[MOD 0.15] AAI Industry

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Light
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Re: [MOD 0.15] AAI Industry

Post by Light »

slippycheeze wrote:
Wed Jul 10, 2019 4:21 pm
WkdPanda wrote:
Tue Jul 09, 2019 7:07 pm
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines?

Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam.
Pollution output is much higher, which means more resources spent on biters, to balance that out?
It's actually less pollution now, though the old balance not only had high pollution but it was 50% fuel efficient which is what the tooltip formerly meant by inefficient.

That's no longer the case however, as it's now 95% fuel efficient which makes the burner turbine the superior choice for a smaller footprint (Also no pump or pipes needed) and just a sixth of the pollution at just 5% additional fuel usage.

It needs at minimum an 80% fuel efficiency to balance that out without totally discouraging its use. A lower pollution burner that eats a little more fuel is more appealing for small outposts and backup power systems (A burner accumulator), while the lower efficiency makes it unappealing as the primary source which naturally demands more turbines/fuel to satisfy higher power requirements.

That's how I'd balance it to maintain relevance late game without it being complete trash or overpowered anyhow. Although, that also sounds good for space exploration due to no water usage and being dirt cheap compared to panels, even with a reduced efficiency rate.

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Re: [MOD 0.15] AAI Industry

Post by slippycheeze »

Light wrote:
Thu Jul 11, 2019 9:27 am
slippycheeze wrote:
Wed Jul 10, 2019 4:21 pm
WkdPanda wrote:
Tue Jul 09, 2019 7:07 pm
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines?

Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam.
Pollution output is much higher, which means more resources spent on biters, to balance that out?
It's actually less pollution now, though the old balance not only had high pollution but it was 50% fuel efficient which is what the tooltip formerly meant by inefficient.

That's no longer the case however, as it's now 95% fuel efficient which makes the burner turbine the superior choice for a smaller footprint (Also no pump or pipes needed) and just a sixth of the pollution at just 5% additional fuel usage.

It needs at minimum an 80% fuel efficiency to balance that out without totally discouraging its use. A lower pollution burner that eats a little more fuel is more appealing for small outposts and backup power systems (A burner accumulator), while the lower efficiency makes it unappealing as the primary source which naturally demands more turbines/fuel to satisfy higher power requirements.

That's how I'd balance it to maintain relevance late game without it being complete trash or overpowered anyhow. Although, that also sounds good for space exploration due to no water usage and being dirt cheap compared to panels, even with a reduced efficiency rate.
Welp. I did that math wrong, and I regret my non-burner-turbine life choices way back at the start of this map :) In light of my new understanding, I agree with you entirely.

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Re: [MOD 0.15] AAI Industry

Post by PerryBot455 »

I keep getting an error message reading "Failed to load mod "AAI-Industries": mod aai industries dependency (?) angels refining not matching pattern *[?!] ModName [ModVersion Specifier]. Is there anyway to fix this?

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Re: [MOD 0.15] AAI Industry

Post by MrFactorio »

Hi Earendel,

I discovered a bug:

The spiked concrete walls are indestructable with the tank (and maybe other weapons). YOu can damage it but when it would only withstand one last hit, the wall does not get any more damage. This is very bad in multiplayer.
Maybe you can fix it?

Workflow to test it:
- Start game
- activate cheat
- spawn tank and cannon shells (explosive or normal)
- place some spiked conrete walls (not the normal concrete)
- try to destroy the wall

The rest of your work is superb btw!
Love your vehicles and that you can control them like in an RTS game!!!

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Re: [MOD 0.15] AAI Industry

Post by Proph3t3ss »

Hello mates,

An issue i am encountering when using AAI Industry in conjuction with Pyrawores mod:
Factorio - Error.jpg
Factorio - Error.jpg (59.83 KiB) Viewed 771 times
Any sort of help would be greatly associated.


Best regards,
Dan

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Re: [MOD 0.15] AAI Industry

Post by kingarthur »

Proph3t3ss wrote:
Fri Sep 06, 2019 8:28 pm
Hello mates,

An issue i am encountering when using AAI Industry in conjuction with Pyrawores mod:

Factorio - Error.jpg

Any sort of help would be greatly associated.


Best regards,
Dan
you need pycoaltbaa to fix that and a few other issues. https://mods.factorio.com/mod/PyCoalTBaA.

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Re: [MOD 0.15] AAI Industry

Post by BlueTemplar »

Light wrote:
Thu Jul 11, 2019 9:27 am
slippycheeze wrote:
Wed Jul 10, 2019 4:21 pm
WkdPanda wrote:
Tue Jul 09, 2019 7:07 pm
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines?

Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam.
Pollution output is much higher, which means more resources spent on biters, to balance that out?
It's actually less pollution now, though the old balance not only had high pollution but it was 50% fuel efficient which is what the tooltip formerly meant by inefficient.

That's no longer the case however, as it's now 95% fuel efficient which makes the burner turbine the superior choice for a smaller footprint (Also no pump or pipes needed) and just a sixth of the pollution at just 5% additional fuel usage.

It needs at minimum an 80% fuel efficiency to balance that out without totally discouraging its use. A lower pollution burner that eats a little more fuel is more appealing for small outposts and backup power systems (A burner accumulator), while the lower efficiency makes it unappealing as the primary source which naturally demands more turbines/fuel to satisfy higher power requirements.

That's how I'd balance it to maintain relevance late game without it being complete trash or overpowered anyhow. Although, that also sounds good for space exploration due to no water usage and being dirt cheap compared to panels, even with a reduced efficiency rate.
Yeah, same here, have Burner Turbine Generator and Mining Vehicles really been updated to post-0.17.12 pollution values ?? Or should they emit 60 times what they do now ?

This is quite important, as boilers and miners are what usually tends to pollute the most in bases !

(BTW, I'd prefer to see mods like these to change vanilla boiler efficiency back to its 50% value, like in 0.16 : can't improve on 100% efficiency, unless you want to go over 100%, which is non-physical, and can result in "free energy" infinite loops...)

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Re: [MOD 0.15] AAI Industry

Post by ryonez »

How is the burner turbine generator meant to work? It looks like it just glitches out. It also has no input/outputs.

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Re: [MOD 0.15] AAI Industry

Post by BlueTemplar »

Just directly place a power pole in range and supply it with fuel !

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Re: [MOD 0.15] AAI Industry

Post by Mecejide »

Uranium processing should have electric mining as a prerequisite.

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Re: [MOD 0.15] AAI Industry

Post by alercah »

Burner turbine generator is either bugged or not showing the right tooltip information in 0.18.3: it generates steam, not electricity!

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Re: [MOD 0.15] AAI Industry

Post by mrvn »

alercah wrote:
Sat Feb 01, 2020 10:02 pm
Burner turbine generator is either bugged or not showing the right tooltip information in 0.18.3: it generates steam, not electricity!
No, actually it generates steam and dumps that in a steam engine. You just can't see it.

My guess is the part that is visible is the part generating the steam and the electricity bit is hidden so you get the wrong tooltip.

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Re: [MOD 0.15] AAI Industry

Post by alercah »

Ahh! That must be it!

Now that boilers are supported natively (thanks Bob!), there's no need for this complexity. Hope that can get pulled out!

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