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Zetsubou-san posted:someone with more modding know-how to answer this: Artifacts are the ingredients for a recipe which yields a Reactor Fuel Tablet (or whatever) that is consumed by the Not A Giant Pile Of Personal Fusion Reactors structure, which generates electricity.
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# ? Jul 16, 2016 03:42 |
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# ? May 11, 2024 14:20 |
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How's that for timing. I refreshed the Factorio mods site and Gotlag posted a new one... First download
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# ? Jul 16, 2016 17:22 |
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Can that be installed in a game with Rail Tanker currently running without going fubar?
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# ? Jul 16, 2016 17:26 |
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It does nothing that Rail Tanker doesn't, with the exception that tank wagons can be (un)loaded when stopped for signals, not just at stations. I made it partly for fun and partly because Rail Tanker's code is old as poo poo and so doesn't take advantage of 0.13 features. The biggest example of this is the unit numbers that 0.13 makes accessible - now entities like buildings and units have a unique ID number, perfect for using as a key in a table. Rail Tanker used an array containing pairs of entity references; to get a reference to a particular storage tank it had to iterate over the array and compare the stored wagon entity to the one it was trying to find the tank for. Catts posted:Can that be installed in a game with Rail Tanker currently running without going fubar? Entirely compatible. They share no recipes, items, or technologies and happily coexist.
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# ? Jul 16, 2016 17:38 |
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Is it possible to make a mod that applies a module effect (ie +Speed or +Productivity) to all buildings? Via research The wiki appears out of date (or at least not up to .13) and I have a real hard time sussing out how to make a mod wholesale. If I could get like a lazy single-tech version, I could probably backengineer it from there. Evilreaver fucked around with this message at 18:41 on Jul 16, 2016 |
# ? Jul 16, 2016 18:36 |
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At least rail tanker transmits the contents of the wagon to the train, so until full a d until empty conditions still work. I assume the gotlag one does as well?
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# ? Jul 16, 2016 18:46 |
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Nope. I find Rail Tanker's method unappealing, so I don't support it. I am investigating alternatives but in the meantime circuit conditions are quite effective.
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# ? Jul 17, 2016 01:38 |
I hope they add another level to train conditions. I have a train that drops fuel off at various stops to keep the other trains topped up. It uses circuit conditions and a very large circuit network to wait at the pickup stop until total fuel in the network drops below a threshold. It would be really cool if I could somehow decide which station to go to based on a condition. As it stands once the inventory dips below the threshold, it starts the long loop stopping everywhere.
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# ? Jul 17, 2016 04:32 |
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Mr. Powers posted:I hope they add another level to train conditions. I have a train that drops fuel off at various stops to keep the other trains topped up. It uses circuit conditions and a very large circuit network to wait at the pickup stop until total fuel in the network drops below a threshold. It would be really cool if I could somehow decide which station to go to based on a condition. As it stands once the inventory dips below the threshold, it starts the long loop stopping everywhere. I'm hoping someone adds a mod like radio links to make outpost reporting a bit easier than stringing 20 million wires.
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# ? Jul 17, 2016 15:59 |
Ratzap posted:I'm hoping someone adds a mod like radio links to make outpost reporting a bit easier than stringing 20 million wires. Oh, yeah, that too. I'm currently not going far. I'm experimenting with factory outposts. I've got two ore processors for copper and iron and two drop-offs for my initial base, and I'm building a large circuit factory at the moment. This is just for funsies.
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# ? Jul 17, 2016 16:19 |
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Ratzap posted:I'm hoping someone adds a mod like radio links to make outpost reporting a bit easier than stringing 20 million wires. Might as well make that my next project.
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# ? Jul 17, 2016 16:35 |
GotLag posted:Might as well make that my next project. You should have multiple channels if you do it. For example, you can put all your outposts on channel 1, and use channel 2-4 for other things.
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# ? Jul 17, 2016 16:45 |
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Yeah I was thinking along the lines of whatever Minecraft mod it was. Place a transceiver structure, choose its channel, it shares circuit state with any towers on the same channel.
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# ? Jul 17, 2016 16:55 |
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That sounds like a mod that could make it into the main game a la Landfill, to be honest.
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# ? Jul 17, 2016 18:05 |
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Probably with a distance limitation like logistics networks to avoid being over powered. It would also be cool if your player had to be within range to get things like radar info and logistics counts.
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# ? Jul 17, 2016 18:15 |
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KillHour posted:Probably with a distance limitation like logistics networks to avoid being over powered. It would also be cool if your player had to be within range to get things like radar info and logistics counts. Perhaps putting up a satellite would remove the limitation. That's what satellites are for, after all.
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# ? Jul 17, 2016 18:37 |
KillHour posted:Probably with a distance limitation like logistics networks to avoid being over powered. It would also be cool if your player had to be within range to get things like radar info and logistics counts. You could select between UHF and EHF towers, and EHF towers only work if you have an EHF satalite for every (two?, three?) tower, but they have unlimited range.
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# ? Jul 17, 2016 18:56 |
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GotLag posted:Might as well make that my next project. Please do, I posted several suggestions about it on the game forums over the last 8 or 9 months but no takers. Ideal would be multiple channels so you could have one per outpost or all the iron on one etc. A refinement might be defining constrained sets of signals to be transmitted (which would also cut down on the processing requirements). Range restrictions perhaps with researched upgrades?
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# ? Jul 17, 2016 21:00 |
I don't think a very long or unlimited range would be overpowered. It's not a resource sink to run green wires to outposts, it's just a pain in the rear end. If you place a short distance limit on it, then it doesn't really solve the annoyance of running wires because now it's an annoyance of going and placing these radio transceivers every X distance.
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# ? Jul 17, 2016 22:37 |
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A mod has popped up on the portal which looks really interesting https://mods.factorio.com/mods/MagmaMcFry/Factorissimo code:
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# ? Jul 18, 2016 03:15 |
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Looks cool. It’s a shame power transfer only works one way. One of my immediate thoughts for application was a compact/mobile generator.
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# ? Jul 18, 2016 03:30 |
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That looks impressive! Basically integrated circuits at the factory level. And you can nest them? Take any overly-large circuit you want and just reduce it down to a 6x6 building. Awesome. That's assuming you can transfer signals out of it, which kind of sounds like you can't? Still, being able to use it for anything else is just awesome.
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# ? Jul 18, 2016 05:08 |
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Neat; reminds me of Blueprint Tycoon a bit.
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# ? Jul 18, 2016 05:40 |
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Ratzap posted:A mod has popped up on the portal which looks really interesting Oh my god think about how easily you can drop tons pollution in the middle of nowhere. It's wonderful
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# ? Jul 18, 2016 11:48 |
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I had a quick read through the lua files for Factorissimo to get an idea how it works. It's quite clever. The factory itself is a modified roboport and the basic functionality uses the surfaces stuff they put in to allow the space part of the game. So it's a bit like the underground mod in that respect. Kudos to the devs for allowing mods access to this stuff, if this is any indicator, people are going to come up with a lot of cool things using surfaces.
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# ? Jul 18, 2016 12:51 |
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Can you fill one of those buildings with laser turrets, and plop it down with bots?
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# ? Jul 18, 2016 12:54 |
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I've discovered a simple and quite reliable way to detect if rail tankers or tank wagons are full at filling stations and empty at unloading stations, using my Flow Control mod: Loading Station: Unloading Station: Key: Red pumps: vanilla small pump Blue pumps: Flow Control express pump Green "pump": Flow Control non-return valve - not only does it force one-way flow, but it can output its level to the circuit network Explanation: While loading a wagon, if the wagon is not yet full, the express pump drains the valve faster than the small pump can refill it, causing the level to drop. This causes the decider combinator to output a red signal to the station, which prevents the train from leaving. When the wagon fills, the small pump can finally fill the valve again, and the red signal turns off. Unloading is the same but in reverse. The train's settings for both stations are identical: wait 5 seconds AND circuit signal red = 0 (without the wait the detectors don't have time to trigger)
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# ? Jul 18, 2016 13:08 |
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MrYenko posted:Can you fill one of those buildings with laser turrets, and plop it down with bots? You could, but they probably wouldn't shoot anything because as far as the game is concerned the turrets are in space.
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# ? Jul 18, 2016 13:13 |
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Tenebrais posted:You could, but they probably wouldn't shoot anything because as far as the game is concerned the turrets are in space. So they’ll protect you from space biters.
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# ? Jul 18, 2016 13:15 |
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I sure hope he's forgotten to disable solar panels inside those. I have having to wall off half the map to get enough solar for factory
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# ? Jul 18, 2016 13:59 |
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dogstile posted:I sure hope he's forgotten to disable solar panels inside those. I have having to wall off half the map to get enough solar for factory Electrical power is only transferred outside to inside, so if solar panels do function inside, you have to use their power right there.
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# ? Jul 18, 2016 14:43 |
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Tenebrais posted:You could, but they probably wouldn't shoot anything because as far as the game is concerned the turrets are in space. Yeah, the surfaces thing means they're basically on a completely different map. Whether or not the light levels support solar is a good question.
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# ? Jul 18, 2016 14:48 |
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GotLag posted:I've discovered a simple and quite reliable way to detect if rail tankers or tank wagons are full at filling stations and empty at unloading stations, using my Flow Control mod: I don't wanna be "that guy" but a really easy way to detect if a tanker is full is supporting the built in full/empty train conditions. I understand they don't do everything, but it's kinda weird to proudly not support them and then focus on clever ways to reimplement them with other mods.
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# ? Jul 18, 2016 15:53 |
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FISHMANPET posted:I don't wanna be "that guy" There's also the slight problem that if you ever stop a rail tanker in front of an inserter it will remove the dummy items GotLag fucked around with this message at 16:11 on Jul 18, 2016 |
# ? Jul 18, 2016 16:02 |
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Could you hide the dummy container in some unreachable-by-inserters hammerspace, and still have it work? Or is the train logic too hard-wired to make that achievable?
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# ? Jul 18, 2016 16:32 |
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FISHMANPET posted:I don't wanna be "that guy" but a really easy way to detect if a tanker is full is supporting the built in full/empty train conditions. I understand they don't do everything, but it's kinda weird to proudly not support them and then focus on clever ways to reimplement them with other mods. I feel like one of the major attractions of Factorio is looking at your established systems and figuring out ways to use your toolset to achieve similar results with a different (ideally tidier and/or more efficient) setup, so questioning the rationale of people doing that exact same thing but not in the game comes across as kind of silly. LonsomeSon fucked around with this message at 19:27 on Jul 18, 2016 |
# ? Jul 18, 2016 18:46 |
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Part of embracing multiple ways of doing things is not belitting ways of doing things that aren't your own, much less being proud of ignoring an easier solution in favor of making a more complicated one. That being said, I did confirm that if you park a rail tanker next to an inserter, it will grab the liquid "items" out of the train car. So that's pretty silly, and I guess if you have tanker cars parked next to non-filter inserters could cause an actual problem. Not a problem for me, but sounds like maybe a problem for GotLag. But it adds complexity where none previously existed to solve an edge case problem. So sure, if its a problem you've encountered, and you're a modder, and/or you want to dig in, go nuts. But don't act like your solution is objectively superior to another, it's just different. GotLag posted:Nope. I find Rail Tanker's method unappealing, so I don't support it. I am investigating alternatives but in the meantime circuit conditions are quite effective. Ultimately the way I interpreted this post (and looking back I most likely misinterpreted it) is that GotLag didn't support Full/Empty conditions because they were objectively inferior, not because they just weren't what he was interested in. Anyway, hasn't a fluid tanker been on the roadmap since approximately forever? At the very least I hope that in the future there's some way to allow a tanker to support Full/Empty conditions without requiring dummy grabbable items.
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# ? Jul 18, 2016 19:39 |
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I wouldn't call producing an endless number of useless items every time a wagon happens to park in front of an inserter an edge case, but hey. It also precludes building a universal train station which can unload more than 1 item type (more than 5 if you can accept the time cost of using non-stack inserters).FISHMANPET posted:Ultimately the way I interpreted this post (and looking back I most likely misinterpreted it) is that GotLag didn't support Full/Empty conditions because they were objectively inferior, not because they just weren't what he was interested in. GotLag fucked around with this message at 23:26 on Jul 18, 2016 |
# ? Jul 18, 2016 23:09 |
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Again, anyone can play however they want, but making a station that will universally unload both solid and liquid seems to me a little like an edge case, but who knows, maybe everybody is doing it and I'm the one guy not doing that. Alright, I don't want this to be a "4/10 contains loops" situation so I'm gonna shut up, especially since this stemmed from me misunderstanding a post. GotLag's tanker in no way prevents me from using Rail Tanker the way I want and that's the beauty of Factorio. PS I love Honk!
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# ? Jul 18, 2016 23:30 |
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# ? May 11, 2024 14:20 |
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Reading comprehension ain't your forte. Literally any time a non-empty rail tanker stops in front of an unfiltered inserter for any length of time, it will pull the dummy items out. The rail tanker will regenerate them up to its fluid level, so if your train stops somewhere unintended it really can completely poo poo up a belted supply chain. This is not what I'd consider an "edge case". Anyway I'll be the bigger man and stop this derail now that I've had the last word.
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# ? Jul 18, 2016 23:39 |