[0.11.x] Uranium Power

Power generation with atoms.

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merizumo
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Re: [0.11.x] Uranium Power

Post by merizumo »

I have done a good long search for any documentation on the process from beginning to end. I've processed the Hexafluoride as far as i can,(and made a few pellets) but don't know where to go from here.
Looking forward to this mod in its fully fleshed out form one day, I like the realistic feel of the longer process.
Also trying to find a more descriptive and impressive word for Process ...
Fatmice
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Re: [0.11.x] Uranium Power

Post by Fatmice »

Please check my signature for more information.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Nagshell
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Re: [0.11.x] Uranium Power

Post by Nagshell »

So with current build fuel assembly never runs out? I was looking at example map and I saw that reactors have no input other than starting inventory of access points.
If that's the case what to do with excess fuel sticks, as production of depleted ammo is pretty awesome.
Wenihal
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Re: [0.11.x] Uranium Power

Post by Wenihal »

Nagshell wrote:So with current build fuel assembly never runs out?
Read this: https://forums.factorio.com/forum/vie ... 180#p69909

Fatmice is going to implement fuel decay in version 0.7. Many people (including me) really looking forward to this feature :)
Fatmice
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Re: [0.11.x] Uranium Power

Post by Fatmice »

I'm still working on 0.6.0. About 60% of the code is finished, 40% of graphics and animation done. What's been slow is in fact the graphics and animation as Factorio refuses of animate in-animate prototypes :? Had I've known this, it wouldn't be such a hassle. However, now that the code is frozen for the steam-generator, it is hard-press to change prototype and flush-down-the-toilet my lua code so my friend and I have been fiddling and tweaking the prototype to get the animation to work. If all is well, I will release 0.6.0 with the new buildings for the 3by3 reactor late next week. The buildings for the 5by5 reactor will come as a 0.6.x update.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Nanobytez
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Re: [0.11.x] Uranium Power

Post by Nanobytez »

I like it so far, not a big fan of the chemical plants saying they're producing something but end up producing something else. IE Inputting 2.2% and it outputs 1.7% and 2.7% but hovering over the products in the machine just say 2.2%. No idea why.
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Re: [0.11.x] Uranium Power

Post by Fatmice »

It's a known issue and there is not much that can be done about it. You can toggle Alt to see what is output where. The reason you are seeing two of the same products in the chemical plant interface whereas two different ones are being produced has to do with Factorio's internal coding. Thus there is nothing that I can do about it.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Nanobytez
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Re: [0.11.x] Uranium Power

Post by Nanobytez »

Ah. That makes sense then.. Probably by design, but moving the reactors is giving me lots of reactor ports.

EDIT: Guess it helps to actually get the latest version. >.< Ooops lol.
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Re: [0.11.x] Uranium Power

Post by Fatmice »

If you want you can report that as a bug in the official Bug forum and perhaps the devs will look into it. It is some what of a low priority bug since it doesn't really break the game. It can be disorienting.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Fatmice
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Re: [0.11.x] Uranium Power

Post by Fatmice »

I'm locking this thread now. Please use this thread for support.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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