[1.0] Sea Block Pack 0.4.10

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mrvn
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Re: [1.0] Sea Block Pack 0.4.10

Post by mrvn »

Last I looked at the boilers and steam engines there was no gain in using boiler2 and steam engine2 other than space.

A boiler produces enough steam for 2 steam engines producing 1.8MW.

A boiler2 produces enough steam for 2 steam engines 2 producing 3.6MW. But also uses up twice the amount of fuel.

You are trading landfill for steel. Or am I wrong?
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jodokus31
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Re: [1.0] Sea Block Pack 0.4.10

Post by jodokus31 »

Bobs fluid burning boiler mk1 produces steam with 315°, which can only be used with 3 steam engines mk2, otherwise you lose energy.
The other option is fluid burning generator, which is even more expensive, but maybe even smaller. I didn't check, how they work exactly

Yet another option is KS Power oil boiler, which needs concrete. Research is more expensive, but you can use 3 steam engine mk1.

And then you can use fluid burning heat source, which has a neighbor bonus which is capped at 12.5% nowadays. The steam turbines are very, very expensive compared to normal steam engines. I'm not sure if I want to care about that option or go straight nuclear.

KS Power oil boiler is probably the cheapest option, but I wanted to stick to bobs stuff and also want to save a bit of space. You already need 33 Steam engines mk2 for that ~58 MW. If I upgrade farms to desert env-farm later, which doubles the output, i even want to use fluid boiler mk2 and steam engine mk3, because just some brass, cobalt-steel and invar is needed to upgrade.
mrvn
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Re: [1.0] Sea Block Pack 0.4.10

Post by mrvn »

Ahh, that makes total sense. Always use the steam engines that accept the right temperature. Anything else is waste.
nOObe
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Re: [1.0] Sea Block Pack 0.4.10

Post by nOObe »

can someone check that the "check valves" are actually checking. mine seem broke
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jodokus31
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Re: [1.0] Sea Block Pack 0.4.10

Post by jodokus31 »

nOObe wrote: Wed Sep 23, 2020 5:44 pm can someone check that the "check valves" are actually checking. mine seem broke
my check valves are working correctly. (I connect circuit wire to it and read the range of 0 - 1000)
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Re: [1.0] Sea Block Pack 0.4.10

Post by nOObe »

jodokus31 wrote: Wed Sep 23, 2020 6:50 pm
nOObe wrote: Wed Sep 23, 2020 5:44 pm can someone check that the "check valves" are actually checking. mine seem broke
my check valves are working correctly. (I connect circuit wire to it and read the range of 0 - 1000)
which check valve? "non return" or "check valve"

or, perhaps i am in error. it is not a proper check valve, in that it does not stop two way flow?
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jodokus31
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Re: [1.0] Sea Block Pack 0.4.10

Post by jodokus31 »

The green one is a check valve which lets you read content with circuit wire like a mini-tank with a capacity of 1000 units
The brown one is a no-return valve, which allows flow only in one direction.
valves
Actually, everything is described in tooltip
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Re: [1.0] Sea Block Pack 0.4.10

Post by nOObe »

thank you friend.
the fault is mine in assuming a "check valve" was a Check Valve.
Not, i guess, a tank to 'check' contents. and not very valve-ish

Edit.
Is there an actual flow control valve, that allows or stops flow when circuit control says, but is not an actual pump?
Or, I guess a small cheap pump would do...
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jodokus31
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Re: [1.0] Sea Block Pack 0.4.10

Post by jodokus31 »

nOObe wrote: Thu Sep 24, 2020 8:23 pm thank you friend.
the fault is mine in assuming a "check valve" was a Check Valve.
Not, i guess, a tank to 'check' contents. and not very valve-ish

Edit.
Is there an actual flow control valve, that allows or stops flow when circuit control says, but is not an actual pump?
Or, I guess a small cheap pump would do...
ah, i see. indeed a bit ambiguous meaning.
Yes, a pump is meant to control flow by circuit condition
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Re: [1.0] Sea Block Pack 0.4.10

Post by Megatron »

I was a bit confused when I tested the fuel value of Liquid fuel vs Enriched fuel block. While the block gives 400 units of 315° steam, 100 liquid fuel (which would make one block) give 1700 units of steam. How come this is so imbalanced?
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Re: [1.0] Sea Block Pack 0.4.10

Post by Xanarios »

So that everyone is aware, there's an incompatibility in today's Angel's Release.
20201029211253_1.jpg
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KiwiHawk
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Re: [1.0] Sea Block Pack 0.4.10

Post by KiwiHawk »

Xanarios wrote: Thu Oct 29, 2020 10:52 pm So that everyone is aware, there's an incompatibility in today's Angel's Release.

20201029211253_1.jpg
This one is a fairly simple fix if you want to patch it yourself rather than wait for the next official update.

File to modify: angelssmelting_0.6.12.zip\angelssmelting_0.6.12\prototypes\override\smelting-override-glass.lua

Change lines 114 and 115 from:

Code: Select all

OV.add_unlock("angels-glass-smelting-3", "angels-glass-fiber-board")
OV.add_prereq("advanced-electronics-2", "angels-glass-smelting-3")
To:

Code: Select all

OV.add_unlock("angels-glass-smelting-2", "angels-glass-fiber-board")
OV.add_prereq("advanced-electronics-2", "angels-glass-smelting-2")
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.

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RandomBlaze
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Re: [1.0] Sea Block Pack 0.4.10

Post by RandomBlaze »

Made that change and I am now getting a new mod load error.
20201029230540_1.jpg
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Where can I find the Blast furnace .PNG so I can add it?
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kirazy
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Re: [1.0] Sea Block Pack 0.4.10

Post by kirazy »

Angel's Smelting released new graphics today, and ShinyAngelGFX needs to be updated to match. You can use this https://mods.factorio.com/mod/reskins-angels and ShinyAngelGFX together to resolve the issue until ShinyAngelGFX releases an update.
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Re: [1.0] Sea Block Pack 0.4.10

Post by Vilkra »

Any way to fix that blast furnace problem without using reskin mods. I can't handle the change in aesthetics.
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kirazy
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Re: [1.0] Sea Block Pack 0.4.10

Post by kirazy »

Vilkra wrote: Fri Oct 30, 2020 9:28 pm Any way to fix that blast furnace problem without using reskin mods. I can't handle the change in aesthetics.
You would have to use an older version of Angel's Smelting to fetch the missing images and place them in the appropriate folders in the new version so that ShinyAngelGFX is able to find them. You'll probably run into issues doing this even if it loads, however, as several of the structures use working_visualisations now that did not previously and ShinyAngelGFX does not account for this.
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Re: [1.0] Sea Block Pack 0.4.10

Post by HarY_cz »

after update and fix mentioned above, i noticed that chemical furnaces work no more. I used them for steel production but now, when connected to oxygen pipe it says "no recipe" (or something like that)

and another question - is it possible to make fluid generators, boilers, to burn hydrogen? with some changes in config files maybe?
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kirazy
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Re: [1.0] Sea Block Pack 0.4.10

Post by kirazy »

HarY_cz wrote: Thu Nov 05, 2020 5:52 am after update and fix mentioned above, i noticed that chemical furnaces work no more. I used them for steel production but now, when connected to oxygen pipe it says "no recipe" (or something like that)
From the Angel's Smelting changelog:

Code: Select all

- Added early game steel recipe that does not require oxygen (321)
Hanamichi
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Re: [1.0] Sea Block Pack 0.4.10

Post by Hanamichi »

anyone knows if there is a version of Landblock that works in the current Factorio version, the one i finded, is outdated-.. Ugh ;/
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Re: [1.0] Sea Block Pack 0.4.10 BUG

Post by dan1216dan »

There is a bug at the minute that does not let this pack work as when the game loads it detects a loop in the tech tree and the game wont load
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