#Fracking Tower - Factorio Mods

1 messages · Page 1 of 1 (latest)

tight moss
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dear OBS. why in god's name would you render it like that

crimson herald
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out of curiosity, how hard was it to figure out how to use NSB?

tight moss
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Very, very easy

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except for the bug i opened

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but it's really plug and play; i was quite impressed

crimson herald
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still not sure about that one, i havent opened it up in game to check

tight moss
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i worked around it by turning off the fuel indicator on this entity altogether

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but twould be nice, especially because it's not obvious how to power the thing if you're not accustomed to nsb

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because who reads tooltips anyways

crimson herald
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did you end up switching to fuel_usage_per_tick?

tight moss
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hmm?

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ahhh i see

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I'll try that after work

tight moss
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Wait, so can i use fuel_usage_per_tick to make it generate as much power as needed without caring for lubricant temperature or fuel value?

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okay, i'm surprised to learn that actually works, but i still have the low fuel icon

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also it's not producing any smoke anymore

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    energy_source = {
      type = "fluid",
      burns_fluid = false,
      -- The docs suggest to me that this doesn't work.
      -- I have no idea actually what this is doing.
      scale_fluid_usage = false,
      fluid_usage_per_tick = 10 / 60,
      -- big mining drill is 40.
      -- these are gonna SUCK to use.
      emissions_per_minute = {pollution=100},
      fluid_box = {
        volume = 100,
        production_type = "input",
        pipe_covers = pipecoverspictures(),

        filter = "lubricant",
        pipe_connections = {{
          flow_direction = "input",
          position = {0, 1},
          direction = defines.direction.south
        }}
      },
      smoke = {
        {
          name = "smoke",
          frequency = 20,
          position = {0, -2},
          starting_vertical_speed = 0.05,
          north_position = smoke_pos,
          east_position = smoke_pos,
          south_position = smoke_pos,
          west_position = smoke_pos,
        }
      }
    },
    energy_usage = "1MW",
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this somehow makes the beacon work, but i can't tell why, and i can't tell how the game knows how much power to give the beacon

tight moss
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i'm getting strange and inexplicable behavior where it works at 100% effectiveness with the fuel icon flashing, then if i disconnect and reconnect the pipe it eventually runs out of fluid in the buffer and the only way to get it working again is to break and replace t

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i also cannot think of any mods that do somethin similar to look at ...

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If i set it back to burning fluid, then it has the same problem as above where disconnecting and reconnecting the power stops working

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It continues to eat fuel and produce smoke, but it does not turn on the beacon or broadcast

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... okay, it's back to working again. I think that the internal entities were in an inconsistent state

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yes, it looks like it always breaks if i use fuel_usage_per_tick and burns_fluid=false

crimson herald
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If you only use fuel_usage_per_tick then it just consumes that much straight up. Im guessing that its not working at full power because it cant pull enough lubricant becuse it requires a full MW of power but im not certain

tight moss
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It was not working even when i had it set to 1kw

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I think it is trying to consume lubricant but gaining no energy from it because it is 0C above its resting tempeature

crimson herald
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That wouldnt be it

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Well actually

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It might need burns_fluid=true

crimson herald
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flashing icons is a base factorio issue

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try moving the energy source definition to an assembler to see if the issue persists, and how to solve it

crimson herald
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also might be a weird migration issue, tbd

crimson herald
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definitely was a weird migration issue probably