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Help with making an oil powered generater
Posted: Wed Sep 17, 2014 10:43 am
by darkrising
Hello, I had this cool idea for a mod which is an oil powered generator. You can either pump heavy oil or convert petroleum to fuel and use that for better efficiency.
The problem is I have no idea where to start, I've been poking around for some reference material but have yet to find anything useful. (I have a basic mod structure and that's about it)
Can anyone point me in the right direction?
Re: Help with making an oil powered generater
Posted: Thu Sep 18, 2014 9:17 am
by darkrising
Okay, so I've been digging about and I found the code for the steam engine entity.
I now have a shell of a mod going but my oil generator is not showing up in-game plus I don't know how to change it so it accepts oil instead of water.
Here's what I have so far:
https://www.darkserver.co.uk/downloads/ ... _0.0.1.zip
Re: Help with making an oil powered generater
Posted: Thu Sep 18, 2014 7:14 pm
by Dysoch
it is currently impossible to set an steam generator to use only 1 type of fluid. It can use every fluid that has an fuel value.
sorry to bring bad news

Re: Help with making an oil powered generater
Posted: Fri Sep 19, 2014 8:07 pm
by darkrising
Dysoch wrote:it is currently impossible to set an steam generator to use only 1 type of fluid. It can use every fluid that has an fuel value.
sorry to bring bad news

Ah okay, what about using 2 other liquids?
Re: Help with making an oil powered generater
Posted: Sat Sep 20, 2014 3:55 pm
by SHiRKiT
Dysoch wrote:it is currently impossible to set an steam generator to use only 1 type of fluid. It can use every fluid that has an fuel value.
sorry to bring bad news

Maybe you can use the control.lua to override this behaviour?
Re: Help with making an oil powered generater
Posted: Sun Sep 21, 2014 4:51 am
by ludsoe
SHiRKiT wrote:Dysoch wrote:it is currently impossible to set an steam generator to use only 1 type of fluid. It can use every fluid that has an fuel value.
sorry to bring bad news

Maybe you can use the control.lua to override this behaviour?
No. We don't have any logic regarding liquids. (Unless we can use standard inventory functions on liquid boxs.)