Carbon


Hydrocarbons go in, hydrocarbons come out. You can't explain that.

Content
3 years ago
1.1
333
Fluids

Changelog

Version: 0.3.0
Date: 2020-09-29

  Recipes:
    - Renormalized syngas recipes.
    - Balanced sulfur output in Advanced natural gas processing, and
      reduced emissions.
    - Finished new recipe tint system and applied to derived recipes.

  Changes:
    - Code refactoring, improved chemical dependencies.
Version: 0.2.9
Date: 2020-07-19

  Fixes:
    - Codebase update to (hopefully) fix reported bug.
Version: 0.2.8
Date: 2020-07-16

  Changes:
    - Background updates to codebase.
Version: 0.2.7
Date: 2020-07-01

  Recipes:
    - Added small amounts of petroleum gas to the Fischer-Tropsch
      recipes for added realism and to help them play more nicely
      with the Fluid Permutations mod.
    - Removed fluidbox indexes on all (I think) recipes as they
      are no longer needed to maintain consistency with vanilla
      recipes.
Version: 0.2.6
Date: 2020-02-03

  Changes:
    - Moved mod to version 18.
    - Updated several icon_size values because apparently
      people want huge icons, now.
Version: 0.2.5
Date: 2019-11-26

  Locale:
    - Added Russian translations provided by Va7ya.
Version: 0.2.4
Date: 2019-11-03

  Audio:
    - Reduced volume of natural gas wellhead by 1/2.

  Changes:
    - Added option to disable vanilla fluid fuel values.
Version: 0.2.3
Date: 2019-10-04

  Graphics:
    - Improved color sharing on new syngas recipes.
    - Improved syngas colors.

  Recipes:
    - Set tsen's coking recipe "hidden", since it
      is made in a furnace.
Version: 0.2.2
Date: 2019-10-01

  Balancing:
    - Advanced Fischer-Tropsch recipes now
      use syngas instead of direct methane.
    - Added heavy oil F-T recipe and solid
      fuel recipes for light and heavy oil
      to be enabled by the "flammables"
      tech.
    - Removed sulfur waste product from
      productivity bonus in advanced gas
      processing recipe.

  Recipes:
    - Added syngas-based recipes for some
      recipes that take coal as an ingredient,
      e.g. grenades.
    - Added optional recipe to coke coal
      into solid fuel (off by default),
      courtesy of tsen.

  Changes:
    - Some code refactoring.
    - Fixed a potential bug.
    - Removed steam reforming recipe in the
      case the methane option is not chosen,
      rather than replacing methane with 
      petroleum gas.
    - Removed redundant technology effects.
Version: 0.2.1
Date: 2019-09-30

  Changes:
    - Removed gas-boiler dependency since
      most fluid bugs have now been fixed.
Version: 0.2.0
Date: 2019-09-30

  Graphics:
    - Updated chemistry recipe tints for
      new chemical plant graphic.

  Entities:
    - Changed sound on wellhead so it 
      sounds like a wellhead instead of
      a pumpjack.

  Balancing:
    - Removed coal from solid-fuel-from-methane
      recipe and increased methane ingredient
      amount from 40 to 50. All fluid fuel
      values are now equal to solid fuel recipe
      numbers for all fluids whose fuel values
      are set by my mods.
    - Increased gas wellhead output amount
      from 10 to 30, to better match power
      availability of vanilla oil resource.
    - Tweaked natural gas autoplace settings
      to increase richness by about 10%.
Version: 0.1.16
Date: 2019-09-06

  Fixes:
    - Fixed changelog.
Version: 0.1.15
Date: 2019-09-06

  Fixes:
    - Fixed bug related to adding some recipes to the
      productivity module limitation tables under the
      wrong settings.
Version: 0.1.14
Date: 2019-09-06

  Fuel:
    - Removed sulfur as a fuel type. I felt that this
      mod should only affect carbon concepts. Sulfur
      burning is still available in my heat processing
      mod, and will probably become its own mod, eventually.
Version: 0.1.13
Date: 2019-09-05

  Recipes:
    - Updated all recipe tints for the new
      chemical plant graphic.

  Prototypes:
    - Moved gas-boiler to separate gas-boiler mod.
      I will maintain it as a requirement for some
      amount of time, because loading a map that uses
      a fluid boiler, after removing the boiler,
      causes a crash. I'll open a bug report for the
      issue.
Version: 0.1.12
Date: 2019-08-30

  Balancing:
    - Increased gasifier recipe result amount to 50,
      and increased FT recipe time to 10, which should
      result in one gasifier being a bit more than
      sufficient to provide for one refinery with 
      modules but without beacons.
Version: 0.1.11
Date: 2019-08-28

  Fixes:
    - Added syngas FT recipe to productivity module list.
Version: 0.1.10
Date: 2019-08-28

  Recipes:
    - Added F-T process for syngas. You can now do liquefaction
      on any fuel by turning it into syngas, first.

  Balancing:
    - Rebalanced F-T recipes again, to match with vanilla
      coal liquefaction. The recipes are more productive, now.
    - Balanced gas processing recipes to match.
Version: 0.1.9
Date: 2019-08-26

  Updates:
    - Mod display name changed.

  Crafting:
    - Added Gasifier, which takes water/steam and any fuel to
      create syngas. Thanks to GotLag for the stack graphic.

  Balancing:
    - Decreased natural gas and methane fluid fuel_value
      by 2/5 to match fuel conservation with other processes.
    - Increased richness of methane resources by 5/2 to off-set.
    - Decreased sulfur output of advance gas processing by 1/5.
      This is less physical but I'm concerned about sulfur back-up
      due to increased processing from increased resource richness.
Version: 0.1.8
Date: 2019-08-23

  Fixes:
    - Added syngas to advanced-oil-processing tech.
Version: 0.1.7
Date: 2019-08-23

  Carbon:
    - Added syngas, made from methane steam reforming. 
      Use syngas in your recipes to make other carbon-based
      materials. For realism in your recipes, the H2 ratio 
      relative to CO goes up at the expense of a copper
      catalyst (low-temp),  or goes down at the expense
      of an iron catalyst (high-temp). Fluid name is
      "adamo-carbon-syngas". I am not changing the F-T
      processes to use syngas at this time, and I probably
      won't, because I want syngas as an optional product,
      but F-T is fundamental to oil production using 
      methane. If you are using your own syngas, put the
      fluid prototype name into the setting, and any
      syngas recipes I come up with use yours, instead.

  Balancing:
    - Increased cost of activated-solid-fuel to 50 methane gas,
      for balance with the F-T process.
    - Increased cost of rocket-fuel to match. Rocket fuel is cheaper
      than the equivalent amount of solid fuel from methane, to reflect
      the real-life goodness of methane rocket fuel. If the recipes turn
      out to be too expensive, I'll increase the resource abundance
      in an update.
    - Increased steam input on Fischer-Tropsch process
      to satisfy molecular hydrogen balance.
    - Removed steel-plate from rocket-fuel recipe, since
      the original recipe doesn't require it, either.

  Graphics:
    - Minor adjustments to fluid colors.
    - Added proper chemistry recipe tints.
Version: 0.1.6
Date: 2019-08-17

  Recipes:
    - Moved methane-based rocket fuel recipe to 
      crafting category "chemistry", since it uses
      two fluids.
  Updates:
    - Added fast_replaceable_group "boiler" to gas-fired
      boiler.
Version: 0.1.5
Date: 2019-08-09

  Recipes:
    - Scaled the advanced processing recipes to
      eliminate annoying logistics.
Version: 0.1.4
Date: 2019-08-08

  Graphics:
    - Fixed boiler graphics.

  Recipes:
    - Added recipes to productivity limitation tables.
Version: 0.1.3
Date: 2019-08-04

  Changes:
    - Clearing up dependencies and factoring code.
    - Fixed advanced natural gas processing recipe.
    - Cleaned up settings controls and added support for Sulfur Production
      from Oils.
    - Removed some potentially-problematic fluidbox_index values.
Version: 0.1.2
Date: 2019-08-04

  Changes:
    - Finalized fluid colors. Not perfect, but I think this might be the
      best balance.
Version: 0.1.1
Date: 2019-08-03

  Changes:
    - After messing around with a bunch of icons, I think I decided on what
      icon to use for the processing recipes.
Version: 0.1.0
Date: 2019-08-02

  Changes:
    - Had to remove fluidbox_index values because using them on multiple
      recipe inputs or outputs can apparently cause a desync.