FortressCraft Evolved

FortressCraft Evolved

Pyrothermic Generators
Having played this game for near 250 hours (not much in the scheme of things) I am still baffled at how useless pyrothermic generators are in the mid game. While they could fill a nice niche of constant low level power gen, especially with the Enriched/Infused Coal.

Theyre completely useless!!!!

Why?? Because they have a max power transfer rate of 128 pps!
Which makes moving past Enriched Coal completely irrelevant unless you cover every generator in batteries or Power Transmitters to get the 128 pps from every face.
It makes it clunky and inefficient to use especially when Solar Panels cant be used in a certain area.

Dumbest part of FC in my opinion, no other Power Generating Blocks have this restriction so why Pyrothermic.

(Side note: if its possible for someone to make a mod to fix this I would love them forever)
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Showing 1-15 of 20 comments
steveman0 Mar 12, 2019 @ 4:27am 
Originally posted by Grant Kendrell:
While they could fill a nice niche of constant low level power gen... max power transfer rate of 128 pps!
Not sure I see how this is related. 128 pps is plenty for nearly any GAC. The way that PTGs don't consume more coal until their internal buffer is consumed means that the actual waste will be less than a straight calculation.

If you need more than 128 pps and have a consistent supply of infused coal you should also be swimming in MK1 PSBs making it trivial to get the full power out. In nearly any situation that I used PTGs for bulk power I was connected against a large face: lab/IC/MK4 PSB where it was trivial to put 4 PTGs around a MK1 PSB to extract full power.

Besides, why are you worrying about waste of a virtually unlimited resource? I don't think I ever depleted more than one coal vein in any given world and that was only if I started with a small one. On worlds where I was lucky enough to find a vein with over a million, I was ending use of coal before a third of it was depleted assuming I hadn't already started throwing more OEs on to turn it all to paste.
Wariat117 Mar 12, 2019 @ 9:17am 
Originally posted by steveman0:
Besides, why are you worrying about waste of a virtually unlimited resource?
real world time isn't virtual and isn't unlimited o-O
steveman0 Mar 12, 2019 @ 9:31am 
Originally posted by Wariat117:
Originally posted by steveman0:
Besides, why are you worrying about waste of a virtually unlimited resource?
real world time isn't virtual and isn't unlimited o-O
All the more reason not to worry about it. Consequences of wasting a few percent of some coal power is less costly than trying to mitigate those losses to achieve 100% efficiency.
Wariat117 Mar 12, 2019 @ 9:39am 
Originally posted by steveman0:
Originally posted by Wariat117:
real world time isn't virtual and isn't unlimited o-O
All the more reason not to worry about it. Consequences of wasting a few percent of some coal power is less costly than trying to mitigate those losses to achieve 100% efficiency.
anyway I wonder if you could answer this question:
Originally posted by Grant Kendrell:
(Side note: if its possible for someone to make a mod to fix this I would love them forever)

I have found code for delivery in the function "protected void TransferPowerToAdjacentItem(long checkX, long checkY, long checkZ)" (class "public abstract class GeneratorEntity : MachineEntity")
does "protected" mean unmoddable? (can this harmony.dll override this function or not?)

edit:
In the class "public class PyrothermicGenerator : GeneratorEntity, StorageConsumerInterface" there is "this.mrTransferRate = 128f;"
Can I change this variable with harmony.dll?
It's in the main function of class "public PyrothermicGenerator(all that parameters)"
edit2:
Is there any API/guide in FCE towards the harmony.dll? The modding pdf is outdated since p18 or p19 and doesn't mention anything.
Or modders are supposed to copy paste code of mod which managed to do this and start trial&error game until it works?
Last edited by Wariat117; Mar 12, 2019 @ 10:22am
steveman0 Mar 12, 2019 @ 11:46am 
I'm not familiar with harmony myself but I believe it has capability of injecting into private methods of which I would expect protected are included. So yes, in theory I think a mod is possible. I don't know the performance cost of taking that route with it.
Wariat117 Mar 12, 2019 @ 12:21pm 
Originally posted by steveman0:
I'm not familiar with harmony myself but I believe it has capability of injecting into private methods of which I would expect protected are included. So yes, in theory I think a mod is possible. I don't know the performance cost of taking that route with it.
It sounds a little like there is other way to override existing classes without using this while harmony thing

is there such thing?
Last edited by Wariat117; Mar 12, 2019 @ 1:05pm
psusi Mar 12, 2019 @ 12:58pm 
Huh? You only get 17 pps using enriched coal ( at least on scare power settings ). What kind of fuel do you think you can load into them to make them generate more than 128 pps?

I find that the induction charger makes a fine bed on which to spam solars and/or PTGs then you only need one LPT ( mk 3 ) to send the power elsewhere.
Wariat117 Mar 12, 2019 @ 1:04pm 
Originally posted by psusi:
Huh? You only get 17 pps using enriched coal ( at least on scare power settings ). What kind of fuel do you think you can load into them to make them generate more than 128 pps?
https://steamcommunity.com/app/254200/discussions/0/1777136225033813903/#c3247562523081421038
if my math from this was correct then rushmode has over 600pps from infused coal :V
it makes me want to check it ;D
edit: yeah, on rush mode the infused coal has 640pps


there are also mods... 32k pps from infused coal on rushmode with extra burning coal, but transfer limit kills it...
https://steamcommunity.com/sharedfiles/filedetails/?id=1320210199&searchtext=extra+burning
Last edited by Wariat117; Mar 12, 2019 @ 1:10pm
Wariat117 Mar 12, 2019 @ 3:40pm 
I have messed around and... somehow it works
https://steamcommunity.com/sharedfiles/filedetails/?id=1681249573
Pyrothermic generator works underground and transfer limit is "removed" (raised it to 40k so it's like it was removed)
Crazy9000.Eps Mar 12, 2019 @ 4:46pm 
I was noticing on my rush mode world I seemed to need way more generators then implied by their power output. I'll have to try your mod.
Titanium Jesus Mar 12, 2019 @ 6:36pm 
Pyrothermals aren`t used for mid-game anyway. That`s the role of turbines.
Wariat117 Mar 12, 2019 @ 11:18pm 
Originally posted by Crazy9000.Eps:
I was noticing on my rush mode world I seemed to need way more generators then implied by their power output. I'll have to try your mod.
yeah... it says 640pps but as OP stated there is 128pps limit per each face, in order to use all this power you need to attach 5 batteries to it (or lasers) and it has only 6 faces so last one goes for hopper
psusi Mar 13, 2019 @ 11:36am 
♥♥♥♥♥♥♥♥♥! Why does rush mode make PTGs so overpowered for? That's the kind of power you get out of a turbine! Doesn't that make turbines useless?
Azranite Mar 13, 2019 @ 11:47am 
Originally posted by psusi:
Holy hearts! Why does rush mode make PTGs so overpowered for? That's the kind of power you get out of a turbine! Doesn't that make turbines useless?
Rush modes multiplies all power generation by 5 (from rapid mode). So your turbines will do over 9000 pps.
Wariat117 Mar 13, 2019 @ 12:12pm 
Originally posted by Iranite:
Originally posted by psusi:
Holy hearts! Why does rush mode make PTGs so overpowered for? That's the kind of power you get out of a turbine! Doesn't that make turbines useless?
Rush modes multiplies all power generation by 5 (from rapid mode). So your turbines will do over 9000 pps.
the numbers are different actually ;d

pyro generator generates 37,5x more energy on rushmode than on scarce(resources)/scarce(power) settings
while turbine generates 100x more energy on rushmode than on scarce/scarce settings (it was going for over 20k pps)

Originally posted by psusi:
♥♥♥♥♥♥♥♥♥! Why does rush mode make PTGs so overpowered for? That's the kind of power you get out of a turbine! Doesn't that make turbines useless?
on rush mode everything is OP :P
that's what's rush mode for ;D there is achievement to shoot OET (aka basically complete base game) in under 24H

even geothermal generator is OP on rush mode.
on rapid(resources)/plentiful(power) you need to place geothermal generator in Cold Caverns and attach it with 800 pipes (it builds them for quite a time too) you have crafted + constantly boost it with freezon to get 16404pps
on rushmode you build it ANYWHERE without any pipes or freezon and it has 32808pps (and pipes+freezon don't increase it, so you don't need them)
Last edited by Wariat117; Mar 13, 2019 @ 12:16pm
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Date Posted: Mar 12, 2019 @ 3:17am
Posts: 20