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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Feb 11, 2016 10:32 am
by bennybanana
On previous page Nasabot has already mentioned, that gearboxes are confising ... i guess i also dont understand the logic ...
If i remove pums and replace pipes with shafts i will still have temp loss. But if i just keep one gearbox and make a shafts loop from output to input of a gearbox, fill the loop with MF and turn it on the temp will keep increasing all the time. But it does not happen when there several gearboxes in one line ... something seems to be wrong or i aslo dont understand the logic
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Feb 11, 2016 11:41 am
by Fatmice
There is nothing confusing about the gearbox. It has two recipes, one exchanges lubricant, some MF, and some energy for hot MF, while another exchanges water, energy and MF for a bit less hot MF. If you want to use it effectively, you need to setup a loop where a fixed amount of MF remains within the gearboxes. The best way to do this is pipe MF into a tank then loop it back to the gearbox. You need to replenish MF though as the MF that gets looped back will diminish with each cycle. This is a "price" you pay to increase the temperature of the MF. Then you use a pump controlled by a wire on the tank to only activate when the tank has more than a certain amount of MF. If you want to know what MF actually is, then I encourage you to read the historical posts in this thread by me.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Feb 11, 2016 6:03 pm
by bennybanana
So far MF looks like a source of endless power, if you run gearbox with lubricant you can easily get 5 times more Mj then you use to prodice MF( i understand mod still needs a lot of balancing, so it is ok), with water around 1.6 - 2 times more beacause of the MF loss ... at least that what i was able to get, maybe you can get more even with water, but with water my output temp was again lower then input.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Feb 11, 2016 7:36 pm
by Fatmice
You need more retention in pipes so the output fluid-box has a chance to be modified. If the fluid from the output side is completely drained very quickly, then the temperature will drop or fluctuates wildly.
Depending on how you setup the MF, if you feed it correctly, then you can get a perpetual cycle. It is more fun to setup than tiling solars. Using water to generate hot MF is very tight in energy payoff. I don't think it can be perpetual if you use the motors to generate the initial MF and use vanilla steam-engines to generate power.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Feb 11, 2016 9:04 pm
by YuokiTani
Fatmice wrote:You need more retention in pipes so the output fluid-box has a chance to be modified. If the fluid from the output side is completely drained very quickly, then the temperature will drop or fluctuates wildly.
Depending on how you setup the MF, if you feed it correctly, then you can get a perpetual cycle. It is more fun to setup than tiling solars. Using water to generate hot MF is very tight in energy payoff. I don't think it can be perpetual if you use the motors to generate the initial MF and use vanilla steam-engines to generate power.
E-Motors changed in last version, so you need at least 2 gearboxes in line to get a cycle - but at this point you can't take away energy so of course it depends on how you build your setup. in my experiments the setups also reacts very tense to load-changes and stop completly if you run out of MF ... needs after stop also handwork to start again or a automated start-setup.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 13, 2016 10:39 am
by Fatmice
bennybanana wrote:So far MF looks like a source of endless power, if you run gearbox with lubricant you can easily get 5 times more Mj then you use to prodice MF( i understand mod still needs a lot of balancing, so it is ok), with water around 1.6 - 2 times more beacause of the MF loss ... at least that what i was able to get, maybe you can get more even with water, but with water my output temp was again lower then input.
YuokiTani wrote:E-Motors changed in last version, so you need at least 2 gearboxes in line to get a cycle - but at this point you can't take away energy so of course it depends on how you build your setup. in my experiments the setups also reacts very tense to load-changes and stop completly if you run out of MF ... needs after stop also handwork to start again or a automated start-setup.
Here's a perpetual build
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 13, 2016 4:00 pm
by YuokiTani
Fatmice wrote:
Here's a perpetual build
very nice and a good use of the flow-triggers

- power transfer is limited with accumulators
i'am sure most people are 600kW to less and go more greedy

How long do you take to figure this setup out and testing ?
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 13, 2016 10:13 pm
by Fatmice
The one in the picture is 1200KW as I tiled two of them. If you want more, just tile more, kind of like a solar setup that works day/night. It actually is better than a solar setup by a factor of 1.5x. It took me four hours to revise it down to the final build.
This setup is great for outposts if you don't want to drag power out to them. The setup does generate pollution though, so biters might come
If you look carefully, what I setup is essentially a heat exchange.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sun Feb 14, 2016 6:44 am
by bennybanana
Fatmice wrote:
This setup is great for outposts if you don't want to drag power out to them. The setup does generate pollution though, so biters might come
The only problem in your setup is that you need to limit the maximum power output per setup, otherwiswe if you load it too much, you will start loosing temp and fluid, and then the setup will stop working and it will not be so great for your outpost

... so it is better to use 2-3 SS-Turbines, (depends on how many motors you use and if you boost the motors with beacons or not)
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sun Feb 14, 2016 7:36 am
by Fatmice
bennybanana wrote:
The only problem in your setup is that you need to limit the maximum power output per setup, otherwiswe if you load it too much, you will start loosing temp and fluid, and then the setup will stop working and it will not be so great for your outpost

... so it is better to use 2-3 SS-Turbines, (depends on how many motors you use and if you boost the motors with beacons or not)
There is no problem with my setup. You need to pay careful attention to how I wired it. The basic accumulators are for bleeding heat from the system in a controlled manner to limit the energy output. Using SS-Turbine will lower the amount of energy you can get out of the setup so that is why I used Rensuir turbine as it is the most efficient out of all the turbines. Never boost motors with beacons, as you only get net negative cycles. You complained that the gearbox was hard to use so I gave you a working build that is perfect and ready to use.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 27, 2016 8:19 pm
by SKleen75
Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.
Any idea how that happens.
It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.
Got me nearly killed.

Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 27, 2016 9:02 pm
by YuokiTani
SKleen75 wrote:Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.
Any idea how that happens.
It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.
Got me nearly killed.

yes, it's instable since last 2 factorio-updates. i don't know the cure/fix and for me personally i think i should drop this system.
sometimes it helps replace the turbines and if it works (hot mf) build in a flow-trigger to keep the mf-fluid at high level. if it runs dry, it's nearly over ^^.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Feb 27, 2016 11:11 pm
by Fatmice
SKleen75 wrote:Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.
Any idea how that happens.
It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.
Got me nearly killed.

You must not drain the output. Keep it nicely stable or it will fluctuate wildly. The only way to fix it is to decrease the time between fluid-box check. I'll see what I can fiddle with.
YuokiTani wrote:
yes, it's instable since last 2 factorio-updates. i don't know the cure/fix and for me personally i think i should drop this system.
sometimes it helps replace the turbines and if it works (hot mf) build in a flow-trigger to keep the mf-fluid at high level. if it runs dry, it's nearly over ^^.
I think our savior will be 0.13 with its temperature in recipe.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sun Feb 28, 2016 12:21 am
by SKleen75
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sun Feb 28, 2016 12:25 am
by Fatmice
There are designs that do work indefinitely. Use my designs, some where in the other thread (obviously I know the limitations since I wrote the code...kind of unfair but meh =P).
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Mar 12, 2016 4:18 pm
by brab
Fatmice wrote:Here's a perpetual build
I'm trying to reproduce this, and I cannot identify the things that are attached to the flow trigger. I guess they are the pumps, but where can I find them?
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Sat Mar 12, 2016 4:40 pm
by Fatmice
The pumps are a vanilla items. It should be under the logistic tab.
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Fri Mar 18, 2016 5:51 pm
by brab
Fatmice wrote:The pumps are a vanilla items. It should be under the logistic tab.
Of course, sorry! I had not researched that yet.
It took a bit of squinting to finally see how you configured the flow triggers, but I finally saw the green wires between them and the pumps. This is a very nice setup!
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Mar 31, 2016 5:50 pm
by Airat9000

bug what in recipe add to corn?
farm to add to corn seed! what in serch corn seed?
Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)
Posted: Thu Mar 31, 2016 6:17 pm
by Fatmice
There is no bug, there is another recipe to make the first corn seed. Look again.
