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Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Nov 12, 2016 11:10 am
by pyanodon
Hello fellow builders, today i bring a preview of the solid separator building, until i find a better name XD

Like the fluids separator i posted few weeks ago, this building will do the same as that one, but with solids, so no pipes in this one which is rare in that mod. That building can process a mix of solids and split them in all their parts. Very very useful when you process soil for example. ;) .

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Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 3:52 am
by StormTAG
I'm finishing up my compatability mod between Coal Processing and Angel's Stuff. Most notably I've added flare recipes for Creoste and Tar. I've also added recipes for breaking Coal Processing Coke (13mj) into 2 Angels Coke (2*6mj) for all the normal reasons you might want to do that. Fueling Iron Smelters for the Angels Refining mod for example.

Any other compatabilities for the current version of the mod that I should add?

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 9:28 am
by pyanodon
StormTAG wrote:I'm finishing up my compatability mod between Coal Processing and Angel's Stuff. Most notably I've added flare recipes for Creoste and Tar. I've also added recipes for breaking Coal Processing Coke (13mj) into 2 Angels Coke (2*6mj) for all the normal reasons you might want to do that. Fueling Iron Smelters for the Angels Refining mod for example.

Any other compatabilities for the current version of the mod that I should add?

Oh thank you. !!! For the current version, no. The current version is a very small now. But the next release, i think you will have several compatibilities to do. The most important may be the convert of angel's methanol and syngas to my methanol/syngas and vice-versa

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 9:30 am
by steinio
Please don't just add converter recipes.
It would be better to set one item to nil and replace all items in the recipes with the other.

Greetings steinio

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 9:42 am
by pyanodon
steinio wrote:Please don't just add converter recipes.
It would be better to set one item to nil and replace all items in the recipes with the other.

Greetings steinio

Thats true. Since begining i knew sooner or later we would reach that point of cross items between some mods. For my help, Nexela used that trick to deal with Bobs mod. StormTAG can use the same.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 9:50 am
by StormTAG
We'll have to see when the time comes which makes the most sense. The balance of the game could be skewed a bit if we do straight replacement without considering how each mod intended for the item to be used. The coke example in version 1 is a good example where a converter recipe makes more sense.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 9:59 am
by pyanodon
StormTAG wrote:We'll have to see when the time comes which makes the most sense. The balance of the game could be skewed a bit if we do straight replacement without considering how each mod intended for the item to be used. The coke example in version 1 is a good example where a converter recipe makes more sense.

Indeed. But for example, syngas and methanol on angel´s mod are intermediate ingredients. In my mod they are fuel for the turbines to generate electricity. To avoid a conversion thing, the trick steinio suggest should work better in this case.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 13, 2016 3:08 pm
by aklesey1
Hi StormTAG, thanks for intersting news about making compatibility
Nice new building pyaonodon - ur mod still grows to new heights? but i'm still waiting for new from Nexela, intersting what he can say about his progress with mod

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Nov 19, 2016 11:32 am
by pyanodon
Greeting fellow builders!

Today another machine in the chromium production wing of this mod. The sand washer. To extract chromium from sand, it must be clean. Also, sand will be used for glass, concrete and few other things too.

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it´s accelerated because there´s modules on it :mrgreen:

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sun Nov 20, 2016 7:22 am
by aklesey1
Ah, you are foxy pyanodon - modules.......... :mrgreen:

Re: [MOD 0.14.x] pY Coal Processing

Posted: Mon Nov 28, 2016 12:19 am
by Northgate
Awesome mod! Keep up the good work. I can't wait to test the next version together with Bobs and Angels. :)

I'm also planning on doing a Let's Play with it once the whole package is finished. :D
Also, sand will be used for glass, concrete and few other things too.
I really like that. Sand for glass is very welcome.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Mon Nov 28, 2016 12:23 am
by pyanodon
Northgate wrote:Awesome mod! Keep up the good work. I can't wait to test the next version together with Bobs and Angels. :)

I'm also planning on doing a Let's Play with it once the whole package is finished. :D
Also, sand will be used for glass, concrete and few other things too.
I really like that. Sand for glass is very welcome.
That would be an amazing thing from you mate! The next release is with beta testers now..we´re very close to release it :D

Re: [MOD 0.14.x] pY Coal Processing

Posted: Mon Nov 28, 2016 5:07 pm
by aklesey1
I can't wait too, this expectation becomes intolerable, probably you have decided to grind ur creation to the sparkling gloss :mrgreen:

Re: [MOD 0.14.x] pY Coal Processing

Posted: Mon Nov 28, 2016 5:37 pm
by pyanodon
aklesey1 wrote:I can't wait too, this expectation becomes intolerable, probably you have decided to grind ur creation to the sparkling gloss :mrgreen:
Haha, nah...just fixing bugs i think. :) the turbine thing is very complex and key of this mod. :)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Dec 03, 2016 11:26 am
by pyanodon
Greeting fellow builders!

Today i bring what i´ve been working all this week. The MK03 combustion turbine, able to burn several fluids with different outputs. That huge building deserves its place because few of them can supply your base if you keep the juice flowing to them. It´s avaliable with blue science.

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Sorry for all that expectation, im waiting news about the coding and beta testing as well as all of you, so im going on with the graphics to make the next releases (after the green tier) taking less time.

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Dec 03, 2016 1:08 pm
by aklesey1
That's amazing :) Why this building is going underground? it seemed to me that it's like geothermal extractor for fissures like in angel mods
And what this building will burn& or it mill mix gases and fluids into any mixture?
Can u show this building in another biomes how it'll look on the grass or another similar biomes? Really interesting to look at that part of the building that is on a joint of the hole leaving under the earth ;)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Dec 03, 2016 1:44 pm
by pyanodon
aklesey1 wrote:That's amazing :) Why this building is going underground? it seemed to me that it's like geothermal extractor for fissures like in angel mods
And what this building will burn& or it mill mix gases and fluids into any mixture?
Can u show this building in another biomes how it'll look on the grass or another similar biomes? Really interesting to look at that part of the building that is on a joint of the hole leaving under the earth ;)

Thanks! Well, we cant grow much up, so i dig it down in the ground. That turbine is very effective, but needs protection, bury it a bit helps with that, since there´s no geothermal plans (yet :mrgreen: ) for this mod. This building as all the other turbines this mod have (MK01 and MK02) can burn some fluids and mixtures to generate electricity. The efficiency, pollution and consumption is variable with the fluid/mix you´re feeding them.

For example, if you put syngas in them, the MK01 turbine will generate 1MW (max), MK02 turbine 2.4MW(max) and this MK03 turbine can reach 5.6MW(max).

But if you put a combustion mixture01(made in the powerhouse) for example, MK01 can generate 1,2MW, MK02=2,7MW and MK03=6.2MW.

and so on... our mod, at start, will bring 10 different fuel types plus the use of vanilla petgas and lightoil. Each one with different efficiencies and pollution levels.


About other biomes, it will always carry that "sand area" near it because limitations and also, the ground was excavated to build the turbine.

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Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Dec 03, 2016 9:53 pm
by Northgate
Looks very nice! Is there a flowchart available that shows all the different fluids which can be used for power generation and show the outputs of each MK as well as their respective power output?

Re: [MOD 0.14.x] pY Coal Processing

Posted: Sat Dec 03, 2016 10:11 pm
by pyanodon
Northgate wrote:Looks very nice! Is there a flowchart available that shows all the different fluids which can be used for power generation and show the outputs of each MK as well as their respective power output?

Sure will have, as soon as we finish the coding part of it. :)

Re: [MOD 0.14.x] pY Coal Processing

Posted: Tue Dec 20, 2016 7:43 pm
by pyanodon
Merry early xmas, i think, fellow builders!


WE really hope here we can deliver that update before new year. Meanwhile, remember all that effort in making syngas, refine it and all...may be good to generated good electricity, but in case you dont wanna burn that precious gas, this 5x5 big bad boy can convert refined syngas and other stuff into very useful ingredients...such as petroleum-gas, sulfuric acid, light oil and more...

Meet the FTS-reactor:

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It will be ready for the blue science tier.