HelicopterRevival


Adds two fully animated helicopters to the game. Ideal for getting from A to B quickly, exploring the map, building islands and nuking biters from the sky. Originally forked from Kumpu with fixes for Factorio 0.18.2+, but adding some enhancements of my own as well. NOW also includes API for other mod authors to register their own helicopters!

Content
5 days ago
0.18 - 2.1
103K
Transportation Combat

g fuel consumption

a month ago
(updated a month ago)

hello,
could anyone point me in direction to how change fuel consumption rate in this mod (or even fuel type too) ?
i got to scout helicopter and with fuel i got (mostly on PY mods but lot others too) i cant fly from 1 corner of my base to other without using 2 stacks (so all that fits in fuel slots) so to use it as name suggest - to scout i would have to take full inventory of coal and it still would run out super fast

i did try find it myself but any changes i make in heli_scout.lua doesnt change anything and fuel consumption stays same, could only change fuel slots there
so then i try other mod files and tested baseEngineConsumption settings in heliBase.lua and got some success here cos changing that at least helicopter doesnt consume fuel when not accelerating which at least make its scouting job possible

still looking for some real change there, way to add other fuels would be cool too but mostly its consumption that kills me

a month ago

Every fuel has its own fuel rate; you define the fuel energy value when you create the fuel... Like in Krastorio2, you have

  {
    type = "item",
    name = "kr-fuel",
    icon = "__Krastorio2Assets__/icons/items/fuel.png",
    fuel_category = "kr-vehicle-fuel",
    fuel_value = "15MJ",
    fuel_emissions_multiplier = 1,
    fuel_acceleration_multiplier = 1,
    fuel_top_speed_multiplier = 1,
    subgroup = "raw-material",
    order = "w01[fuel]",
    stack_size = 200,
  },

( source: https://codeberg.org/raiguard/Krastorio2/src/branch/trunk/prototypes/items/items.lua#L223 )

But if you're looking into binding pyanodon's fuel categories to the mod, the script you're looking for is here:

https://github.com/wolfhowlmedia/factorio-helicopters/blob/master/logic/heliBase.lua#L114

(this part is for minimal unit calculation)

The other part that needs to be modified is here:

https://github.com/wolfhowlmedia/factorio-helicopters/blob/master/data-final-fixes.lua#L30

You basically bind pY fuel category to car.energy_source.fuel_categories

And... that should be basically it!


Alternatively, you could tweak "Acceleration power" / heli-braking-force settings.

a month ago

tnx, gonna try all that

acceleration power and breaking power does nothing somehow (was first stuff i did try) , heli is slower but fuel use is same

There you go. Helis now officially support pyon... pylon... uh... You know, the thingy...

At least according to pycoalprocessing... So the heli should support all the fuel types that other vehicles have. And no, the primary fuel usage is unchanged.

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