Factorio

Factorio

Lihat Statistik:
Plasma gasification for electricity and slag production
This would be really cool for a mod! Plasma gasification produces a gas that is combustable which can be used as fuel, and the slag could be used as a landfill or wall material, or maybe as a recipe ingredient at increased cost.
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Muffinman 7 Mei 2016 @ 3:32am 
And what exactly are you going to plasma pyrolyze? Coal? Why do that when you should just burn it direcctly?
I don't know, excess materials? If there was some waste production somewhere, it could be used for gas.
Terakhir diedit oleh Game Over, Man; 7 Mei 2016 @ 3:46am
Muffinman 7 Mei 2016 @ 4:26am 
There isn't anything that is wasted at the moment, at least nothing carbon rich...unless you count alien corpses. You would need a mod to collect those corpses to be pyrolyzed though.
Yeah I know, it's just an idea, one I happen to like a lot.
Muffinman 7 Mei 2016 @ 5:47am 
Then you should make the mod =)
There needs to be other things added first, like waste, but that doesn't make sense since assemblers and other stuff only output one item. If waste was a byproduct of every assembler, then it may make sense.
Muffinman 7 Mei 2016 @ 9:58pm 
Obviously, your mod would change all the recipes to have some type of waste which you can then plasma gasify. You should know that this technology is not a net energy producer.
Terakhir diedit oleh Muffinman; 7 Mei 2016 @ 9:59pm
But isn't a recipe hardcoded to have only one produced item? Waste would have to be considered a second item.
Diposting pertama kali oleh Muffinman:
You should know that this technology is not a net energy producer.

I read the wiki on it. For a mod it's goal is to add complexity.
Muffinman 7 Mei 2016 @ 10:03pm 
Diposting pertama kali oleh Game Over, Man:
But isn't a recipe hardcoded to have only one produced item? Waste would have to be considered a second item.


No, recipes can have multiple products, for example the oil processings. The chemical plant is just an assembler that deals with fluids. Thus recipes can have as many inputs and outputs as you want. It is just a matter of adjusting that in the prototype of the assembler and the recipes themselves.
Terakhir diedit oleh Muffinman; 7 Mei 2016 @ 10:04pm
In the recipes.lua for solid items, the output is "result = item" and then there is a second file called fluid-recipe.lua with an output of
"results ={ {type="fluid", name="heavy-oil", amount=3},
{type="fluid", name="light-oil", amount=3},
{type="fluid", name="petroleum-gas", amount=4} }"

This is only somewhat confusing, because result and results are two different variables, in two seperate files.
Muffinman 7 Mei 2016 @ 10:32pm 
Obviously, if you want one result, you use result = {}, else results = {}. I don't see the confusion.
I'm accustomed to C, don't blame me :)
You said the assembler prototype also needs "adjusting", where is it found?
Muffinman 7 Mei 2016 @ 10:47pm 
data\base\entity\entities.lua

search for assembling-machine

The variable of interest is ingredient_count due to the fact that you might need to change it to accomodate some recipes with more than the stated ingredient_count. However, I would not touch the base game's prototype but make my own assembling-machine with a higher ingredient_count.

What matters is the "results". You would need to add waste to all of the results of all recipes that you think should make waste.
I attempted to change the result to results in another mod to test the idea and the error was: "no such node (icon)"

this is what I changed
" --result = "flare-stack"
results =
{
{type="item", name="flare-stack", amount=1},
{type="item", name="wooden-chest", amount=1},
},
"
it works normally if the results block is removed and result included
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Tanggal Diposting: 7 Mei 2016 @ 12:39am
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