Re: [MOD 0.17] Industrial Revolution
Posted: Sat Dec 07, 2019 6:42 pm
This is the error that last update introduced
No, it doesn't. What the Burner Leech mod does is its own business.
Then why does it only happen with the Watchtower, not with any other entities?Deadlock989 wrote: Sun Dec 08, 2019 5:07 pmNo, it doesn't. What the Burner Leech mod does is its own business.
Why not ? I don't know the detail but a bug in "burner leech" can be trigger only on watchtower that often why there is bug, some strange case you didn't think of.Jorn86 wrote: Sun Dec 08, 2019 5:15 pmThen why does it only happen with the Watchtower, not with any other entities?Deadlock989 wrote: Sun Dec 08, 2019 5:07 pmNo, it doesn't. What the Burner Leech mod does is its own business.
Your edit:Jorn86 wrote: Sun Dec 08, 2019 5:37 pm I'm not sure I can make much of that sentence. If something is unclear, please tell me what and I can elaborate.
Well, it gets weirder. Now, the bug doesn't happen, but Burner Leech also fails to fill entities with fuel from other entities. And I don't think I did anything to cause that change.
I have no clue. Ask the mod's author. It's got nothing to do with IR, which has its own burner leech option in settings (the one Wube introduced in 0.17).Jorn86 wrote: Sun Dec 08, 2019 5:15 pm Then why does it only happen with the Watchtower, not with any other entities?
You're very welcome.Mehve wrote: Sun Dec 08, 2019 6:03 pm Got to say, really loving this mod. Been gone since 0.15, was looking forward to a lot of the refinements since then, but I already ran through the bucket list - multi-rocket/minute launching, DIY balancers, circuit games, etc. Figured I'd give an overhaul mod a try this time around. After recovering from a mild aneurysm brought on by trying to make sense of pymods, I gave this a shot.
Really hits a sweat spot between being more complex and engaging, yet still logically laid out. The miscellaneous parts like rods, tubes, pistons, etc "make sense" for what they're needed for, and the increased complexity gives more weight to each building you create. The progression through ages is nice, but the new units (i.e. burner assemblers, etc) keep things from feeling too restrictive early on. And the miners are absolutely sexy as hell. Seriously, love them.
I think the previous discussion was about the normal washing, there you have a loss of water. Maybe if you combine normal and acid washing you can balance it to be water neutral. Otherwise just dump the water in a hole.BoulderSteve wrote: Fri Nov 29, 2019 11:13 pm I want to start off by saying I love the mod. The amount of thought and work and design talent that went into making this incredible. Thank you VERY much for making this available for us to play.
I'm on my second base and I am getting to late game so I'm starting to implement the acid washing (great idea!) to help with the later game ratios.
I can't seem to get it to work right, however. Any help would be appreciated. Take a look at the setup below. Since all the machines take 1.6 seconds, I'll call that one cycle. To start, the two chemical plants take in a total of 1000 units of water and 200 units of acid, making 1200 units of diluted acid. The next cycle the 12 ore washing plants take in the 1200 units of acid and produce 1200 units of dirty water. Next cycle, the water filtration plants convert that 1200 units of dirty water into 1140 units of clean water. This leaves a net gain of 140 units of water per cycle. The discussion on this so far has talked about the fact that the filtration plants remove liquid from the system, but that only accounts for 60 units of liquid out of the 200 added by the sulfuric acid.
Any hints on how to proceed would be greatly appreciated. I can't see how any circuits can change this basic calculation.
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: Fri Dec 20, 2019 1:48 am I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
Just 10.Stimpatch wrote: Fri Dec 20, 2019 8:57 amThey need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: Fri Dec 20, 2019 1:48 am I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
I dont want more wood. I want help with pollution. And maybe avoid bitter walk easy to my base...Solinya wrote: Fri Dec 20, 2019 10:40 amJust 10.Stimpatch wrote: Fri Dec 20, 2019 8:57 amThey need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: Fri Dec 20, 2019 1:48 am I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
There are plenty of mods that can do that. Just not this one.QWERTY128BITS wrote: Fri Dec 20, 2019 11:18 pmI dont want more wood. I want help with pollution. And maybe avoid bitter walk easy to my base...Solinya wrote: Fri Dec 20, 2019 10:40 amJust 10.Stimpatch wrote: Fri Dec 20, 2019 8:57 amThey need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.QWERTY128BITS wrote: Fri Dec 20, 2019 1:48 am I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?