Automatic Barreling/Unbarreling Machines

by Xaetral

Adds two entities that will automatically barrel or unbarrel fluids without ever having to select a recipe.

Tweaks
1 year, 2 months ago
1.1
2.53K
Fluids Manufacturing

b [Balancing] Productivity Modules

1 year, 8 months ago

I have been using your mod for some time and now I was very surprised to see that productivity modules can be installed in your machines. In my opinion, this is a mistake based on the logic of the game

1 year, 8 months ago

Oh, it is not intended to be that way indeed.
Thank you very much for the report, the fix is available in the 0.2.0 version now.

1 year, 8 months ago

I carefully observed the behavior of the machines and noticed that they accept productivity modules only during downtime. During operation, they only accept speed and efficiency modules. If you put efficiency modules before work, the interface will change accordingly, but there will be no effect at the time of work.

Thank you for the quick response to the message)

1 year, 8 months ago

That's a weird behavior for sure, but I think it is made on purpose as the productivity counts per whole craft so it is to prevent you from adding productivity module during one and getting a fractional craft count.
I actually forwarded the mod portal notifications to discord, which is super convenient not only for quick reply but also for me since I get a message once in a few months XD

1 year, 8 months ago

Each author does as it suits him. In my opinion, it is better to keep error tickets and suggestions in GitHub, but according to some authors, it is not convenient for all users to use it

1 year, 8 months ago

Yeah we're all different for sure, anyway feel free to post any other feedback in that discussion tab in case you ever feel so :)

1 year, 8 months ago

IIRC there's a prototype field on the assembly machine to say what modules it allows. You can remove prod modules from the list and then it's impossible to ever put them in.

1 year, 8 months ago

IIRC there's a prototype field on the assembly machine to say what modules it allows. You can remove prod modules from the list and then it's impossible to ever put them in.

See mod changes in version 0.2.0

1 year, 8 months ago

Dang you're fast. I saw the question was asked a day ago so I thought there was no way you patched it by then.

How'd you set up discord notifications? I have a hard time staying on top of my mod mail.

1 year, 8 months ago

Dang you're fast. I saw the question was asked a day ago so I thought there was no way you patched it by then.

How'd you set up discord notifications? I have a hard time staying on top of my mod mail.

I didn't understand the words of the author of the mod about the discord. So this one is better to ask him)

1 year, 8 months ago

Why is it now impossible to install any modules at all?

1 year, 8 months ago
(updated 1 year, 8 months ago)

Because I feel like it doesn't makes much sense for a dedicated tool like that to allow modules in them, like it already consumes less power (124kW) and if its speed is not enough I can always increase it in the entity prototype.
I mean, the main purpose of the mod was to hide all the recipes, I don't use barrels except very occasionally like to start the coal liquefaction for example, but I'd be glad to hear people's thoughts.

1 year, 8 months ago

Not everyone can get into the mod files and change the power of the machine. I think it's better to leave the traditional methods of manipulating the parameters of the machines. Since a barrel is filled or an empty barrel fits the concept of a finished product, I think it's better to leave the possibility of the influence of speed and efficiency modules and beacons.

In addition, I can say that there are different mods that can affect your machines too, and a situation is created where modules will be needed.

1 year, 8 months ago

I gave it a thought and asked people around, here's what I'm gonna do:
- Give the entities 3 module slots (as they are supposed to be a midway between machines mk2 and mk3).
- Re-enable beacon effect.
- Up the power consumption a bit to 200kW + 5kW static.
This should end up in something more balanced.

1 year, 2 months ago

How in the hell did you forwarded Factorio notifications to Discord

1 year, 2 months ago

Please ask me in the official factorio discord server in the mod-making channel, it's a better place for that talk XD

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