Cryogenic plant built-in productivity


Simple mod adding 50% built-in productivity to cryogenic plant. Also reduces module slots to 4 (toggleable in settings)

Tweaks
25 days ago
2.0
277
Factorio: Space Age Icon Space Age Mod
Manufacturing

g er

28 days ago

it didn't have productivity because of the cooling loop of flouroketane , this will create it out of nothing and you wouldn't be able to cool your fusion plants as it would fill up with more cold flouroketane until it jams.

28 days ago

oh man that makes sense, maybe i'll try to tweak it so fluoroketane doesn't recieve it. thanks

28 days ago

Additionally they did give it 8 module slots to make up for the lack on built-in productivity

28 days ago

I found it odd, but as mentioned, it does have friggin 8 module slots which is ridiculous. It may lack productivity but the extra module slots give it incredible versatility.

27 days ago

Thanks for insight, i fixed the fusion plant problem and made it have only 4 module slots. So it's just like a rebalance i guess

27 days ago

Is it possible to make it an option to keep the 8 module slots with this mod?

27 days ago
(updated 27 days ago)

just pushed the new version with the toggleable setting

26 days ago

Awesome thank you!

26 days ago

so looking at the Cryo plant in action, i noticed it was 50% faster than before (due to how the productivity change was implemented). I was thinking of how to make it back to the same speed, so that the same module setup still works for this recipe.

So i thought about it a bit, then hopped my NEWBIE self over to the Modding tutorial to see if i could find the one command to change the crafting time. That took a minute lol. But i did find it, and i didn't know if the game handled decimal amounts, so some short math and i came up with 18 hot in, 12 cold out, and 9 second crafting time. So after figuring out where to put all of that in, i extracted this mod to a folder, changed the version of course, and edited the main file with this:

if recipe1 then
recipe1.allowed_effects={
"speed","consumption","polution"
}
recipe1.ingredients = {
{type="fluid",name = "fluoroketone-hot", amount=18}
}
recipe1.results = {
{type="fluid", name= "fluoroketone-cold", amount = 12}
}
recipe1.energy_required = 9
end

This caused it to be back to the original 2/s recipe! I don't know if you want this info, but i was pretty proud that i went and figured it out lol

25 days ago

As stupid as it sounds, I completely forgot I could change the time it took to craft the item. I relased the new version with it completely fixed. I'm also a beginner modder myself. Thanks for your help! also I assume you meant 4/s ;)

25 days ago

Awesome! thank you! 4/s is due to the machine's craft speed not being a flat 1. If you look at the original recipe, it was 10 fluid with a craft time of 5 seconds, so just a plain 2/s. It gets increased in the Cryo Plant simply because it has a high crafting speed :)

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