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Messages - bolti1703

#1
Thx  :)  was really fun to develop it but for now im out.

Greetings bolt
#2
Hi,

currently i don't have the time to do something, i even didn't play the Alpha 8  :o. So u can really say that the development is stopped.  The last update from alpha 6 to alpha 7 was no big deal, just changing some lines in the xml files. So if somebody have the time and the motivation to update the mode, just do it.
#3
Quote from: InfiniteRemnant on October 12, 2014, 09:28:27 AM
Just had an idea, though this may have been suggested before. what about having a structure you place over water or marsh, that grows algae for fuel? that way it's not competing with your food for growing territory? It's not like you can do all that much with that terrain otherwise.

i mean they can synthesize diesel from that now, IRL and it's WAY better than the stuff made from vegetables according to Wikipedia (http://en.wikipedia.org/wiki/Algae_fuel) Maybe it could be a replacement fuel near the end of the mod's tech tree or something?

Thx for your suggestion, i keep this in mind .no time at the moment to develop the mod but suggestions will be noticed. in some weeks i hope to release another generator mod with SyberSmoke.

Greetings
#4
Reuploaded the file
#5
noone tested this mod with his A2B: conveyor belts & co.. It works just fine, no update necessary
#6
Quote from: SyberSmoke on October 05, 2014, 03:30:07 PM
And to the mod maker, it was late but challenge accepted.  I have been scratching out some thoughts on a pad of paper since I woke up.  Damn...after reading your last post I had dreams about the game...[sarcasm]you such man...you really really do.[/sarcasm]   8)  I will see if I can come up with a doc in a couple days.

Cool  8) ,take your time as i said the next time i will slowdown the development , but you can write here or PM me, i just don't code anything the next weeks. But when we have the concept it should take not to long to code the mod...

Greetings
#7
Quote from: InfiniteRemnant on October 05, 2014, 03:02:13 PM
the outputs on these generators are ridiculously low... most brands of gas generators don't seem to go below 1000w for a refrigerator sized machine irl, at least most that are available in the stores here, and can go well above that output. I realize ethanol would probably be half that, and chew through fuel faster, but even that makes your strongest machine comparable to my home town's weakest...

it frankly seems absurd that your machines are larger than that yet so much less powerful.

there was a discussion about the power output. and i think it is  a point in which the opinions are devided. in the end i have to find a compromise beetween reality and playability.  for now the generator produce power beetween 125 W and 600 W. the design goal with the generator was to make it not to powerful but an alternative source of power in certain situations ( eclipse, solar generator is destroyed, during the night). As SyperSmoke wrote it's difficult to compare things in the game with the Real world ( for example the Solar generators a much to powerful compared with real world solar gens). And of course the generator has some pros : small, doesn't expolde in the rain like batteries, can produce power in times when solar gens are down)
#8
Have access again, thx
#9
Same here, my account is baned forever and as a guest till 12 october
#10
Thx for your feedback, as i said i really like the idea and i agree in the most points. The next time i will be much less active here in the forum and the development of the mod will be stopped ( exept bug fixing )for a while but i want to collect ideas and suggestions in this time. if you and any other have ideas, PM me or post here. I think i release then a complex version of the generator mod ( but this will take some time). If you want you can do the research and/or develop the design concept.

Greetings
#11
Hi,

i really like the idea of making the generator on the basis of a scientific ground. as you say this mod lacks the researches but this was a design choise. my intention was to make a simple mod which adds a small generator with a minimum of new parts and ressources. i made it in the time when everybody was waiting for the Better Power+ mod update. A small mod with the focus on playability and fun, adding an alternative to the existing power generators till Better Power+ is updated. The goal was not to be scientific accurate, since this requieres much more time ( this is why i spare to make empty fuel canister instead the generator spawns metal. not very scientific i know but for expanding this i had to make new ressources, make new textures -- i'm terrible at painting on pc-- , and balancing this all).
After the development of Better power+ is stopped i reflect about the way this mod should go and as i said i really like the idea to be more realistic. I want to monitor the other modmakers, as far as i know ther is at least one other ethanol generator at the moment Superior Crafting and an other in the making More power, and decide then which way i go.  a possibility could be to keep this mod as simple as it is and make a new more complex generator mod. to all: any thoughts about this?
#12
Version 0.7.0.1 update for Alpha 7. Just a quick update, nothing new ( hope no new bugs, but should work well so far )
#13
Quote from: Reaper on September 03, 2014, 01:10:53 PM
just make it output a empty fuel can resource and put in a new crafting recipe to use it instead of metal.

as it is the damn cans are already made from thin air with no tools. but i would like to see the machining table with a option to make cans.

the cans are made in the fuel refinery. it contains all needed equipment  8) . but besides that, i agree that metal shouldn't be lost after burning. testing the new version where the generator spawns metal after burning
#14
Quote from: Reaper on September 03, 2014, 02:01:22 AM
please remove the metal requirement, It sucks to have to use a building materiel as a fuel. If you could i would prefer that the generator produce empty cans if you don't remove it that can be recrafted.

A debatable point i guess. It seemed plausible for me that if you make liquid or gaseous fuel you need also a container for it. But yes it is not plausible that the container also burns in the generator.  If i make the gen produce a fuel can after burning it would interrupt the burning and the power production after every single fuel unit. You would have an additional step in the power production chain. Would increase the authenticity but complicate the playability. At the moment i prefer the  solution which i choose but as i said the topic is quite debatable.

Edit: A solution could be to spit the production of fuel and cans. you produce cans  out of 5 metal( three different one for wood gas, one for shale gas, one for ethanol ). then you use the cans for producing fuel ( for example 20 wood logs and a can ). after burning the fuel the generator produce an empty can which can be reused again. as i said this would mean an additional step and three additional resources ( empty cans).
#15
Quote from: Stryker on September 03, 2014, 04:48:17 AM
Wood shouldn't be need to be refined :-X

I thought about this but the generator needs gas or liquid fuel for producing power