Planetary Fuels


Adds variants of Nuclear Fuel specific to some non-Nauvis planets.

Content
4 months ago
2.0
171
Manufacturing Power

i aquillo fuel

4 months ago

big fan of this, just added compatibility into my mod, are there any plans for an aquillo fuel?
cheers

4 months ago

Plans, yes, though not for a while. I'd need to first GET to Aquilo :) Poor form to create mods for content I haven't experienced. That said, here's what my plan is:

  • Fusion fuel on Aquilo, probably scaled to the difference between Nuclear and Fusion reactor fuel.
  • Crystallic Fusion fuel for Vulcanus, using Crystallic, probably using some kind of crystalline entity that needs to be built or grown - not sure yet. More than just another production chain, though.
  • Positronic Fuel for Fulgora. I want to try and implement lightning in some way - like a crafting machine which costs a tremendous amount of power to work (in the GW range), but comes with short recipe craft times so it has to be run on a separate grid and powered by lightning directly.
  • Hypergolic Fuel for Gleba. That one I'm not sure about yet, but I'd like to do more with the Necrotising Bacteria concept. Possibly something to do with growing monster-spawning plants or black defiled tiles.

All of this is slightly longer-term, but I'd welcome any ideas you have - especially if they come with suggestions for implementation :)

4 months ago

growing the crystals using something similar to the agricultural tower but over lava possibly for vulcanus, but lava isnt a terrain so not sure how i would implement that.

maybe some sort of combusting bacteria on gleba that explodes when it expires, and cannot be burned (itll explode) etc so very difficult to dispose of if you produce more then you need.
ill have a think about implementation of the first one

4 months ago

growing the crystals using something similar to the agricultural tower but over lava possibly for vulcanus, but lava isnt a terrain so not sure how i would implement that.

Oh, that bit's easy. Lava is just another tile with a few special conditions. Plants can grow on any tile, as long as it's part of their autoplace conditions. Demolisher Agriculture already does this, so this is entirely doable. I'm just a bit leery of over-extending agricultural mechanics. The Agri Tower has very specific and VERY complex visuals that I'm not equipped to tweak.

My idea was to use an actual placeable structure which would "grow" over time, but... well, that's a lot of control scripts that I don't need to do when the Agriculture Tower already does. Could always include "rock fish" in the lava :) But yeah, growing crystals like plants might be a good way to go. Certainly the most straightforward way.

maybe some sort of combusting bacteria on gleba that explodes when it expires, and cannot be burned (itll explode) etc so very difficult to dispose of if you produce more then you need.

That's effectively what Necrotising Bacteria already is, though. When it decays, it spawns a very large, very damaging acid explosion which affects player characters and buildings. I cloned the Gas Capsule's blue gas, removed the "enemy" faction restriction from it and recoloured its sprites yellow. It's... pretty deadly. A single explosion will take out smaller items like belts and inserters, as well as deal substantial damage to buildings. Each stack can only explode once, but you're in trouble if several expire in short succession.

My idea for Necrotising Bacteria was to be hard to get rid of, because it's not lost in most of its uses. Fuel costs 1 Bacteria, decays into 1 Bacteria and burns into 1 Bacteria. Every use for Bacteria returns as much as you put into it. Means you actively have to get rid of it to prevent it exploding, and it doesn't burn. Have to actively run it through a furnace. Was considering adding a "Placate Necrotising Bacteria" where you can combine Bacteria with Nutrients and get back unspoiled Bacteria - essentially reset its spoilage. I wasn't sure if it was wort the added complexity (for the player, it's simple to do), though.

So if I'll be doing something else with Bacteria, it would need to go farther than that. Plants (all entities, really) have a dying_trigger_effect that I can play around with, since those triggers are quite flexible. I believe that's triggered when the entity is mined as well as killed through damage, but I'm not sure. Still mulling over my options, basically.

a month ago

Have you considered just making the fuel based on fusion energy instead of nuclear?

a month ago

Have you considered just making the fuel based on fusion energy instead of nuclear?

For Aquilo, yes. However, I'd still like to have fusion-equivalent fuels for the other planets, as well. I've been thinking about this on-and-off, and all of my ideas are kind of... messy and unnecessarily complex. I'll probably have to scale back my ambition and try to avoid introducing a ton of additional entities. Don't want to scope-creep this TOO much.

8 days ago

If you were interested, I made some edits for personal use (I don't like to post stuff XD). That added an aquilo fuel, I can send to an email or something if you wanted.

6 days ago

If you were interested, I made some edits for personal use (I don't like to post stuff XD). That added an aquilo fuel, I can send to an email or something if you wanted.

I appreciate the offer, but I think existing Fusion Fuel mods already cover that well enough. I'd like to do a full set of "fusion-level" fuels for the existing planets, not just Aquilo, once I'm active in Factorio again. Things like a Vulcanus fuel which requires heat to make, in some fashion, maybe a Fulgora fuel which requires lightning. Just something more interesting than throwing resources together into making a different-coloured canister. I wouldn't be opposed to looking at what you have, of course :) Just can't make any promises.

Although the above may be a bit... fat, in that it would require special buildings. Despite being a volcanic planet, Vulcanus doesn't really have a local source of heat energy. No Uranium for nuclear reactors, no way to pull heat off of lava. That would require a new crafting structure, possibly more than one. Similarly, a recipe can't require "lightning", and lightning collectors are very hard-coded. So a crafting machine which requires lightning would need a runtime script, which could potentially degrade performance. Etc., etc., etc.

It's kind of what's been holding me back. I have some interesting ideas, but the overhead in both actually making them AND for players to actually use them may be too much. I don't like adding clutter, if it can be avoided.

6 days ago

No problem, i didnt go the fusion route myself. i just kinda played with some fluids and set up a "Cryonic Fuel" with excess hot l fluid popping out, i felt it fit with the theme of a lot of stuff of aquilo that did similar. No to mention having 3 fluids go into it i though was a nice difference.

5 days ago

No problem, i didnt go the fusion route myself. i just kinda played with some fluids and set up a "Cryonic Fuel" with excess hot l fluid popping out, i felt it fit with the theme of a lot of stuff of aquilo that did similar. No to mention having 3 fluids go into it i though was a nice difference.

Is there even a building in the game that can take three fluids as input? :) But yeah, that's not a bad idea. Me personally, I was more thinking along the lines of using Plasma directly, although that would be... complicated to do. Mostly in terms of artwork, since the game currently doesn't support plasma ducting, and I don't want to create specific mod dependencies if I don't have to.

At this point, it might just be smarter to go with the more regular approach of traditional recipes.

2 days ago

cryogenic plant can

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