil variant as well?
I was looking at the various wire coil stuff which is nice for compression. I was wondering if it would make sense to add a Solder Coil variant as well?
Re: Development and Discussion
By the way, I found a very unpleasant feature of the wire coils. The fact is that they can not be unwound in electronic assembly machines. And unwound wires are very inconvenient to transport. I hope this will be fixed.
Re: Development and Discussion
Hm, last changes with recepie rate in smelting 0.3.6 a bit strange for me. I play in railvorld, so no marathon mode. And do not see the reason to increase ALL recepies rates in 1.25+. Just downgrade smelting to 0.3.5. Right now i dont see reason for that global downgrade for all my factories.
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Re: Development and Discussion
If you set recipes to expensive when you generated the map it will default to the more expensive version there. Also it's not affecting all recipes, recipes with expensive versions are currently: sorting, crystallizing, crushed to stone, plastic bars, resin bars, rubber, oil separation, gas separation, all casting into plates or coil recipes.Sedar wrote:Hm, last changes with recepie rate in smelting 0.3.6 a bit strange for me. I play in railvorld, so no marathon mode. And do not see the reason to increase ALL recepies rates in 1.25+. Just downgrade smelting to 0.3.5. Right now i dont see reason for that global downgrade for all my factories.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
Yes, when I start the map, I set complex recipes. But they are already complex even before this smelting update! Double-complex steel, gears, wires and other basic components. Now this complexity is multiplying by complexity is added by the smelting changes.Arch666Angel wrote: If you set recipes to expensive when you generated the map it will default to the more expensive version there. Also it's not affecting all recipes, recipes with expensive versions are currently: sorting, crystallizing, crushed to stone, plastic bars, resin bars, rubber, oil separation, gas separation, all casting into plates or coil recipes.
This is ok, when you start a new map and you can choose the complexity that ok for you. But when in the middle of the game the complexity multiplies it's a little disappointing.
In any case, I understand your position but right now I not ready for such changes at the current level of development of the main map (the early mid-game). So I remain on the version of smelting to 0.3.5. Closer to the middle of the mid-game, I will be able to resist these sudden changes in smelting and wil try new updates with new nice things.
btw:
Sedar wrote:By the way, I found a very unpleasant feature of the wire coils. The fact is that they can not be unwound in electronic assembly machines. And unwound wires are very inconvenient to transport.
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Re: Development and Discussion
Well I cannot change your settings sadly, you can only set them in general. So if you set expensive at the start you are stuck with it. Only thing you could try is to edit the settings file in refining to allow for values <1 and then undo the changes with a modifier, but that wont work in all cases, there are examples where the ratio is not increased by exactly 25%.Sedar wrote:Yes, when I start the map, I set complex recipes. But they are already complex even before this smelting update! Double-complex steel, gears, wires and other basic components. Now this complexity is multiplying by complexity is added by the smelting changes.Arch666Angel wrote: If you set recipes to expensive when you generated the map it will default to the more expensive version there. Also it's not affecting all recipes, recipes with expensive versions are currently: sorting, crystallizing, crushed to stone, plastic bars, resin bars, rubber, oil separation, gas separation, all casting into plates or coil recipes.
This is ok, when you start a new map and you can choose the complexity that ok for you. But when in the middle of the game the complexity multiplies it's a little disappointing.
In any case, I understand your position but right now I not ready for such changes at the current level of development of the main map (the early mid-game). So I remain on the version of smelting to 0.3.5. Closer to the middle of the mid-game, I will be able to resist these sudden changes in smelting and wil try new updates with new nice things.
btw:Sedar wrote:By the way, I found a very unpleasant feature of the wire coils. The fact is that they can not be unwound in electronic assembly machines. And unwound wires are very inconvenient to transport.
Edit: Oh and added it
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
If you set expensive recipe in world settings screen they can be edited during game :
The followings command disable achievement, if you want them not to disable achievement use a mod to execute them.
write the following command to change from expensive to normal recipes :
Unfortunately it will be applied to ALL mods and not only angels, so if you want only to disable angels expensive recipe you need to edit his mod.
There are similar command for technology difficulty and multiplier.
The followings command disable achievement, if you want them not to disable achievement use a mod to execute them.
write the following command to change from expensive to normal recipes :
Code: Select all
/c game.difficulty_settings.recipe_difficulty = 0
There are similar command for technology difficulty and multiplier.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
Re: Development and Discussion
Thanks for the advice, I will know about this opportunity. But I prefer to upgrade later, with reach later level of technology and with preservation of complexity.Neemys wrote:If you set expensive recipe in world settings screen they can be edited during game :
The followings command disable achievement, if you want them not to disable achievement use a mod to execute them.
write the following command to change from expensive to normal recipes :
Unfortunately it will be applied to ALL mods and not only angels, so if you want only to disable angels expensive recipe you need to edit his mod.Code: Select all
/c game.difficulty_settings.recipe_difficulty = 0
There are similar command for technology difficulty and multiplier.
Re: Development and Discussion
I like that liquid metal have colors now, but is it possible to also have realistic molten metal temperature?
Here's list of them:
Iron 1538°C, Copper 1085°C, Tin 232°C, Lead 327°C, Titanium 1668°C, Aluminium 660°C, Chromium 1907°C, Cobalt 1495°C, Glass SiO2 1723°C,
Gold 1064°C, Silver 962°C, Manganese 1246°C, Nickel 1455°C, Silicon 1414°C, Zinc 420°C - blaze it!,
Bronze 950°C, Brass 920°C, Gunmetal 1000°C,
Electrum ? guess 1020°C, Cobalt Steel ? guess 1500°C,
Tungstic acid 100°C, Tungsten hexafluoride melt: 2.3°C boil: 17,1°C,
Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today.
Here's list of them:
Iron 1538°C, Copper 1085°C, Tin 232°C, Lead 327°C, Titanium 1668°C, Aluminium 660°C, Chromium 1907°C, Cobalt 1495°C, Glass SiO2 1723°C,
Gold 1064°C, Silver 962°C, Manganese 1246°C, Nickel 1455°C, Silicon 1414°C, Zinc 420°C - blaze it!,
Bronze 950°C, Brass 920°C, Gunmetal 1000°C,
Electrum ? guess 1020°C, Cobalt Steel ? guess 1500°C,
Tungstic acid 100°C, Tungsten hexafluoride melt: 2.3°C boil: 17,1°C,
Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today.
Re: Development and Discussion
I can confirm this:cpy wrote:Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today.
Image
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Re: Development and Discussion
I added an extra variable for that, so the game wont use the recipe to calculate crafting paths, but seems that is not enough.buggy123 wrote:I can confirm this:cpy wrote:Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today.Image
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Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
Ooo, a cannon turret and a rocket launcher?Arch666Angel wrote:I added an extra variable for that, so the game wont use the recipe to calculate crafting paths, but seems that is not enough.buggy123 wrote:I can confirm this:cpy wrote:Also recipes that require copper cables do not work automatically now in latest update angelssmelting_0.3.8.zip and angelsrefining_0.7.23.zip that I updated today.Image
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...
Can we put nukes in them?
Re: Development and Discussion
Looks awesome.Arch666Angel wrote:
I hope you pay attention to the early game content. As for the middle/endgame at the moment there is a lot of content, but at the beginning of the game the choice of weapons/defence is quite small.
ps: thank you wery much for adding a recipe for unwinding the wire spools to an electronic assembly machine.
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Re: Development and Discussion
Whoever is still Fluorite-Ore starving:
Here a quick change:
Angelpetrochem -> prototypes -> recipes -> petrochem-sulfur.lua
Line 109 {type="item", name="fluorite-ore", amount=2},
Here a quick change:
Angelpetrochem -> prototypes -> recipes -> petrochem-sulfur.lua
Line 109 {type="item", name="fluorite-ore", amount=2},
Re: Development and Discussion
Electric boiler have pollution 22.2? Really? Do you have trouble breathing from all the pollution when your electric water boiler makes hot water for your coffee or tea?
Re: Development and Discussion
So much this. Electric boilers are 100% clean and also should have an efficiency of >90%. (boilers can be as high as 100% efficient for indoor units, 95% for outdoor)cpy wrote:Electric boiler have pollution 22.2? Really? Do you have trouble breathing from all the pollution when your electric water boiler makes hot water for your coffee or tea?
Re: Development and Discussion
New Angel Smelting update brings to us recipe for fiberglass board - glass + resin
And here's the serious concerning question - what to do with tons of plastic which can be received from Angel Petrochem and its awesome mini-addon PetrochemPlus by kinnom, if resin'll replace plastic in recipe for fiberglass board
There must some branch for using plastics or it will just become dusty in a warehouse as garbage
Practice shows that electronics doesn't consume a large amount of plastic, and silicone plays much more important role
if I constantly battle with aliens i can make laser ammo, but I all the same have decent amount of plastic
Making batteries of all types can't solve my problem
And here's the serious concerning question - what to do with tons of plastic which can be received from Angel Petrochem and its awesome mini-addon PetrochemPlus by kinnom, if resin'll replace plastic in recipe for fiberglass board
There must some branch for using plastics or it will just become dusty in a warehouse as garbage
Practice shows that electronics doesn't consume a large amount of plastic, and silicone plays much more important role
if I constantly battle with aliens i can make laser ammo, but I all the same have decent amount of plastic
Making batteries of all types can't solve my problem
Last edited by aklesey1 on Sat Jul 22, 2017 4:27 pm, edited 1 time in total.
Nickname on ModPortal - Naron79
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Re: Development and Discussion
For arguments sake, why do electric mining drills and electric assembly machines produce pollution then?iamwyza wrote:So much this. Electric boilers are 100% clean and also should have an efficiency of >90%. (boilers can be as high as 100% efficient for indoor units, 95% for outdoor)cpy wrote:Electric boiler have pollution 22.2? Really? Do you have trouble breathing from all the pollution when your electric water boiler makes hot water for your coffee or tea?
You will never transfer 100% of the energy put into such a mechanism to the medium you want to heat, there is always an energy loss either because of material resistence, transfer mediums or other forms of energy loss from a system.
Also the matter of game balance is that you could make an infinite loop with steam engines and/or a loop with a gain with bobs steam engines.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"