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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.)