[MOD 0.18] RITEG
[MOD 0.18] RITEG
Type: Mod
Name: RITEG
Description: Proof of concept: Radioisotope thermoelectric generator
License: MIT https://opensource.org/licenses/MIT
Category: Simple Extension, Power Production
Tags: RTG, RITEG, power, nuclear
Download-Url: https://mods.factorio.com/mods/darkfrei/RITEG Long description
RITEG (RTG) is a Radioisotope Thermoelectric Generator, it's an electrical generator with nuclear fuel. It means, you are need fuel only by construction of it. It needs a lot of nuclear energy, but only once.
Name: RITEG
Description: Proof of concept: Radioisotope thermoelectric generator
License: MIT https://opensource.org/licenses/MIT
Category: Simple Extension, Power Production
Tags: RTG, RITEG, power, nuclear
Download-Url: https://mods.factorio.com/mods/darkfrei/RITEG Long description
RITEG (RTG) is a Radioisotope Thermoelectric Generator, it's an electrical generator with nuclear fuel. It means, you are need fuel only by construction of it. It needs a lot of nuclear energy, but only once.
Last edited by darkfrei on Tue Jan 28, 2020 4:58 pm, edited 5 times in total.
Re: [MOD 0.16] RITEG
I don't think it works. It constantly generates 600 kW...
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
Re: [MOD 0.16] RITEG
The half life period is about 12 hours. You can test it on tiny map 128x128 tiles withownlyme wrote:I don't think it works. It constantly generates 600 kW...
Code: Select all
/c game.speed = 10000
Re: [MOD 0.16] RITEG
Ah now i see that it works was expecting a higher output though.
Do you already have an idea to prevent people from picking them up and placing them again?
Maybe you could make them unrepairable and loose health?
One more thing: in reality, those things use Pu-238, so maybe it would be nice if yours use u-238 too, that way they could also fill the gap until you can build real nuclear power plants.
Do you already have an idea to prevent people from picking them up and placing them again?
Maybe you could make them unrepairable and loose health?
One more thing: in reality, those things use Pu-238, so maybe it would be nice if yours use u-238 too, that way they could also fill the gap until you can build real nuclear power plants.
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
Re: [MOD 0.16] RITEG
I know that RITEG can be "recharged" just with deconstruct and placing it again.ownlyme wrote:Ah now i see that it works was expecting a higher output though.
Do you already have an idea to prevent people from picking them up and placing them again?
Maybe when you pick it up, you get a depleted generator item instead?
It was by me few idea how to work with it: after 10-15 minutes placed entity will be protected from deconstructing and you can destroy this entity, nothing else. With a lot of pollution by destroying, of course.
Nice idea to save the remaining energy in the health value, but every damaging of RITEG makes energy decrease too.
Tiny RITEG must have very big half life period and it means that output energy will be about very bad, about 50-60 kW.
Re: [MOD 0.16] RITEG
i made a version for myself that stores the remaining energy in the health, in a pretty simple way.
https://www.dropbox.com/s/og3e48oy7qbx9 ... .lua?raw=1
lines 98-103
of course i also added the flag "not-repairable" to the entity prototype
https://www.dropbox.com/s/og3e48oy7qbx9 ... .lua?raw=1
lines 98-103
of course i also added the flag "not-repairable" to the entity prototype
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
Re: [MOD 0.16] RITEG
ownlyme wrote:i made a version for myself that stores the remaining energy in the health, in a pretty simple way.
https://www.dropbox.com/s/og3e48oy7qbx9 ... .lua?raw=1
lines 98-103
of course i also added the flag "not-repairable" to the entity prototype
Code: Select all
power=rtg.entity.health*66.5
Re: [MOD 0.16] RITEG
i don't know why 150x66.5 equals 597 kW but that's the number i found out by trial and error.
when you place the thing, it looses it's first health point after ~10 seconds.
edit: 10000 is the energy produced per tick
with that in mind, 66.66666... or 200/3 should be the most exact value.
when you place the thing, it looses it's first health point after ~10 seconds.
edit: 10000 is the energy produced per tick
with that in mind, 66.66666... or 200/3 should be the most exact value.
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
Re: [MOD 0.16] RITEG
So, now (RITEG [0.1.2]) The health of placed RITEG makes first_energy, but it can be wrong.
E_0 = 40 GJ = 40 000 000 000 J - total energy in the new RITEG (first_energy);
P_0 = 600 kW = 600 000 W - the output power of new RITEG (first_power);
t_0 = game.tick [ticks] - first tick of placed new RITEG (= (t_0/60) [s]).
Now we can get half-life period (half_life):
t_HL = E_0 * ln(2) / P_0 [s]
And the output energy at any tick _t must be:
P_t = P_0 / (2^((game.tick - t_0) / (t_HL*60)))
And remain energy at any tick _t must be:
E_t = P_t * t_HL / ln(2)
Now I use health as amount of output power, but I think that health must be based on remain energy. It is impotent when you merge two used RITEGs in your inventory.
E_0 = 40 GJ = 40 000 000 000 J - total energy in the new RITEG (first_energy);
P_0 = 600 kW = 600 000 W - the output power of new RITEG (first_power);
t_0 = game.tick [ticks] - first tick of placed new RITEG (= (t_0/60) [s]).
Now we can get half-life period (half_life):
t_HL = E_0 * ln(2) / P_0 [s]
And the output energy at any tick _t must be:
P_t = P_0 / (2^((game.tick - t_0) / (t_HL*60)))
And remain energy at any tick _t must be:
E_t = P_t * t_HL / ln(2)
Now I use health as amount of output power, but I think that health must be based on remain energy. It is impotent when you merge two used RITEGs in your inventory.
Re: [MOD 0.16] RITEG
okay so ritegs don't loose power when attacked
looks good
though i still think its too expensive except maybe when you use it for outposts that are in danger of loosing their power because creeps destroy your power poles... or other special use cases
i made mine cost 60 u238.. but it's your choice.
just one more thing:
the graphics look pretty sterile, maybe adding a shadow near the ground already helps a bit.
i attached mine but i'm no graphics artist
looks good
though i still think its too expensive except maybe when you use it for outposts that are in danger of loosing their power because creeps destroy your power poles... or other special use cases
i made mine cost 60 u238.. but it's your choice.
just one more thing:
the graphics look pretty sterile, maybe adding a shadow near the ground already helps a bit.
i attached mine but i'm no graphics artist
- Attachments
-
- entity.png (11.11 KiB) Viewed 11234 times
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
Re: [MOD 0.16] RITEG
If you want better graphics, you can use the ones I will be using in my mod. I have attached them below. If you do, please give credit
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
- Attachments
-
- The RTG model
- RTG2_Full.png (281.23 KiB) Viewed 10991 times
she/they
Re: [MOD 0.16] RITEG
Can you make shadow 50% transparent?Sigma1 wrote:If you want better graphics, you can use the ones I will be using in my mod. I have attached them below. If you do, please give credit
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
- Attachments
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- Factorio_Building_3x3_03.png (33.75 KiB) Viewed 10967 times
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- Factorio_Building_3x3_03.blend.7z
- (263.98 KiB) Downloaded 184 times
Re: [MOD 0.16] RITEG
I also updated the model a bit and managed to reduce the rendering noise.darkfrei wrote:Can you make shadow 50% transparent?
- Attachments
-
- RTG2_Full.png (120.04 KiB) Viewed 10968 times
she/they
Re: [MOD 0.16] RITEG
Thanks a lot! Published: https://mods.factorio.com/mod/RITEGSigma1 wrote:I also updated the model a bit and managed to reduce the rendering noise.darkfrei wrote:Can you make shadow 50% transparent?
It looks little too high.
- Attachments
-
- hr
- 2018-05-11 00_25_34-Factorio 0.16.41.png (181.05 KiB) Viewed 10940 times
Re: [MOD 0.16] RITEG
I'm actually working on an improved, more factorio-y version now, I'll upload that once it's finished.
she/they
Re: [MOD 0.16] RITEG
This thing somehow took 20 minutes to render...
Also the resolution is a bit big, so scale it to what you like.
Also the resolution is a bit big, so scale it to what you like.
- Attachments
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- RTG4_Edited_Cropped.png (627.75 KiB) Viewed 10866 times
she/they
Re: [MOD 0.16] RITEG
After 56 hours the RITEG will produce under 24kW (~23.6kW), at which point it would be useful to replace it with either a fresh RITEG, or a solar panel.
Ideally, the RITEG would be automatically marked for deconstruction, yielding a used-up-RITEG-1, which could then be recycled for the spent nuclear fuel.
How about something like the following?
or perhaps instead:
Ideally, the RITEG would be automatically marked for deconstruction, yielding a used-up-RITEG-1, which could then be recycled for the spent nuclear fuel.
How about something like the following?
Code: Select all
data:extend({
{
type = "recipe",
name = "RITEG-1-recycling",
energy_required = 0.5,
enabled = false,
ingredients = {
{ "RITEG-1", 1 }
},
results = {
{"used-up-uranium-fuel-cell", 5},
}
}
})
table.insert(
data.raw["technology"]["nuclear-fuel-reprocessing"].effects,
{type = "unlock-recipe",recipe = "RITEG-1-recycling"})
Code: Select all
data:extend({
{
type = "recipe",
name = "RITEG-1-recycling",
energy_required = 0.5,
enabled = false,
ingredients = {
{"uranium-fuel-cell", 5},
{"used-up-RITEG-1", 1 }
},
results = {
{"used-up-uranium-fuel-cell", 5},
{"RITEG-1", 1 }
}
}
})
Re: [MOD 0.16] RITEG
Nice idea! I like the second recipe.mrudat wrote:After 56 hours the RITEG will produce under 24kW (~23.6kW), at which point it would be useful to replace it with either a fresh RITEG, or a solar panel.
Ideally, the RITEG would be automatically marked for deconstruction, yielding a used-up-RITEG-1, which could then be recycled for the spent nuclear fuel.
Look at [urlhttps://mods.factorio.com/mod/Deconstruction]Deconstruction[/url], you can just take all ingredients of the entity with it.
For example, laser turret has recipe:
Code: Select all
data.raw.recipe["laser-turret"].ingredients[1][1] = "steel-plate"
data.raw.recipe["laser-turret"].ingredients[1][2] = 20
data.raw.recipe["laser-turret"].ingredients[2][1] = "electronic-circuit"
data.raw.recipe["laser-turret"].ingredients[2][2] = 20
data.raw.recipe["laser-turret"].ingredients[3][1] = "battery"
data.raw.recipe["laser-turret"].ingredients[3][2] = 12
data.raw.recipe["laser-turret"].result = "laser-turret"
Code: Select all
data.raw["electric-turret"]["laser-turret"].minable.mining_time = 0.5
data.raw["electric-turret"]["laser-turret"].minable.result = "laser-turret"
Code: Select all
data.raw["electric-turret"]["laser-turret"].minable.mining_time = 0.5
data.raw["electric-turret"]["laser-turret"].minable.results[1].name = "steel-plate"
data.raw["electric-turret"]["laser-turret"].minable.results[1].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[1].amount_min = 20
data.raw["electric-turret"]["laser-turret"].minable.results[1].amount_max = 20
data.raw["electric-turret"]["laser-turret"].minable.results[1].probability = 1
data.raw["electric-turret"]["laser-turret"].minable.results[2].name = "electronic-circuit"
data.raw["electric-turret"]["laser-turret"].minable.results[2].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[2].amount_min = 20
data.raw["electric-turret"]["laser-turret"].minable.results[2].amount_max = 20
data.raw["electric-turret"]["laser-turret"].minable.results[2].probability = 1
data.raw["electric-turret"]["laser-turret"].minable.results[3].name = "battery"
data.raw["electric-turret"]["laser-turret"].minable.results[3].type = "item"
data.raw["electric-turret"]["laser-turret"].minable.results[3].amount_min = 12
data.raw["electric-turret"]["laser-turret"].minable.results[3].amount_max = 12
data.raw["electric-turret"]["laser-turret"].minable.results[3].probability = 1
Code: Select all
minable.results = {
{name = "used-up-uranium-fuel-cell", amount = 5},
{name = "used-up-RITEG-1", amount = 1 }
Re: [MOD 0.16] RITEG
That looks nifty, though it should probably either yield a used-up-RITEG-1 and have a recycling recipe, or 5x used-up-uranium-fuel-cell, not both.
Another thought occurs to me; it would be ideal if a ghost for a RITEG-1 were to be placed down where the used-up-RITEG-1 was; provided you're manufacturing new RITEG-1s, this would make a field of RITEG-1s just as automated as a regular nuclear power plant.
Another thought occurs to me; it would be ideal if a ghost for a RITEG-1 were to be placed down where the used-up-RITEG-1 was; provided you're manufacturing new RITEG-1s, this would make a field of RITEG-1s just as automated as a regular nuclear power plant.
Re: [MOD 0.16] RITEG
The RITEG-1already has 5 new uranium-fuel-cell. When I do entity deconstruction, I get back five used cells and empty RITEG, without any cells in it.mrudat wrote:That looks nifty, though it should probably either yield a used-up-RITEG-1 and have a recycling recipe, or 5x used-up-uranium-fuel-cell, not both.
Another thought occurs to me; it would be ideal if a ghost for a RITEG-1 were to be placed down where the used-up-RITEG-1 was; provided you're manufacturing new RITEG-1s, this would make a field of RITEG-1s just as automated as a regular nuclear power plant.
So, I need new item empty-RITEG, which I can use for RITEG-1 or higher tier.
Automatically set mark to deconstruction and new ghost with new RITEG-1 is good as well. The factor is 5% or 50 kW for output energy power.