Also im missing on both images red-shifted colors based on temperature: ...
Friday Facts #310 - Glowing Heat pipes
Re: Friday Facts #310 - Glowing Heat pipes
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Re: Friday Facts #310 - Glowing Heat pipes
Is the heat temp glow limited to heatlipes or can it be used on other things?
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Re: Friday Facts #310 - Glowing Heat pipes
I'm astonished how much I like this heat glow feature
Re: Friday Facts #310 - Glowing Heat pipes
Those heat pipes are lit! (Sorry for the bad pun)
Anyways: These look awesome as they are. Even without brightness tweaks. Thank you, Ernestas
I was about to post the same thing. The problem here is, that if you would make it "realistic", the color would'nt change when the pipes are hot enough to power the heat exchangers. But I agree non the less. It should be a bit darker.CzBuCHi wrote: βFri Aug 30, 2019 1:16 pmAlso im missing on both images red-shifted colors based on temperature: https://i.stack.imgur.com/uGB7l.jpg ...
Anyways: These look awesome as they are. Even without brightness tweaks. Thank you, Ernestas
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Re: Friday Facts #310 - Glowing Heat pipes
Let's try this:dee- wrote: βFri Aug 30, 2019 12:04 pm While it's pretty it somehow shows how much heat is dissipated without being userful as the heat pipe's thermal insulation is missing.
Factorio heatpipes are enclosed in a vacuum chamber made of transparent aluminum, they thus lose no heat. This chamber is coated with transparent nano-LEDs with integrated nano-photovoltaic crystals. Thus the "glow" you see is merely a convenient visual representation of the heat measured electronically.
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My code in the post above is dedicated to the public domain under CC0.
Re: Friday Facts #310 - Glowing Heat pipes
thats an incredible idea, it would really give it an edge
mods.factorio.com/user/ownlyme
My requests: uiAbove||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: uiAbove||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: Friday Facts #310 - Glowing Heat pipes
Not to bee picky, but shouldn't the pipes on a unpowerd reactor also not glow...
Otherwise looking very much forward to this change!
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Re: Friday Facts #310 - Glowing Heat pipes
The reactor may be unpowered but the attached pipes still have heat. That or the reactor still has heat to dissipate just not generating more at the moment. either way it is neat that the glow isn't linked to there being fuel in the reactor.
(Also resisting urge to make the "bright idea" pun.... not resisting well)
Re: Friday Facts #310 - Glowing Heat pipes
There is no sound in space. All that "pew pew" you hear is generated by your ship's computer / camera drone so you can feel all of the immeeeeersion.eradicator wrote: βFri Aug 30, 2019 1:50 pmLet's try this:dee- wrote: βFri Aug 30, 2019 12:04 pm While it's pretty it somehow shows how much heat is dissipated without being userful as the heat pipe's thermal insulation is missing.
Factorio heatpipes are enclosed in a vacuum chamber made of transparent aluminum, they thus lose no heat. This chamber is coated with transparent nano-LEDs with integrated nano-photovoltaic crystals. Thus the "glow" you see is merely a convenient visual representation of the heat measured electronically.
Yeah, I figured the pipes are probably coated with LED strips for easy visual inspection. How clever of that Factorio-guy doeshehaveaname.
Re: Friday Facts #310 - Glowing Heat pipes
Please incorporate color temperature into the glow; I'd expect it to start off very reddish and get both brighter and whiter as temperature rises. It would also help players more precisely perceive differences in temperature.
Re: Friday Facts #310 - Glowing Heat pipes
Am I the only one that thinks that since the pipes are glowing red hot, that maybe they should cause a small bit of damage to the player if they are walked on?
Re: Friday Facts #310 - Glowing Heat pipes
Re: Friday Facts #310 - Glowing Heat pipes
gorothdablade wrote: βFri Aug 30, 2019 2:33 pmThe reactor may be unpowered but the attached pipes still have heat. That or the reactor still has heat to dissipate just not generating more at the moment. either way it is neat that the glow isn't linked to there being fuel in the reactor.
(Also resisting urge to make the "bright idea" pun.... not resisting well)
Valid, but:
Assuming the green glow is aquivalent to Cherenkov radiation in nauvis (from some really badly shielded power reactors). The other two reactors are glowing because chain fissioning is going on, electrons are released by some decay further down the road and heat is produced therefore their pipes are glowing (so far so good). Since reactors after "burning" their fuel down are loosing heat quite slowly, it can furthermore be assumed that, just like in the real world, decay heat (created by nuclear decay of the fissioning isotopes of your initial nuclear fuel) is a thing here. By looking on the picture all heat pipes attached to the reactors appear to glow on the same level, therefore the temperature in the cores can be assumed to be eaqually high. Following that, the amount of decay products in the unpowerd reactor should be quite high and of corse so their spontaneous decay (due to accumulation by a quite recently terminated fission ) occuring. The cherencov effect is depandand on charged faster than light particels in a transparent medium (e.g. air), mainly electrons. With typical decay products of U-235 fission are 141Barrium and 92Krypton, both short lived isotopes and at least 141Ba having a beta-decay, cherenkov radiation should be emitted.
Ergo: either the green light is missing from the unpowerd reactor, or the its heatpipes are glowing to much.
Not to being over analytic of course
Last edited by conn11 on Fri Aug 30, 2019 5:08 pm, edited 1 time in total.
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Re: Friday Facts #310 - Glowing Heat pipes
no... you aren't.
but, then you would get people using heat pipes as part of their defense. ... now that I write that I am wondering why that would be a problem.
Re: Friday Facts #310 - Glowing Heat pipes
ohhhh.. that sounds insanely cool! but we'd need some kind of environmental cooling to balance it.gorothdablade wrote: βFri Aug 30, 2019 3:20 pm but, then you would get people using heat pipes as part of their defense.
with lua scripts this is not really possible, it would eat way too many ups. (like canal builder does)
edit: and the damage should be percentual or it wouldn't be balanced for enemy mods.
Last edited by ownlyme on Fri Aug 30, 2019 3:57 pm, edited 2 times in total.
mods.factorio.com/user/ownlyme
My requests: uiAbove||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: uiAbove||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
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Re: Friday Facts #310 - Glowing Heat pipes
The balancing I can think of off the top of my head would be that damage done * SOME MULT is taken as heat out of the pipe.ownlyme wrote: βFri Aug 30, 2019 3:51 pmohhhh.. that sounds insanely cool! but we'd need some kind of environmental cooling to balance it.gorothdablade wrote: βFri Aug 30, 2019 3:20 pm but, then you would get people using heat pipes as part of their defense.
with scripts this is not really possible, it would eat way too many ups.
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Re: Friday Facts #310 - Glowing Heat pipes
And let's not forget, hot reactor are much more powerful than landmines. Time for nuclear defenses.
Re: Friday Facts #310 - Glowing Heat pipes
i don't think they'll add heat pipe damage, but it could be possible with a mod utilizing landmines maybe.. (thanks to conn11 for the idea)
mods.factorio.com/user/ownlyme
My requests: uiAbove||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: uiAbove||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
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Re: Friday Facts #310 - Glowing Heat pipes
I can see it now
Trees near fully heated pipe have chance to ignite, Nuclear power is no longer pollution free
so much for "green energy"