[Mod 1.1] Factorio Bitumen 3.1.1

Topics and discussion about specific mods
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Shenpen »

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Bobs mods compatibilities are qued up...
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Adamo »

Shenpen wrote: Fri Aug 02, 2019 8:04 pm What I need to figure out is how to make an alternative recipe for asphalt (using tar) active in case your mod is loaded and then put a soft dependency to the mod.
Did you figure out how to do this? I have a method that's worked well in my mods if you would like a code snippet.
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Shenpen »

Adamo wrote: Thu Aug 08, 2019 4:27 pm
Shenpen wrote: Fri Aug 02, 2019 8:04 pm What I need to figure out is how to make an alternative recipe for asphalt (using tar) active in case your mod is loaded and then put a soft dependency to the mod.
Did you figure out how to do this? I have a method that's worked well in my mods if you would like a code snippet.
No. I can make it work with Bobs' installed, but it then errors when trying to load, while Bobs' is not present.
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Re: [Mod 0.17.54] Factorio Bitumen

Post by slippycheeze »

Shenpen wrote: Mon Aug 12, 2019 10:50 am
Adamo wrote: Thu Aug 08, 2019 4:27 pm
Shenpen wrote: Fri Aug 02, 2019 8:04 pm What I need to figure out is how to make an alternative recipe for asphalt (using tar) active in case your mod is loaded and then put a soft dependency to the mod.
Did you figure out how to do this? I have a method that's worked well in my mods if you would like a code snippet.
No. I can make it work with Bobs' installed, but it then errors when trying to load, while Bobs' is not present.
data.lua

Code: Select all

if mods["modname"] then
   -- use their recipe now.
end
control.lua

Code: Select all

if game.active_mods["modname"] then
  -- do something because mod is present
end
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Adamo »

slippycheeze wrote: Tue Aug 13, 2019 4:51 pm
Shenpen wrote: Mon Aug 12, 2019 10:50 am
Ahh, thanks for the reminder that I meant to come back to this.

I'm not totally clear on what you want to do, Shenpen, but I take a slightly different approach than what slippycheeze does.

First set the asphalt thing to be an optional mod prereq. Then I would simply do this test, in data-updates.lua or data-final-fixes.lua. Fix the names with the relevant names,

Code: Select all

if data.raw.recipe["other-mod-asphalt"] then
    new_ingred_table = {{"bitumen-asphalt-name", number}, ...other ingredients... }
    new_recipe_table = etc.
    data,raw.recipe["other-mod-asphalt"].ingredients = new_ingred_table
    data.raw.recipe["bitumen-asphalt-recipe"] = new_recipe_table
end
So in a simple case that would change the other guy's recipe. Just be sure he isn't changing it back in his mod at some later data stage. But instead of doing this directly for each recipe, a function might be helpful.

I'm going to write you a function... OK, done.

Code: Select all

replace_in_recipe_io = function(
	recipe,
	old_name,
	new_name,
	amount_mult
)
	if type(recipe) == "string" then
		recipe = data.raw.recipe[recipe]
	end
	if not recipe 
	or not (type(recipe) == "table")
	or not recipe.type
	or not (recipe.type == "recipe") then
		return false
	end
	if amount_mult == nil 
	or type(amount_mult) ~= "number" then
		amount_mult = 1
	end
	if recipe.result then
		if recipe.result == old_name then
			recipe.result = new_name
			recipe.result_count = math.floor(
				(recipe.result_count or 1)
				* amount_mult
			)
		end
	end
	if recipe.normal and recipe.normal.result then
		if recipe.normal.result == old_name then
			recipe.normal.result = new_name
			recipe.normal.result_count = math.floor(
				(recipe.normal.result_count or 1)
				* amount_mult
			)
		end
	end
	if recipe.expensive and recipe.expensive.result then
		if recipe.expensive.result == old_name then
			recipe.expensive.result = new_name
			recipe.expensive.result_count = math.floor(
				(recipe.expensive.result_count or 1)
				* amount_mult
			)
		end
	end
	for _,ingredient in pairs(recipe.ingredients or {}) do
		if ingredient.name == old_name then
			ingredient.name = new_name
			ingredient.amount = math.ceil(
				(ingredient.amount or ingredient[2] or 1)
				* amount_mult
			)
			ingredient[2] = nil
		end
		if ingredient[1] == old_name then
			ingredient[1] = new_name
			ingredient[2] = math.ceil(
				(ingredient[2] or ingredient.amount or 1)
				* amount_mult
			)
			ingredient.amount = nil
		end
		if ingredient.name == nil
		and ingredient[1] == nil then
			ingredient = nil
		end
	end
	if recipe.normal then
		for _,ingredient
		in pairs(recipe.normal.ingredients or {}) do
			if ingredient.name == old_name then
				ingredient.name = new_name
				ingredient.amount = math.ceil(
					(ingredient.amount or ingredient[2] or 1)
					* amount_mult
				)
				ingredient[2] = nil
			end
			if ingredient[1] == old_name then
				ingredient[1] = new_name
				ingredient[2] = math.ceil(
					(ingredient[2] or ingredient.amount or 1)
					* amount_mult
				)
				ingredient.amount = nil
			end
			if ingredient.name == nil
			and ingredient[1] == nil then
				ingredient = nil
			end
		end
	end
	if recipe.expensive then
		for _,ingredient
		in pairs(recipe.expensive.ingredients or {}) do
			if ingredient.name == old_name then
				ingredient.name = new_name
				ingredient.amount = math.ceil(
					(ingredient.amount or ingredient[2] or 1)
					* amount_mult
				)
				ingredient[2] = nil
			end
			if ingredient[1] == old_name then
				ingredient[1] = new_name
				ingredient[2] = math.ceil(
					(ingredient[2] or ingredient.amount or 1)
					* amount_mult
				)
				ingredient.amount = nil
			end
			if ingredient.name == nil
			and ingredient[1] == nil then
				ingredient = nil
			end
		end
	end
	for _,result in pairs(recipe.results or {}) do
		if result.name == old_name then
			result.name = new_name
			result.amount = math.floor(
				(result.amount or result[2] or 1)
				* amount_mult
			)
		end
		if result[1] == old_name then
			result[1] = new_name
			result[2] = math.floor(
				(result[2] or result.amount or 1)
				* amount_mult
			)
			result.amount = nil
		end
		if result.name == nil
		and result[1] == nil then
			result = nil
		end
	end
	if recipe.normal then
		for _,result in pairs(recipe.normal.results or {}) do
			if result.name == old_name then
				result.name = new_name
				result.amount = math.floor(
					(result.amount or result[2] or 1)
					* amount_mult
				)
			end
			if result[1] == old_name then
				result[1] = new_name
				result[2] = math.floor(
					(result[2] or result.amount or 1)
					* amount_mult
				)
				result.amount = nil
			end
			if result.name == nil
			and result[1] == nil then
				result = nil
			end
		end
	end
	if recipe.expensive then
		for _,result
		in pairs(recipe.expensive.results or {}) do
			if result.name == old_name then
				result.name = new_name
				result.amount = math.floor(
					(result.amount or result[2] or 1)
					* amount_mult
				)
			end
			if result[1] == old_name then
				result[1] = new_name
				result[2] = math.floor(
					(result[2] or result.amount or 1)
					* amount_mult
				)
				result.amount = nil
			end
			if result.name == nil
			and result[1] == nil then
				result = nil
			end
		end
	end
end
If you have any problems, it's only because of some typo, which I will fix if you tell me or if I find a problem with it when I use it down the road. All of the important bases should be covered. This function will take a recipe and replace any ingredients or results called old_name with new_name and multiply the input or output number by amount_mult (rounding down for results, up for ingredients). I have a similar thing for injecting new recipes into techs, if you want that. So just combine the if statements we included above and the use of this function, like

Code: Select all

if data.raw.recipe["other-mod-asphalt"] then
    replace_in_recipe_io(data.raw.recipe["other-mod-asphalt"],"other-mod-asphalt-item","bitumen-asphalt",0.5)
end
to replace the other mod's asphalt with yours and decrease the amount of asphalt used by half. Remember to do it in data-updates.lua or data-final-fixes.lua, whichever is required to be sure you're making your changes AFTER the other mod (or any mod that modifies it) makes any final changes.

If what you're trying to do is take their item as an ingredient to your recipe, then put in data-updates.lua something like,

Code: Select all

if data.raw.item["other-mod-asphalt-precusor-item"] then
    replace_in_recipe_io(data.raw.recipe["bitumen-asphalt"],"bitumen-asphalt-precursor-item","other-mod-asphalt-precursor-item")
end
Since no amount_mult was specified, it'll just leave the ingredient amount the same as the original recipe.
Last edited by Adamo on Wed Aug 28, 2019 9:17 am, edited 1 time in total.
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Shenpen »

First up: Thank you both for suggestions!

I will take a closer look, when I can.
Im a bit pressed for time, but this is next on my list.
shalerock-dl.png
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Last edited by Shenpen on Mon Dec 28, 2020 2:05 pm, edited 1 time in total.
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Re: [Mod 0.17.54] Factorio Bitumen

Post by Shenpen »

Update to-do:
From above:





From note:

Uknown key:

leaf-cooker.dl
technology name



From testing of high pressure / stacked items:





From play testing:

Tar cracking:
Steam + Tar = bitumen + heavy oil + light oil

Coal pyrolysis:
fuel + coal = phenol + coke

Phenolic Plastic:
wood pulp + phenol = bakelite
https://www.sciencedirect.com/topics/en ... -pyrolysis
https://www.evernote.com/l/AR91tQuVJEZM ... GxiMN8umM/


Pulper machine:
http://www.paperpulpermachine.com/news/ ... finer.html

High pressure names (unknown recepy)
Last edited by Shenpen on Wed Jan 27, 2021 3:31 pm, edited 1 time in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Pics:

Polymer production with nickel catalysts.
https://youtu.be/U-eCXeFwTgY?list=PLidq ... kKqtwrKl8W
Polymer production with nickel catalysts.png
Polymer production with nickel catalysts.png (1.6 MiB) Viewed 5070 times
tarsands2.png
tarsands2.png (2.81 MiB) Viewed 5032 times
Last edited by Shenpen on Fri Dec 25, 2020 1:52 pm, edited 1 time in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Phenol plastic production:
phenol-plastic.png
phenol-plastic.png (3.43 MiB) Viewed 5023 times
Yellowcake processing.png
Yellowcake processing.png (1.97 MiB) Viewed 4950 times
Last edited by Shenpen on Thu Dec 24, 2020 7:55 am, edited 1 time in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Billbos suggestion:

Code: Select all

if mods["angelspetrochem"] then  -- detected angels petrochem
    update_recipes("my-ethylene", "angles-ethylene")
end


Create a file called utils.lua with contents somthing like this

code:

local Util = {}

function Util.update_recipes(original_item, replacement_item)
  -- code
end

return Util


Then in your data-updates.lua
[3:28 PM]
local Util = require("utils")



data.raw.recipe["ethylene-dl"].results[2].name = "angles-ethylene-gas"
data.raw.recipe["ethylene-dl"].main_product = "angles-ethylene-gas"

Also: viewtopic.php?f=25&t=81965&p=482945&hil ... ty#p482945
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Outstanding to-do:

compatibility

pressurized recipes

stacked recipes

yellowcake

"introduction of technology": put them into the "tips" at some point too!

Specialized assemblers

Specialized metal extraction plants

Better fertilized tree production

Ion-exchange resin (purification yellowcake)

methanol + silver cat. -> formaldehyde Methanal

Flexicoking
Flexigas
https://www.exxonmobilchemical.com/en/l ... o_softsubs
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Flexicoking
Based on fluid coking
Non catalytic
Steam cracking
Tablesalt size granual coke feed

Feedstock:
Heavy
Residuals
Bitumen
Asphalt
Tar
Steam cracker tar
Waste water sludge


Output:
Flexigas
Feedstock for olefins and aromatics

Looking for information material that strikes the right kind of balance between accuracy and simplicity regarding flexicoking.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

FLUID COKING

1. Fluid coking is a continuous fluid bed technology.  It thermally converts heavy hydrocarbons such as vacuum residuum, atmospheric residuum, oil sands bitumen, heavy whole crudes, deasphalter bottoms, or FCC bottoms to lighter products. 

2. Fluid Coking is currently used commercially in refineries for deep conversion and as the resource to upgrade heavy oils/bitumens.

3. FLUID COKING
Fluid coking uses two vessels.  A reactor and a burner.  Both the reactor vessel and burner vessel contain fluidized beds with coke particles circulating between the two vessel by fluidized solids techniques.  Coke particles are circulated to transfer heat to the reactor.  The residuum is cooled by distributing it as a thin film of liquid on the outside of the hot coke particles.

4. Fluid coking process
fluid-coking-4-638.jpg
fluid-coking-4-638.jpg (56.13 KiB) Viewed 4900 times

5. PROCESS DESCRIPTION
Heated by the produced coke
Cracking reactions occur inside the heater and the fluidized-bed reactor.
The fluid coke is partially formed in the heater.  Hot coke slurry from the heater is recycled to the fluid reactor to provide the heat required for the cracking reactions.
Fluid coke is formed by spraying the hot feed on the already-formed coke particles.
Reactor temperature is about 520°C, and the conversion into coke is immediate, with complete disorientation of the crystallites of product coke.
The burning process in fluid coking tends to concentrate the metals, but it does not reduce the sulfur content of the coke.

6. Characteristics of fluid coke:
High sulfur content,
Low volatility, poor crystalline structure, and low grindability index.
Flexicoking, integrates fluid coking with coke gasification.
Most of the coke is gasified. Flexicoking gasification produces a substantial concentration of the metals in the coke product.

7. Flexicoking:
Flexicoking process integrates conventional fluid coking with coke gasification process for upgrading heavy resids.
The gasification is effected by the addition of air and steam to a fluidized solids vessels.
The gaseous products are subsequently treated to produce a clean fuel gas.

8. Process description:
Conventional flexicoking process. Dual gasification flexicoking process.

9. Conventional flexicoking
In the simplified flexicoking process residuum feed is injected into the reactor where it is thermally cracked to a full range of vaporized products plus coke, which is deposited on the fluidized coke particles.
The heavier fractions are condensed in the scrubber and are normally recycled back to the coking reactor.
The lighter fractions proceeds overhead from the scrubber to a conventional fractionator.

10. The heat required for the endothermic reaction in the reactor is supplied by a circulating hot- coke stream from the heater. In the gasifier, oxygen which enters at the bottom of the bed can react in two ways.
If it reaches a coke particles, it reacts to produce a mixture of CO and CO2.
Secondly, oxygen can react in the void space between particles with the CO which has been formed to produce more CO2.
Throughout most of the bed, the slow reaction are dominant.

11. Figure: Convection flexicoking process.
fluid-coking-11-638.jpg
fluid-coking-11-638.jpg (54.09 KiB) Viewed 4900 times
12. Dual gasification flexicoking In the air gasifier, coke is burned with air to provide heat of reaction for the reactor. The steam gasifier with resulting production of low heating value coke gas. In the steam gasifier, a H2/CO rich synthesis gas is produced which can either be water gas shifted for H2 manufacture or used as a synthesis gas. The synthesis gas produced in dual gasification flaxicoking can be used in a variety of ways, including manufacture of

13. Coke is circulated to the air gasifier where it is burned with air to form CO2. Hot coke is also circulated to the steam gasifier where the gasification of carbon with steam to form CO and H2 is one of the predominant reactions taking place. As the result of the steam gasification, all of the components necessary for water gas shift reaction are present, and at the condition of the steam gasifier this reaction is at equilibrium. Since the water gas shift reaction produces some CO2, gasification of coke with this

14. Synthesis Gas Coke Gas Steam Figure: Dual gasification flexicoking process. Steam Heate r Reacto r Air Gasifie r Steanm Gasifier Coke Fines Removal Sulphur Removel Sulphur Resi Feed Recycle Feed Scrubber Reactio n Product s Purge Coke Air Coke Fines
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Peat
Comp 3 02.png
Comp 3 02.png (338.83 KiB) Viewed 4874 times
Progressive stamping die
Comp 9 05flipped.png
Comp 9 05flipped.png (454.66 KiB) Viewed 4878 times
Pressure gauge
Comp 10 01.png
Comp 10 01.png (172.74 KiB) Viewed 4878 times
Lapping tool
Comp 11 03.png
Comp 11 03.png (317.72 KiB) Viewed 4877 times
Tungsten raw
Comp 2 01.png
Comp 2 01.png (274.54 KiB) Viewed 4876 times
Tungsten carbide inserts
Comp 4 01.png
Comp 4 01.png (270.86 KiB) Viewed 4876 times

Injection mold
Comp 7 01.png
Comp 7 01.png (331.51 KiB) Viewed 4875 times
Sufur
Comp 1 01.png
Comp 1 01.png (315.72 KiB) Viewed 4873 times
Diamond abrasive paste
(shaddowed version)
Comp 13 01.png
Comp 13 01.png (164.46 KiB) Viewed 4786 times
Stepper motor
Comp 16 01.png
Comp 16 01.png (332.9 KiB) Viewed 4870 times
Last edited by Shenpen on Sun Dec 27, 2020 12:48 am, edited 2 times in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Axle
Comp 8 01.png
Comp 8 01.png (309.99 KiB) Viewed 4865 times
Solenoid
(shaddowed)
Comp 15 01.png
Comp 15 01.png (201.18 KiB) Viewed 4784 times
Digital controller
Comp 17 01.png
Comp 17 01.png (325.15 KiB) Viewed 4862 times
On belt
tooling items.png
tooling items.png (1.43 MiB) Viewed 4853 times
Last edited by Shenpen on Sun Dec 27, 2020 12:50 am, edited 1 time in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Tungsten
wolframite (iron–manganese tungstate (Fe,Mn)WO4, which is a solid solution of the two minerals ferberite FeWO4, and hübnerite MnWO4

Wolframite Extration:
Sandsludge

Results:
Woframite


Ammonium paratungstate:
Woframite
Sulfuric acid

Results:
Ammonium paratungstate
Iron
Manganese
Ammonium-paratungstate-dl-128.png
Ammonium-paratungstate-dl-128.png (24.34 KiB) Viewed 4836 times

Tungsten trioxide smelting:
Ammonium paratungstate
Fuel

Result:
Tungsten trioxide
tungsten-trioxide-dl-128.png
tungsten-trioxide-dl-128.png (25.61 KiB) Viewed 4835 times
Tungsten:
Hydrogen
Tungsten trioxide
Reults:
Tungsten
tungsten-dl-128.png
tungsten-dl-128.png (26.38 KiB) Viewed 4838 times
Tungsen Sintering:
Reacting tungsten (hexachloride) with hydrogen (as a reducing agent) and methane (as the source of carbon) at 670 °C (1,238 °F)
Tungsten powder
Hydrogen
Methane gas

Results:
Tungsten carbide inserts
tungsten-carbide-inserts-dl-128.png
tungsten-carbide-inserts-dl-128.png (25.74 KiB) Viewed 4838 times

Mini-lathe:
Steel
Steel bearings
Iron gearwheels
Tungsten carbide inserts
Electric engine


Lapping tool:
Copper plates
Lathe
Diamond abrasive paste
Blue circuits

lapping-tool-dl-128.png
lapping-tool-dl-128.png (24.51 KiB) Viewed 4837 times

Precision grinding station:
Part 1:
Electric engine
Steel plates
Red circuits

Part 2:
Iron plates
Blue circuits
Assembling machine 3


Tooling station (6 items):
Lapping tool
Pressision grinding station
Lathe


Item list:
Lathe
Wolframite
Ammonium paratungstate
Last edited by Shenpen on Sat Dec 26, 2020 11:07 am, edited 1 time in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Crushed coal
crushed-coal-dl-128.png
crushed-coal-dl-128.png (24.02 KiB) Viewed 4834 times

Carbon powder
carbon-powder-dl-128.png
carbon-powder-dl-128.png (23.18 KiB) Viewed 4834 times
Lathe
lathe-dl-128.png
lathe-dl-128.png (24.7 KiB) Viewed 4829 times
Chest
chest.png
chest.png (36.4 KiB) Viewed 4820 times



Mipped peat
Mipped Comp 1 01.png
Mipped Comp 1 01.png (10.16 KiB) Viewed 4817 times
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Mip engine:

Feed: 128
Name: copy from feed to comp
Save to mip

Item declare:
icon_size = 64, icon_mipmaps = 4,


Remove all but 128!
Archive all 128s.
Run mip engine on all
Use: Replace footage!!!!!
Save to copy of 128-set!
Overwrite
Delete dupes

Test:
Test with 1.1 is ok!

Base beacon:

beacon.png
beacon.png (12.53 KiB) Viewed 4800 times


Lathe:
lathe-dl-128.png
lathe-dl-128.png (10.41 KiB) Viewed 4809 times







Mipmapping engine [After Effects]

To avoid tedious work in updating a large number of icons I used a composition with recursive use of the same *.png file.

The composition makes use of the same layout as vanila mipmapped icons with versions going from larger (left) to smaller (right).

I used a 128x128 version for the largest and
"Feedstock" is thus a 128x128 icon.

Use:

Is defined in After Effects CS4

Feeding a new icon is done by "replace footage" (click on png-file and CTR-H) for option to select replacement file.

Output is effected by selecting the main composition and then File/Export/Image sequence
This will export the "video" as a set of images. As this composition is 1 sec and has a framerate of 1/sec. it will export 1 image.

Accept png as format and choose name for icon (i.e. "advanced-chemical-plant.png").
Save.
Repeat for all files.

You can easily make a 64x64 version by removing the 128x128 composition and shaving 128px off of the main composition.

Produce:
lathe-dl-128b 01.png
lathe-dl-128b 01.png (34.57 KiB) Viewed 4803 times

In recipes or item definitions you then declare:
icon_size = 128, icon_mipmaps = 5,
or
icon_size = 64, icon_mipmaps =4,
if you chopped off the 128.

Zipped mipmaps.aep (After Effects Project for CS4)
Mipmaps.zip
(13.77 KiB) Downloaded 97 times
Last edited by Shenpen on Mon Dec 28, 2020 12:13 am, edited 1 time in total.
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Shenpen
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

Alternative Ammonium paratungstate
Comp 27 03.png
Comp 27 03.png (290.66 KiB) Viewed 4779 times
Alternative tungsten oxide
Comp 22d 06.png
Comp 22d 06.png (288.82 KiB) Viewed 4779 times
Alternative sulfur
Comp 30 01.png
Comp 30 01.png (337.12 KiB) Viewed 4779 times
Lathe waste aka scrap iron
Comp 29 01.png
Comp 29 01.png (321.38 KiB) Viewed 4779 times
Diamond powder
Comp 31 01.png
Comp 31 01.png (363.35 KiB) Viewed 4776 times
4 axis lathe
Comp 32 01.png
Comp 32 01.png (338.09 KiB) Viewed 4774 times
Alternative 4x
Comp 32b 01.png
Comp 32b 01.png (335.66 KiB) Viewed 4765 times
Axles alternative
Comp 35b 01.png
Comp 35b 01.png (325.87 KiB) Viewed 4740 times
Enigine unit alternative
Comp 34 01.png
Comp 34 01.png (339.25 KiB) Viewed 4740 times
Last edited by Shenpen on Mon Dec 28, 2020 3:41 pm, edited 2 times in total.
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Re: [Mod 1.1] Factorio Bitumen

Post by Shenpen »

To-do:

scrap-iron integration!

Always show where tiz made...
https://wiki.factorio.com/Prototype/Recipe


sands graphics correction

nickel solution: ressource def.

tungsten solution: ressource def.

diamond solution: ressource def.

recipes for am5 level (specbased am6)

recipes for am6 level products (vanila)

science hide in levels:

am4
lathe
produce:
all precursers (tooling items)


am5
produce:
molds
dies
4xlathe

am6

produce:
am6-a
am6-b
am6-c
am6-d
am6-e
am6-f

Phenol based plastic (bakelite) production
Coal to phenol + coke
Wood to woodchips
woodchips to ash + charcoal
charcoal to activated coal
activated coal based purified water
woodchips to woodpulp
woodpulp + phenol to bakelite
phenol_based_plastic2.png
phenol_based_plastic2.png (2.28 MiB) Viewed 4667 times
Hitchhikers Guide:
"Silver is also produced during the electrolytic refining of copper and by application of the Parkes process on lead metal obtained from lead ores that contain small amounts of silver. Commercial grade fine silver is at least 99.9 percent pure silver and purities greater than 99.999 percent are available."
Last edited by Shenpen on Thu Jan 28, 2021 11:31 am, edited 5 times in total.
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