the electrolyser looks good.
the mining drill... the animation works, but the travel time doesn't seem to be enough, so it looks odd because both sets of drills seem to barely move.
Moderator: bobingabout
the electrolyser looks good.
yeah, it works.
Someone pointed out to me that the base game valve has been changed. I have applied that change to my pumps so that their speed should max out at 12000 instead of 6000, but haven't released yet.kirazy wrote: βFri Mar 06, 2020 5:48 am Thoughts?
Also, I don't think there is a quantitative difference in the effective max pump speed between your pumps.
I have them all draining one full water tank directly, and dumping into a tank whose contents are being instantly voided again with direct connection.
Transfer speed maxes out at 6000/s for pump-2, pump-3, and pump-4 inspite of being 7200, 9600, and 12000. The 6000/s is only reachable if the source tank is maxed and the destination tank is empty, otherwise it only asymptotically approaches 6000, doesn't actually reach it.
Direct feeding with a fluid source generating at 10k/s into a void gets 8400/s out of the Pump-4, but... what's the setup that gets you max pump throughput? I'm not sure it's reachable; may want to rescale the pumps throughput.
The valves, I'm not sure what I was thinking for the 1 way part, but I'm fairly sure i was thinking of a simple membrane valve. flowing one way, the membrane is pushed out, and the fluid flows around it, going the other way the membrane is pushed against the seal, and stops the flow...kirazy wrote: βFri Mar 06, 2020 5:48 am Also, an idea of a kitbash for the various valves:
I'm using the pump from the steam engine, so I was thinking of having it at different positions for the three different valves in addition to the arrow.
E.g. Fully open for the generic valve,
Slightly open for input > 80% (to convey the flow is constrained so that the input can fill up, for example)
Mostly open for output < 20%? Idk.
Also easy enough to just not bother with that and just have one kitbash + arrows...
I think the underflow/overflow pipes wouldn't work as described in a real system, and I don't think a passive valve of that design would make sense in the Factorio context either, since stuff seems to fill up without really worrying about air in the system compressing and preventing full fill, so probably an air release so stuff just fills.bobingabout wrote: βFri Mar 06, 2020 9:20 am The valves, I'm not sure what I was thinking for the 1 way part, but I'm fairly sure i was thinking of a simple membrane valve. flowing one way, the membrane is pushed out, and the fluid flows around it, going the other way the membrane is pushed against the seal, and stops the flow...
I'm just trying to think if all the extra gadgets attached to the pipe is necessary.
Anyway, the underflow/overflow parts are simply just part of the pipe being blocked off. Overflow meaning only the top 20% of the pipe is open, Underflow meaning only the bottom 20% of the pipe is open.
It's a bit harder to justify how this works in an with gasses as this would just fill the pipe behind the blockage, but if you assume water in an airtight pipe, the logic works.
I mean, the graphics are okay, I've just never imagined it before as anything more than just a pipe with some gubbins inside it.
Depends on certain conditions.
Looks good. The door on the highest tier may be a bit on the dark side, looks more like tungsten than nitinol.
I know, I took the screenshot using what I'm calling "Name" mapping. I have a drop-down option to choose either "Name" or "Ingredient" mapped, and ingredient mapped is the one that corresponds to your design intent. So basically images exist for every entity for tiers 1-5, whether there are 5 entities or not, and the option you select determines what gets used.bobingabout wrote: βSat Mar 07, 2020 12:34 pmMy only real issue though, is with tiering. in theory the first roboport (made with Steel, a T2 material) is T2, and therefore should be Red, not yellow.
Code: Select all
if settings.startup["reskin-series-tier-mapping"].value == "name-map" then
tier_map =
{
["roboport"] = {1,1},
["bob-roboport-2"] = {2,2},
["bob-roboport-3"] = {3,3},
["bob-roboport-4"] = {4,4}
}
else
tier_map =
{
["roboport"] = {2,1},
["bob-roboport-2"] = {3,2},
["bob-roboport-3"] = {4,3},
["bob-roboport-4"] = {5,4}
}
end
I see.kirazy wrote: βSat Mar 07, 2020 7:03 pmI know, I took the screenshot using what I'm calling "Name" mapping. I have a drop-down option to choose either "Name" or "Ingredient" mapped, and ingredient mapped is the one that corresponds to your design intent. So basically images exist for every entity for tiers 1-5, whether there are 5 entities or not, and the option you select determines what gets used.bobingabout wrote: βSat Mar 07, 2020 12:34 pmMy only real issue though, is with tiering. in theory the first roboport (made with Steel, a T2 material) is T2, and therefore should be Red, not yellow.
Code: Select all
if settings.startup["reskin-series-tier-mapping"].value == "name-map" then tier_map = { ["roboport"] = {1,1}, ["bob-roboport-2"] = {2,2}, ["bob-roboport-3"] = {3,3}, ["bob-roboport-4"] = {4,4} } else tier_map = { ["roboport"] = {2,1}, ["bob-roboport-2"] = {3,2}, ["bob-roboport-3"] = {4,3}, ["bob-roboport-4"] = {5,4} } end
So switching to ingredient mapped:
Edit: I've tweaked the door colors; removed some of the intense blue from the titanium and tried a different method for NItinol.
I think I'm going to rebuild the robochest graphics using the 0.17 logistics chests as a base, so it's not necessary.bobingabout wrote: βSat Mar 07, 2020 8:45 pmif you want I can send you graphics for my robochests that don't have the door merged into them.
Let me try this; my one issue was that I didn't like that the rim is colored too, you lose out on the rust/corrosion colors, but then recoloring those to match what the corrosion looks like on nitinol/titanium/invar is a pain...bobingabout wrote: βSat Mar 07, 2020 8:45 pmAlso, you could just use my door graphics instead of redrawing them.
Code: Select all
spawn_and_station_height = 0.33
Code: Select all
spawn_and_station_height = -0.1
I'll fix that.kirazy wrote: βSat Mar 07, 2020 9:16 pm
For your Roboport entities the bot gets consumed before it's animation docking is complete. The issue is that your
when on the base roboport it'sCode: Select all
spawn_and_station_height = 0.33
Code: Select all
spawn_and_station_height = -0.1
I think it looks fine without being coloured.
That was my feeling too. I had planned to color the dish but when I finished the non-moving parts I wasn't feeling it.
Youki is still around, possible for him to re-render a HR version?bobingabout wrote: βSun Mar 08, 2020 1:43 pmthe LZE was originally done by... how do you spell his name, Yuoki.
This is the original graphic he sent me: https://www.dropbox.com/s/7pszl3vt5agt8 ... r.png?dl=0
I deleted the shadow https://www.dropbox.com/s/6lorotvtwko8ph9/lze.png?dl=0 then added a new one (by rotating the entity 90 degrees and making it solid black, with semi-transparancy later. if I were to do that now I'd just keep the solid black version as a shadow layer) https://www.dropbox.com/s/6ukbg6szfd2ca ... 1.png?dl=0 (this version is missing the charge pad because I was using an animated chargepad layer.)
As you can see, it originally had a charging pad on top. I removed that because it no longer does in the code, and edited it to be a point to fit the spinning antenna on top.
Fairly sure the MK1 is just the uncoloured sprite, which is one reason why I didn't link it. (the other reason being it isn't in my dropbox archive to link)
Ask him if you want. I think Zombiee was working on a HD version of it.kirazy wrote: βSun Mar 08, 2020 8:45 pmYouki is still around, possible for him to re-render a HR version?bobingabout wrote: βSun Mar 08, 2020 1:43 pmthe LZE was originally done by... how do you spell his name, Yuoki.
This is the original graphic he sent me: https://www.dropbox.com/s/7pszl3vt5agt8 ... r.png?dl=0
I deleted the shadow https://www.dropbox.com/s/6lorotvtwko8ph9/lze.png?dl=0 then added a new one (by rotating the entity 90 degrees and making it solid black, with semi-transparancy later. if I were to do that now I'd just keep the solid black version as a shadow layer) https://www.dropbox.com/s/6ukbg6szfd2ca ... 1.png?dl=0 (this version is missing the charge pad because I was using an animated chargepad layer.)
As you can see, it originally had a charging pad on top. I removed that because it no longer does in the code, and edited it to be a point to fit the spinning antenna on top.
Fairly sure the MK1 is just the uncoloured sprite, which is one reason why I didn't link it. (the other reason being it isn't in my dropbox archive to link)
I'll ask him.bobingabout wrote: βSun Mar 08, 2020 9:46 pmAsk him if you want. I think Zombiee was working on a HD version of it.
hmmm... Maybe a little. Turn down the saturation a little?kirazy wrote: βMon Mar 09, 2020 1:32 amI'll ask him.bobingabout wrote: βSun Mar 08, 2020 9:46 pmAsk him if you want. I think Zombiee was working on a HD version of it.
Too bright?
Lasers do look good, I noticed it's just a colour on the base, not the moving gun part, but that's okay, the base should be enough.kirazy wrote: βTue Mar 10, 2020 5:11 am
I was going to color more, but I'm happy with this for the Laser turrets.
I tweaked your beams, as well. Diamond is now substantially more intense/brighter than glass:
Edit: And finished these, at last:
Edit 2:
With or without the middle ring? I think without is better, but it's substantially more work, lol.On consideration it's like 10 times the amount of work to do 2 rings, so 3 it is... the quest is do you think the barrels are long enough?
or
Personally, it's more at home in the gun-turret base, and the longer barrel helps to distinguish it.