[MOD 0.16] Realistic Reactors

Topics and discussion about specific mods
ownlyme
Fast Inserter
Fast Inserter
Posts: 112
Joined: Thu Dec 21, 2017 8:02 am

Re: [MOD 0.16] Realistic Reactors

Post by ownlyme » Sun Aug 19, 2018 9:00 pm

when you focus on the red dots on the top it seems a bit more blurry.
the old one has also more contrast on the shadows and i think the transition to the substructure looks cooler.
but you fixed clipping on the levers so i added that to the old version.
(i also removed the shadows on the entity graphic and put them into a seperate shadow file for compatibility with the pipe shadows) (and some other small tweaks)
thank you very much, this cooling tower really rocks.
Attachments
cooling-tower-hr.png
cooling-tower-hr.png (101.93 KiB) Viewed 166 times

User avatar
Sigma1
Fast Inserter
Fast Inserter
Posts: 224
Joined: Mon Nov 21, 2016 5:25 pm

Re: [MOD 0.16] Realistic Reactors

Post by Sigma1 » Mon Aug 20, 2018 5:00 pm

That one does look a lot better indeed.

I didn't even remember pipe shadows were a thing...
My mods can be found on my homepage: https://sigma-one.gitlab.io/
They include nuclear and military stuff right now.

ownlyme
Fast Inserter
Fast Inserter
Posts: 112
Joined: Thu Dec 21, 2017 8:02 am

Re: [MOD 0.16] Realistic Reactors

Post by ownlyme » Tue Aug 21, 2018 11:12 am

when shadows are cast by the entity, other shadows darken those shadows additionally.
to fix this, you need to use draw_as_shadow in a seperate layer with the shadow image.. that way shadows won't stack in 99% of the cases.

ownlyme
Fast Inserter
Fast Inserter
Posts: 112
Joined: Thu Dec 21, 2017 8:02 am

Re: [MOD 0.16] Realistic Reactors

Post by ownlyme » Fri Aug 24, 2018 1:25 pm

open alpha
looking for bugs (especially in multiplayer) and feedback (especially to the reactor stats calculation)
Attachments
RealisticReactors_1.1.1.zip
(19.42 MiB) Downloaded 5 times
Last edited by ownlyme on Mon Aug 27, 2018 2:54 pm, edited 3 times in total.

ownlyme
Fast Inserter
Fast Inserter
Posts: 112
Joined: Thu Dec 21, 2017 8:02 am

Re: [MOD 0.16] Realistic Reactors

Post by ownlyme » Fri Aug 24, 2018 1:31 pm

these are my fuel cell curves
breeders have modifiers that reduce efficiency a lot and power a bit.
Attachments
fuel cells new.ods
(127.58 KiB) Downloaded 10 times

RocketManChronicles
Fast Inserter
Fast Inserter
Posts: 142
Joined: Mon Aug 01, 2016 2:38 pm

Re: [MOD 0.16] Realistic Reactors

Post by RocketManChronicles » Thu Sep 13, 2018 1:57 pm

I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks!

User avatar
IngoKnieto
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Mon Oct 03, 2016 9:29 am

Re: [MOD 0.16] Realistic Reactors

Post by IngoKnieto » Sun Sep 16, 2018 8:18 pm

RocketManChronicles wrote:
Thu Sep 13, 2018 1:57 pm
I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks!
The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running state.

RocketManChronicles
Fast Inserter
Fast Inserter
Posts: 142
Joined: Mon Aug 01, 2016 2:38 pm

Re: [MOD 0.16] Realistic Reactors

Post by RocketManChronicles » Mon Sep 17, 2018 12:44 pm

IngoKnieto wrote:
Sun Sep 16, 2018 8:18 pm
RocketManChronicles wrote:
Thu Sep 13, 2018 1:57 pm
I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks!
The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running state.
Ok, that is easy enough to figure out. My follow-up question is concerning the 'four' states you mention in the mod. I am assuming each 'state' is by how many neighbors each reactor has, similar to the vanilla reactors. State 1 is without any neighbors just a standalone reactor; State 2 is when you have two connected; State 3 is when three are connected (are all three considered to have two neighbors?); and State 4 is when you have four or more reactors connected (again, are all considered to have three neighbors?).

For example, with vanilla reactors, if I have four in a 2x2 configuration, they each have two neighbors. But with your mod's description, if I have four reactors (connected together in any pattern), they will all have three neighbors. Am I understanding that correctly?

User avatar
IngoKnieto
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Mon Oct 03, 2016 9:29 am

Re: [MOD 0.16] Realistic Reactors

Post by IngoKnieto » Mon Sep 17, 2018 4:40 pm

RocketManChronicles wrote:
Mon Sep 17, 2018 12:44 pm
IngoKnieto wrote:
Sun Sep 16, 2018 8:18 pm
RocketManChronicles wrote:
Thu Sep 13, 2018 1:57 pm
I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks!
The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running state.
Ok, that is easy enough to figure out. My follow-up question is concerning the 'four' states you mention in the mod. I am assuming each 'state' is by how many neighbors each reactor has, similar to the vanilla reactors. State 1 is without any neighbors just a standalone reactor; State 2 is when you have two connected; State 3 is when three are connected (are all three considered to have two neighbors?); and State 4 is when you have four or more reactors connected (again, are all considered to have three neighbors?).

For example, with vanilla reactors, if I have four in a 2x2 configuration, they each have two neighbors. But with your mod's description, if I have four reactors (connected together in any pattern), they will all have three neighbors. Am I understanding that correctly?
Yes, that's correct - although state may be the wrong term, the reactor state is for example "stopped", "running", etc., this is called the bonus level. You can see the current level in the corresponding signal.

Btw. we are planning to publish a complete overhaul of this mod this week, if you can wait a few days you'll have a totally different experience building you nuclear plant...

RocketManChronicles
Fast Inserter
Fast Inserter
Posts: 142
Joined: Mon Aug 01, 2016 2:38 pm

Re: [MOD 0.16] Realistic Reactors

Post by RocketManChronicles » Mon Sep 17, 2018 4:50 pm

IngoKnieto wrote:
Mon Sep 17, 2018 4:40 pm
RocketManChronicles wrote:
Mon Sep 17, 2018 12:44 pm
IngoKnieto wrote:
Sun Sep 16, 2018 8:18 pm
RocketManChronicles wrote:
Thu Sep 13, 2018 1:57 pm
I am about to unlock nuclear in my current playthrough. What are the mechanics for the reactors to be considered "neighbors" for the bonus power? How are they considered to be connected? Thanks!
The neighbour bonus is applied, if you have connected them by heat pipes, and they are in the running state.
Ok, that is easy enough to figure out. My follow-up question is concerning the 'four' states you mention in the mod. I am assuming each 'state' is by how many neighbors each reactor has, similar to the vanilla reactors. State 1 is without any neighbors just a standalone reactor; State 2 is when you have two connected; State 3 is when three are connected (are all three considered to have two neighbors?); and State 4 is when you have four or more reactors connected (again, are all considered to have three neighbors?).

For example, with vanilla reactors, if I have four in a 2x2 configuration, they each have two neighbors. But with your mod's description, if I have four reactors (connected together in any pattern), they will all have three neighbors. Am I understanding that correctly?
Yes, that's correct - although state may be the wrong term, the reactor state is for example "stopped", "running", etc., this is called the bonus level. You can see the current level in the corresponding signal.

Btw. we are planning to publish a complete overhaul of this mod this week, if you can wait a few days you'll have a totally different experience building you nuclear plant...
That sounds very exciting! I can wait; I haven't researched Nuclear Power just yet, trying to cover a few others.

BTW, if interested, my current playthrough is Deathworld Marathon with RSO Railworld resources.

Post Reply

Return to “Mods”